The Destroyer Posted April 14, 2014 Share Posted April 14, 2014 When you're done sorting out a lot of the bugs, could you add support for KSP Interstellar? This would probably fix the issue as stated with really long-range drifting by making the trip as short as possible. I know it's asking a lot though, with how the warp drives are coded, and all, but I think it would be really cool to have a large fleet of ships warp into Joolean space at once, as opposed to one ship, or all of them arriving several hundred kilometers apart.F--- Yea! Link to comment Share on other sites More sharing options...
BahamutoD Posted April 14, 2014 Author Share Posted April 14, 2014 I didn't even think about that. That would be cool! But yeah, I think the only things I need to do for it to be fairly releasable are staging, the rest of the action groups, and a better steering system. Then I'll see about KSPI and/or locking formation on rails. Link to comment Share on other sites More sharing options...
The Destroyer Posted April 14, 2014 Share Posted April 14, 2014 Okay. I'm working my way up to unlocking the warp drive slowly... I'll be patient. Link to comment Share on other sites More sharing options...
Robotengineer Posted April 17, 2014 Share Posted April 17, 2014 I can't get this mod to work, I'm probably doing something wrong but figured I would ask. When ever I they to get a craft to follow another, it sets the leader's throttle to 0. Link to comment Share on other sites More sharing options...
BahamutoD Posted April 17, 2014 Author Share Posted April 17, 2014 Check to make sure that all the followers have activated engines. The leader's throttle gets limited to match the max thrust of the slowest follower, so if any ships have 0 thrust, then the leader will be limited to 0 throttle.If that's not the case, send me a screenshot or a detailed description so I can see if its a bug. Link to comment Share on other sites More sharing options...
Robotengineer Posted April 17, 2014 Share Posted April 17, 2014 Will do, thanks. Link to comment Share on other sites More sharing options...
Starstrider42 Posted April 17, 2014 Share Posted April 17, 2014 Very nice! I was so disappointed when I realized KSP doesn't support flotillas.Time to vindicate von Braun... Link to comment Share on other sites More sharing options...
Robotengineer Posted April 17, 2014 Share Posted April 17, 2014 I tried this with a save without FAR or firespitter and it works. I was trying to get it to fly Mustangs in formation with firespitter so I believe its a compatibility issue though I'm not sure. Link to comment Share on other sites More sharing options...
The Destroyer Posted April 17, 2014 Share Posted April 17, 2014 I tried this with a save without FAR or firespitter and it works. I was trying to get it to fly Mustangs in formation with firespitter so I believe its a compatibility issue though I'm not sure.Definitley firespitter, IIRC it uses a different engine module, this only supports ModuleEngines and ModuleEnginesFX Link to comment Share on other sites More sharing options...
BahamutoD Posted April 18, 2014 Author Share Posted April 18, 2014 I didn't know firespitter had its own engine modules .. I'll try to add support for them later. Link to comment Share on other sites More sharing options...
Red Fang Posted April 18, 2014 Share Posted April 18, 2014 I love your mod. It should live long an prosper. Just 2c regarding long transfers. Is it possible to use MJ maneuver planer, or a similar feature, to reassemble formation at certain points set by the player?For example, in time for maneuver nodes, SOI changes, entering atmosphere etc... all those situations when formation matters, and makes life easier. They may be selectable from a menu. Lets say, you save positions of followers relative to the leader when engaging time warp. Than, during the warp, ships drift. Upon setting up a maneuver node, followers set up and perform interception burns, that will get them back to the leader after a breaking burn, some time before the maneuver. You may have to force dropping out of warp in time to kill relative velocity. CAC, MJ, KSPI and other plugins may make things more complicated than that. Now, this is talking from a player's perspective, at 3AM and knowing next to nothing about programming. Link to comment Share on other sites More sharing options...
Westi29 Posted April 19, 2014 Share Posted April 19, 2014 I can't seem to get this to work with the KSO engines. The SSME's and the OMS engines do not light. Link to comment Share on other sites More sharing options...
phoenix_ca Posted April 19, 2014 Share Posted April 19, 2014 Hm. Probably can't support KSP Interstellar either then, if it only supports ModuleEngines and ModuleEnginesFX. Link to comment Share on other sites More sharing options...
BahamutoD Posted April 19, 2014 Author Share Posted April 19, 2014 I can't seem to get this to work with the KSO engines. The SSME's and the OMS engines do not light.It works for me. Make sure the engines are already activated. BT won't activate engines for you.Hm. Probably can't support KSP Interstellar either then, if it only supports ModuleEngines and ModuleEnginesFX.It should work with all the 'engines' except the Alcubierre drive and solar sail. Link to comment Share on other sites More sharing options...
Darndello Posted April 19, 2014 Share Posted April 19, 2014 Bookmarked! I will be looking at this, it sounds very useful! One question though: if I have two spaceplanes almost touching (with their bottom), and I roll them, will they smash their wings together, or will they rotate around a center point, and not crash. P. S. I hope you understand, I kinda forgot English. Link to comment Share on other sites More sharing options...
BahamutoD Posted April 19, 2014 Author Share Posted April 19, 2014 They'll smash into each other. The plugin is nice but its not THAT nice lol. Link to comment Share on other sites More sharing options...
Westi29 Posted April 19, 2014 Share Posted April 19, 2014 It works for me. Make sure the engines are already activated. BT won't activate engines for you.Whenever I dual launch the KSO's only the solid boosters activate. The thrustmax never fire. They all say they are activated, but no fuel flows into them during launch. Also, only one of the KSO's launches, the other just sits on the pad. Link to comment Share on other sites More sharing options...
BahamutoD Posted April 22, 2014 Author Share Posted April 22, 2014 (edited) Hmm, that's odd but it shouldn't have to do with the plugin. What method are you using to attempt to launch them?--Small dev update:I've been working on my Constellation pack so just one change for v4: action groups.Despite saying that this isn't really intended for launches, I did a quick launch to orbit using the new action groups function in alpha v4 (download available in op).Actual staging with the spacebar still isn't available; I staged by using an action group. Edited April 22, 2014 by BahamutoD Link to comment Share on other sites More sharing options...
Westi29 Posted April 22, 2014 Share Posted April 22, 2014 I've tried launching them with one on the runway and one on the pad, and I've tried launching them with one on an extra planetary launchpad and one on the launch pad. All individual launches work perfectly when not synced. Does it have to do with launch clamps? I've tried changing the staging but haven't gotten any results either. Link to comment Share on other sites More sharing options...
BahamutoD Posted April 22, 2014 Author Share Posted April 22, 2014 Oh, well first of all, staging isn't supported yet. The newest version adds action groups though; you can try setting their launch actions to an action group. Link to comment Share on other sites More sharing options...
The Destroyer Posted April 22, 2014 Share Posted April 22, 2014 I'm always excited when a new version gets released! Link to comment Share on other sites More sharing options...
Westi29 Posted April 22, 2014 Share Posted April 22, 2014 (edited) Oh, well first of all, staging isn't supported yet. The newest version adds action groups though; you can try setting their launch actions to an action group.Okay I'll try that!Update: Nope : ( Edited April 22, 2014 by Westi29 Link to comment Share on other sites More sharing options...
SystemGlitch Posted April 22, 2014 Share Posted April 22, 2014 Wow, this is a really cool idea! It's like..multiplayer by yourself! I like the name, too. But something like Kerbal Fleet makes it seem so much more epic. Link to comment Share on other sites More sharing options...
RussianIvan Posted April 22, 2014 Share Posted April 22, 2014 (edited) Burn Together can operate rovers? planned operate rovers? Edited April 22, 2014 by RussianIvan Link to comment Share on other sites More sharing options...
Overjay Posted April 22, 2014 Share Posted April 22, 2014 It would be good to have a toolbar for this, and some other functions. Like "Create Formation", and "Choose Formation" ( just several patterns of ship placement around leader ).Rover support would be AWESOME, to have ability of creating auto-trains. Its like this - leader has a marker on it's rear side, follower has an optical tracking device (laser of some sort). In practice this would mean that follower will copy leaders movements, but with preset delay. Leader has constant contol on that delay Link to comment Share on other sites More sharing options...
Recommended Posts