It would be nice to have the possibility of using
Piston.currentPosition
JointRotator.currentAngle
InputController.currentValue
InputBasedActivator.currentState

This would make it possible to create logic gates (with complex automation, calculators...), low pass filters (for smoothing any input), displays (7 segments, oscilloscopes...). I think this can be something great for the game and the community.

Also vertical/horizontal speed and orbital parameters would be cool cough cough

Suggestion Done Fixed in 0.7.0.5

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    @pedro16797 Thanks for making those suggestions, it does make it easier to track things. Sorry for not responding a couple days ago. Got busy and forgot.

    4.9 years ago
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    Dev Pedro

    @NathanMikeska I'm going to make suggestions for both things in order to make them easier to access, every time I want to ask you anything I come to this post and then I have to scroll until I find it, this doesn't seem to be an intelligent work flow xd

    Gyro currentElectricalConsumption
    Lock dir with inputbasedactivators

    4.9 years ago
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    Dev Pedro

    @NathanMikeska and also it consumes electricity and not monopropellant. I've run out of mono. some times breaking the logics in the cabin. Consuming electricity makes it easier to work with.
    And also it comes in a box that looks more like a computer than a nozzle hahaha

    4.9 years ago
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    Dev Pedro

    @NathanMikeska gyroscope power consumption. It would make it possible to add 3 inputs without having the rcs noise/plume and without having the directional issues the rcs nozzle has.
    And since it doesn't scale linearly it can be very useful for the cabin landing

    4.9 years ago
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    @pedro16797 Sorry... i'm a little slow this morning. I'm not sure what exactly you are talking about... what is it you are wanting and how would it be used?

    4.9 years ago
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    Dev Pedro

    @NathanMikeska could you add instant electrical consumption of the gymbal for input controllers? It would be very useful (and easier to work with than the rcs nozzle hahaha)

    4.9 years ago
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    Dev Pedro

    @NathanMikeska nah, no problem, I'm going to polish the craft and publish it as it is, and automate the direction in the future. Good luck with the mod support :)

    4.9 years ago
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    @pedro16797 Sorry, definitely not going to happen for 0.7.1. Too busy with mod support stuff right now. Sorry...

    4.9 years ago
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    Dev Pedro

    @NathanMikeska do you think you'll have time to push this into 0.7.1? If not I'm going to upload the automatic landing craft without the direction automation and if this gets implemented at any time update it

    4.9 years ago
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    Dev Pedro

    @NathanMikeska nah, no problem, it's just to organise my uploads

    4.9 years ago
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    @pedro16797 Its still on my list of stuff to look at, but haven't got to it yet, sorry.

    4.9 years ago
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    Dev Pedro

    @NathanMikeska And do you plan to give a try to the lock direction automation for 0.7.1 or future updates?

    4.9 years ago
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    @pedro16797 Our tentative plan is to have a beta out for it by the end of the month, its possible it may slip a bit though. Soon....

    4.9 years ago
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    Dev Pedro

    @NathanMikeska how is the mod support doing? Did you find any difficulty or is it going to be done in june?

    4.9 years ago
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    Dev Pedro

    @NathanMikeska there's no hurry :) Thanks

    5.0 years ago
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    @pedro16797 That might be doable. I'll put it on my list of things to look into, but I can't get to it right now, very busy with mod support at the moment.

    5.0 years ago
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    Dev Pedro

    @NathanMikeska some people find it hard to unlock direction and then lock retrograde in the precise moment for the auto propulsive landing craft.
    Would it be possible (and easy, if it's hard don't mind to add it) to let Activators toggle the direction. Not by angle, just lock direction, retrograde, prograde and unlock direction? This would make the craft completely automated

    5.0 years ago
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    @pedro16797 Nice!

    5.0 years ago
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    Dev Pedro

    @NathanMikeska I hope you like this. Now I'm going to use the RCS to ignite the engines in different altitudes based on speed and craft mass.

    +1 5.0 years ago
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    Dev Pedro

    @NathanMikeska or to point things like this solar panels to the sun

    5.0 years ago
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    Dev Pedro

    @NathanMikeska the other wayy around, just know the angle to control a rotator, hide the original solar panel and have the rotator turn around with a mockup of a radiator

    +1 5.0 years ago
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    @pedro16797 Are you wanting to control the solar panel rotations via an input controller? If so, I don't think that would be a simple and quick task. Lots of code that I didn't write and it looks like it all works off of quaternion rotations and whatnot, not simple floating point angles.

    5.0 years ago
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    Dev Pedro

    @NathanMikeska one last thing.
    What about Solar panel array currentAngle? So we can make custom foldable solar panels that rotate to look at the sun and radiators like the ones on the ISS that rotate to be normal to sun rays direction

    +1 5.0 years ago
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    Dev Pedro

    @NathanMikeska Yay :D Thanks :)))

    5.0 years ago
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    @pedro16797 I added an 'RcnThrottle' property to the reaction control nozzle script. Should be there in the next beta and/or release.

    +1 5.0 years ago
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