The Destroyer Posted May 14, 2014 Share Posted May 14, 2014 Yes! This plugin is getting better and better Next up, Warp Drives and uh... bug fixing. Link to comment Share on other sites More sharing options...
Psykikk Posted May 14, 2014 Share Posted May 14, 2014 I believe they are from his mod for interplanetary launchpads. HEREthey are... those were the parts I deleted because I thought "don´t need extra tanks"... oh how wrong have I been :-)thx mate Link to comment Share on other sites More sharing options...
BahamutoD Posted May 14, 2014 Author Share Posted May 14, 2014 Yes! This plugin is getting better and better Next up, Warp Drives and uh... bug fixing.I did some testing with warp drives when I got the actiongroup mimmicry to work, and the follower's would not activate their warp engines when the leader did. It might be a problem with the warp drive mod... It might not work on crafts that aren't in focus.This issue also came up with the B9 VTOL engines; the unfocused crafts would not toggle the engine rotation. If I send the command to the follower while focused on the leader, nothing happens to the follower until I switch to it.For bug fixing, some bug reports would help! Link to comment Share on other sites More sharing options...
DisarmingBaton5 Posted May 14, 2014 Share Posted May 14, 2014 This is fun. I shall use it in conjunction with Skillful for convoys! Link to comment Share on other sites More sharing options...
Spartwo Posted May 14, 2014 Share Posted May 14, 2014 (edited) Well time for a Lathe invasion.You cannot give Reputation to the same post twice.Dammit!EDIT: You said staging doesn't work? If so I hope that's next in line. Edited May 14, 2014 by Spartwo Link to comment Share on other sites More sharing options...
BahamutoD Posted May 14, 2014 Author Share Posted May 14, 2014 Hotfix!Changes in alpha v5.1:-timewarp lock occurs only if followers are within 0.1m/s of leader (so you can't fly a probe at 4km/s by a space station, activate the module, and pull the whole station away with you)-fixed loss of followers during high timewarp I hope those fixes hold up. Let me know!You said staging doesn't work? If so I hope that's next in line.The thing with staging is it's kinda weird and unreliable the way it works.. (How many times have you hit space and either nothing, or something unexpected happens?)Also its kind of confusing how the game decides whats on the next stage on vessels you aren't focused on. Might be a while before I figure it out, or at least figure out how remote staging in the Klockheed Martian smart part works. Link to comment Share on other sites More sharing options...
PolecatEZ Posted May 15, 2014 Share Posted May 15, 2014 I managed to take a pretty standard pair of fighters, the other completely slaved (no touching) on a swing around the island base and back to land at the runway. The follower lost his engine on landing but otherwise got home safely. My issue was that the follower kept losing altitude no matter what I did, and refused to keep up. I had to do a correction about halfway through the flight because he managed to drift about 600m lower in altitude, and the denser air made him drag slowly behind. After the correction I managed to land him by guessing his altitude and trying to mimic what I should do as the leader (managed to stall him in the process).There's gotta be a way to have the follower mimic altitude. I can get Mechjeb to lock it in (using Spaceplane Guidance), but that limits maneuvers a bit as it also forces a vector heading.On sortie #2 I switched over to the follower to land it and left the leader on autopilot. He almost got away while I was applying the breaks, but I managed to switch back just in time. A workaround for that (but probably just as much programming work) would be to have holding pattern autopilot where a craft could be set to maintain altitude in a lazy circle while you futzed with the wingman. Link to comment Share on other sites More sharing options...
BahamutoD Posted May 16, 2014 Author Share Posted May 16, 2014 I'm trying to wrap my head around the mechjeb steering code so I can borrow or alter it to make the followers steer more robustly. I also have some ideas for getting followers to pitch up a bit if they are losing altitude... In time, I hope things will be much better. Link to comment Share on other sites More sharing options...
Axquirix Posted May 18, 2014 Share Posted May 18, 2014 So does the timewarp lock apply only when viewing the active leader, or can I leave and work on other ships while my fleets transfer? Link to comment Share on other sites More sharing options...
BahamutoD Posted May 18, 2014 Author Share Posted May 18, 2014 It only works while viewing the active leader or followers, unfortunately, but now that you mention it, I have some ideas on making it work when you're not looking. I'll add it to the todo list. Link to comment Share on other sites More sharing options...
Zeldor Posted May 19, 2014 Share Posted May 19, 2014 (edited) I have downloaded this and it seams pretty amazing. works quite well with the testing i have done. congrats! Edited May 19, 2014 by Zeldor Link to comment Share on other sites More sharing options...
epicfacecanada Posted May 24, 2014 Share Posted May 24, 2014 do the followers throttle there engines to keep relative velocity? Link to comment Share on other sites More sharing options...
SlimeCrusher Posted May 24, 2014 Share Posted May 24, 2014 Ahh, i remember seeing this mod, long time ago, now it seems you made it way better! Have to actually test this, last time i tested i was trying to put a plane on top of another plane and trying to fly in formation, it didn't worked out lolNow that i see you made it so that spacecraft don't drift away, i'll have to test a multiple landing mission on the Mun, and then a multiple parachute landing on Kerbin Link to comment Share on other sites More sharing options...
marce Posted May 31, 2014 Share Posted May 31, 2014 Alright, downloading this now to enable a simultaneously departure of my 3 ship fleet at the next launch window. Hope all goes well Link to comment Share on other sites More sharing options...
DVGamesInc Posted June 5, 2014 Share Posted June 5, 2014 Wait, does this work with kerbals? Link to comment Share on other sites More sharing options...
8749236 Posted June 5, 2014 Share Posted June 5, 2014 For the heavy follower stuffs...What about setting SAS heading when thruster not firing..use your own when thruster is?PS: A temporary solution.. not sure whether anyone else suggested it before.. i'm sorry if someone did.. Link to comment Share on other sites More sharing options...
The Destroyer Posted June 5, 2014 Share Posted June 5, 2014 Wait, does this work with kerbals?No, sadly.BT V 6 update feature? Link to comment Share on other sites More sharing options...
marce Posted June 10, 2014 Share Posted June 10, 2014 Has anyone yet created a KAS config for the BT part? I tried but failed: it simply won't attach on any part but fall down Link to comment Share on other sites More sharing options...
TheGizimboGamer Posted June 11, 2014 Share Posted June 11, 2014 Why does this not work for me??? I lined up three ships but whenever I activate one as a leader it will not throttle up no matter what. Please help! Link to comment Share on other sites More sharing options...
BahamutoD Posted June 11, 2014 Author Share Posted June 11, 2014 Make sure everyone's engines are activated. Link to comment Share on other sites More sharing options...
TheGizimboGamer Posted June 12, 2014 Share Posted June 12, 2014 thank you so much really looking forward to messing around with this. Link to comment Share on other sites More sharing options...
Javster Posted June 12, 2014 Share Posted June 12, 2014 *gazes into Krystal Ball* I see... Boosters! No, wait! I see formations for fighter jets flying together!!EDIT: wow, how did I predict this?? And I also thought "EnterElysium should see this and use it" Link to comment Share on other sites More sharing options...
8749236 Posted June 13, 2014 Share Posted June 13, 2014 (edited) Turing 4.1function bang_bang_control_dynamic_damped (angle_target, angle_current, angular_vel, angular_accel, spd_modifier, damp_coe : real) : real var d : real := angle_target - angle_current % displacement var vd : real := 0.0 % virtual displacement var desired_rate_of_rotate := 0.0 % d = (v2^2 - v1^2) / 2 a %var d_to_stop := (0 - angular_vel ** 2) / 2 * angular_accel var d_to_stop := (angular_vel ** 2) / (2 * angular_accel) * damp_coe if (d < 0) then d_to_stop *= -1 end if if (d < 0) then vd := min (d - d_to_stop, 0) elsif (d > 0) then vd := max (d - d_to_stop, 0) end if desired_rate_of_rotate := spd_modifier * (vd) put "d: ", d put "d - d_to_stop: ", d - d_to_stop * damp_coe put "d_to_stop: ", d_to_stop put "angular_vel: ", angular_vel put "angular_accel: ", angular_accel put "desired_rate_of_rotate: ", desired_rate_of_rotate result desired_rate_of_rotateend bang_bang_control_dynamic_dampedI'm not exactly sure how to make the steering better, nor knows how to make a plugin for KSP..But I find this algorithm (?... I don't even know what I'm doing..) can actually move something to some point quite precisely without much wobbling.. (well, only tested on 2D plane, but sphere is just a spherical 2D plane isn't it? ignoring the rolling axis)If you got wobble, tune the damp coefficient and speed modifier to make it less wobble, speed mod 1.0 damp 1.2 works for me.Tested acceleration range from 0.01 - 10, works well. Note: Single threaded; 2D only; May break if async.However, I believe if used in KSP, vessel might become somewhat bumpy (due to fluctuating desired rate of rotate)..If such behaviour occurs...I recommend create an additional formula that adjust the damp coefficient and speed modifier base on different factors for optimal steering; and to smooth out the fluctuating values...PS: You can take this code and do whatever you want with it. If you credit me and I will be happy, or if you don't.... Well... I'm sure I can live with that... Edited June 13, 2014 by 8749236 optional damp coe Link to comment Share on other sites More sharing options...
_leela Posted July 4, 2014 Share Posted July 4, 2014 (edited) After many tries, i accomplished to take off and reach orbit with 3 planes in a single flight.What i was not expecting was to make a successfull landing with the 3 SSTOs at first try.Full flight video bellow. Enjoy. What i would like to see in future updates: formations Edited July 4, 2014 by _leela Link to comment Share on other sites More sharing options...
8749236 Posted July 12, 2014 Share Posted July 12, 2014 After many tries, i accomplished to take off and reach orbit with 3 planes in a single flight.What i was not expecting was to make a successfull landing with the 3 SSTOs at first try.Full flight video bellow. Enjoy. What i would like to see in future updates: formations To make a successful landing is not hard..You only needs two things:1. HUGE Flat grounds..2. Consistent negative rate of climb throughout landing...1 is not hard.. 2... nah... too dam hard!but if you can make it, even if the planes are at different heights.. they will eventually land on the ground safe and sound.. all thanks to the consistent rate of descend.. Link to comment Share on other sites More sharing options...
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