Adding the old input controller variable to engines, nozzles and cargo bay doors would be cool

Adding them as they are in the new beta would be amazing. Engines with min 1 would act like solid boosters. Engines linked to yaw/pitch... could help to make a vtol. Linking an interstage to altitude would make ot easier to automate missions....

Multiple layer input controller would be nice too. Something like thrust/altitude so the craft gets an input product of thrust*altitude

Suggestion Done Fixed in 0.7.0.5

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    @pedro16797 Thanks!

    4.7 years ago
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    Dev Pedro

    @AndrewGarrison you can mark this as done or rejected, it was answered 5 months ago

    4.7 years ago
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    Dev Pedro

    @NathanMikeska Yup, it would make the game even better :)

    5.2 years ago
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    @pedro16797 I might be able to allow input controllers to access some orbital data... I'll try to investigate it at some point. For real automation though, we still need something better than XML-modded input controllers. Automated flight planning is still a fairly highly upvoted suggestion... https://www.simplerockets.com/Feedback/View/GyVLAR/Automated-flight-planner

    +2 5.2 years ago
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    Dev Pedro

    @NathanMikeska yup, that's what I meant with custom engines/fuels, if it's not an easy to implement change I prefere to wait until the new fuels come out, it may fix my problem
    About adding Apoapsis, Periapsis... to InputController. Is it possible to implement it easily or it's better to wait until a Code mod (like kOS for KSP) comes out?

    5.2 years ago
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    @pedro16797 That seems reasonable... but upon first glance, it doesn't look like a quick 5 minute job to implement properly. There might also be some fuel related changes in the hopefully not to distant future with some of the stuff Andrew has started working on. I'd recommend created a new suggestion post specific to that feature.

    5.2 years ago
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    Dev Pedro

    @NathanMikeska yes, this would be nice for stuff like the (old idea now) idea of using CH/Lox for the Starship RCS. I had all the tanks set to CH/Lox density and wanted to use the RCS with the same fuel that the engines used (in order to prevent running out of it).
    Now we can make engines work with monopropellant, but not RCS work with Rocket Fuel or Jet Fuel, and the behaviour of RCS is hard to emulate with normal engines

    5.2 years ago
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    @pedro16797 What do you mean by different fuel inputs for RCS? Are you asking for the ability to have RCS burn battery or Jet Fuel?

    5.2 years ago
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    @pedro16797 @WNP78 Thanks for the heads up on the RCS not being mass scaled. Looks like a bug to me, I'll try to talk to Andrew about it at some point, make sure it wasn't intentional...

    5.2 years ago
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    Dev WNP78

    Essentially it seems the force for RCS was not multiplied by the mass scale so they have 100N for "1" force assigned.

    5.2 years ago
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    Dev Pedro

    @NathanMikeska I just remembered something. Can you make rcs nozzles have different fuel inputs like the engines?
    And there's a kind of bug with the xml for RCS, it's 100 times stronger than normal engines for the same thrust number.
    As @WNP78 explained:
    but when SR2 plugs that value into the physics engine, it is divided by 100
    I think this is because the units for mass in this game are scaled
    because the numbers work better in the physics engine when they are lower
    ModApi.Constants.MassScale = 0.01f;
    so yes
    all masses in the game are scaled down 100x
    except it's not
    in RCS, they probably forgot to multiply by the scalar
    so 1 force in RCS is actually 100N

    5.2 years ago
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    Dev Pedro

    @NathanMikeska I would say close it, if you think it fits I would say that orbital parameters would be cool for inputcontrollers, but if not I would rather wait until the configurable engines/fuels are out :)

    5.2 years ago
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    @pedro16797 @AnotherFireFox
    Ok guys, where do we stand on this? Should I close this suggestion or is there more to be added/changed related to this? If there are still more requests, could we update the title/description based on what we now know and what specifically we are still wanting?

    +1 5.2 years ago
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    Dev Pedro

    @NathanMikeska it's my first time moding and decompiling stuff, i looked at some files but not at all of them
    The autopilot is just a challenge for myself hahahaha I want to make a 2 stage rocket (set apoapis with one and circularice with the other), I'll try to find the c# attributes and make it work :)

    5.3 years ago
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    @pedro16797 Not sure if you are familiar with C# or done any poking around in our code... the input controller uses reflection to allow any property on the CraftControls or FlightData types (all the stuff you can cycle through in the UI). In addition, you can also give a modifier an ID, then point the input controller to the Id, followed by a name of a C# property on that modifier (which is what I did with the IsEmpty example). There is no list of these, just something that could be discovered digging though code. That being said though, this is kinda an advanced and unsupported thing. Its entirely possible craft relying on that may break in the future as we write and refactor code.

    As for auto-piloted rockets... we never intended for that stuff to work via these methods. If we ever get the chance to work on that, it will probably be something more involved and sophisticated than XML modding with input controllers and activators (hopefully)...

    5.3 years ago
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    Dev Pedro

    @NathanMikeska do you have a list of all possible attributes we can use with the activators and input controllers? The one you used fuselageID.isEmpty could be used giving an id to any type of variable?

    Can we have orbital parameters added to the input controller? Like Apoapsis, Periapsis, Eccentricity...? I'm struggling to make an autopiloted rocket without them.
    Can we make the activators change the craft locking direcion mode? Something like point="pitch angle, direction" lock="*" being * prograde, retrograde, target...

    5.3 years ago
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    @NathanMikeska Yayy, super thanks for quick implementation!

    5.3 years ago
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    @AnotherFireFox @pedro16797 I've made a small update to the input controllers, think it should make it in the 0.6.9.1 release. You should be able to do something like this:
    <InputController input="Throttle" max="0.9" min="0.5" type="LerpPositiveAxis" inputId="Throttle" />
    'type' can be 'Standard', 'LerpFullAxis', 'LerpPositiveAxis', 'LerpNegativeAxis'

    +1 5.3 years ago
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    Dev Pedro

    @NathanMikeska @AnotherFireFox List of 0 to 90% min throttle pixies
    You have to set min and zero to 1/minThrottle (not percentage, just between 0 and 1)

    5.3 years ago
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    Dev Pedro

    @NathanMikeska @AnotherFireFox I managed to make it work. Example

    5.3 years ago
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    @AnotherFireFox Ok, thanks. I see the issue now... Maybe we can do something...

    +2 5.3 years ago
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    Dev Pedro

    @AnotherFireFox OH now I understand what you mean, this would be so great for RE. I'll try to make it work

    +1 5.3 years ago
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    @NathanMikeska Eh, in real rocketry, rocket engines don't throttle down much. F-1B engine can throttle down to 72%. Lunar Module Descent Engine is an interesting example: It can throttle from 10% to 60%, or go full throttle. Anyway making rockets deep throttleable is quiet challenging so most of rockets don't throttle at all or only partially throttle. I want to emulate this.

    5.3 years ago
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    @AnotherFireFox Sorry... I don't quite follow.. What specifically are you trying to do?

    +1 5.3 years ago
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    Dev Pedro

    @AnotherFireFox can't you manually edit the zero value? I have to test it yet

    5.3 years ago
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