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make stable ullage stable #891
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sarbian
merged 1 commit into
MuMech:master
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lamont-granquist:lcg/stable-ullage-is-stable
Jun 1, 2017
Merged
make stable ullage stable #891
sarbian
merged 1 commit into
MuMech:master
from
lamont-granquist:lcg/stable-ullage-is-stable
Jun 1, 2017
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its probably obvious that this should have been fixed this way. however, i was considering vessels which had means of ullage and when i was considering how far MJ should ullage until it tried to light the engine i was like "why not _very_ stable, that's better right?" but for something like a sounding rocket where it is as ullaged as its ever going to get, you want to allow users to throttle with 'stable' as well. right now if the prop status falls from 'very stable' to 'stable' before you hit the throttle it breaks your launch. really for sounding rockets users should turn this feature off. should also consider autodetecting sounding rockets (if there's no other engines or RCS on the craft, it'll never ullage, so this whole feature is a bit breaking if its checked). Signed-off-by: Lamont Granquist <lamont@scriptkiddie.org>
@sarbian i accidentally sent this against master and not dev -- because they're in sync i didn't get the usual mess of extra commits... |
sarbian
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Jun 2, 2017
* Fix in module Script Add Rendez-vous autopilot module * Add all Maneuvers except the advanced transfer Add the possibility to name scripts in slots and add a new configuration system where setting are stored in a "conf" file Modify the number of slots to 8 * Add an action to open/close the shield of docking ports When targeting a dock, check if the dock is shielded and open it * Add flash Messages to show info messages or error messages Add messages when a script is loaded or deleted * Add a button to be able to delete scripts * Fix a bug in the Target Dock action: Add a check for action available when referring to shielded docking port * Add Activate Engine Function Add a script transfer in the Undock Function (To be finalized) * Update PArts selections with new method that is using flightID and not dependant from the iteration. This makes it consistent between load/save * Add a "Clear" call in actions constructor involving parts list to avoid multiple times the same part in the list. * Fix Activate Engine action Modify part selection routines * Fix NullpointerException when modifying items in the list * Open the shield when a dock is a shielded one in Undock action * Update view icons and limit the size of the view button * Fix a small bug to reset the quicksave point after the script ends to avoid starting the script from the previous save point * Change the part selection routine in SAS action and ActiveVessel action to be able to select also probes and not only vessels with crew capacity > 0 * Fix a bug in the part selection that repeats the existing part * Add RCSThrottle and RCS for rotation in RCS action * Add Zero Rvel action for RCS Customize error message with yellow color * Add Control From Action to select the module that will be used as the control reference Fix a bug where the list was not cleared in TargetDock action * Add a connection with the Plugin IRSequence from Infernal Robotic to be able to start pause and reset sequences in the sequencer * Add new action to send commands to kOS processors * kOS action: add a function to wait for the command to end * IR Sequencer action: Add a feature to refresh the sequences list Fix a bug in the IR Sequencer refresh method * Add refresh icon for IR Robotic module * Cache reflection Objects for kOS Action * First shot on the conditions Refactor the actions list outside the script module * Add a spacer in the "add" action * Add If Control Action Add While Control Action Add Condition System for Control Actions * Add Borders on the GUI * Add GUI to show/hide Add Actions in lists Add padding in the program actions GUI * Add a lot of variable in conditions * Link the Wait For condition to program condition logic * Add condition verification UI in condition object * Add parallel execution action * Fix actions index for Quicksave reference * Fix breakpoint system with new switch action capabilities Minor UI Fixes * UI tweak * Minor UI Fix * Fix merge * Remove useless file ActionInterceptWithHohmann (Replaced with Maneuver action) * make stable ullage stable (#891) its probably obvious that this should have been fixed this way. however, i was considering vessels which had means of ullage and when i was considering how far MJ should ullage until it tried to light the engine i was like "why not _very_ stable, that's better right?" but for something like a sounding rocket where it is as ullaged as its ever going to get, you want to allow users to throttle with 'stable' as well. right now if the prop status falls from 'very stable' to 'stable' before you hit the throttle it breaks your launch. really for sounding rockets users should turn this feature off. should also consider autodetecting sounding rockets (if there's no other engines or RCS on the craft, it'll never ullage, so this whole feature is a bit breaking if its checked). Signed-off-by: Lamont Granquist <lamont@scriptkiddie.org> * MemoryslotsMemoryslots * Remove beta title
sarbian
pushed a commit
that referenced
this pull request
Jun 2, 2017
* Fix in module Script Add Rendez-vous autopilot module * Add all Maneuvers except the advanced transfer Add the possibility to name scripts in slots and add a new configuration system where setting are stored in a "conf" file Modify the number of slots to 8 * Add an action to open/close the shield of docking ports When targeting a dock, check if the dock is shielded and open it * Add flash Messages to show info messages or error messages Add messages when a script is loaded or deleted * Add a button to be able to delete scripts * Fix a bug in the Target Dock action: Add a check for action available when referring to shielded docking port * Add Activate Engine Function Add a script transfer in the Undock Function (To be finalized) * Update PArts selections with new method that is using flightID and not dependant from the iteration. This makes it consistent between load/save * Add a "Clear" call in actions constructor involving parts list to avoid multiple times the same part in the list. * Fix Activate Engine action Modify part selection routines * Fix NullpointerException when modifying items in the list * Open the shield when a dock is a shielded one in Undock action * Update view icons and limit the size of the view button * Fix a small bug to reset the quicksave point after the script ends to avoid starting the script from the previous save point * Change the part selection routine in SAS action and ActiveVessel action to be able to select also probes and not only vessels with crew capacity > 0 * Fix a bug in the part selection that repeats the existing part * Add RCSThrottle and RCS for rotation in RCS action * Add Zero Rvel action for RCS Customize error message with yellow color * Add Control From Action to select the module that will be used as the control reference Fix a bug where the list was not cleared in TargetDock action * Add a connection with the Plugin IRSequence from Infernal Robotic to be able to start pause and reset sequences in the sequencer * Add new action to send commands to kOS processors * kOS action: add a function to wait for the command to end * IR Sequencer action: Add a feature to refresh the sequences list Fix a bug in the IR Sequencer refresh method * Add refresh icon for IR Robotic module * Cache reflection Objects for kOS Action * First shot on the conditions Refactor the actions list outside the script module * Add a spacer in the "add" action * Add If Control Action Add While Control Action Add Condition System for Control Actions * Add Borders on the GUI * Add GUI to show/hide Add Actions in lists Add padding in the program actions GUI * Add a lot of variable in conditions * Link the Wait For condition to program condition logic * Add condition verification UI in condition object * Add parallel execution action * Fix actions index for Quicksave reference * Fix breakpoint system with new switch action capabilities Minor UI Fixes * UI tweak * Minor UI Fix * Fix merge * Remove useless file ActionInterceptWithHohmann (Replaced with Maneuver action) * make stable ullage stable (#891) its probably obvious that this should have been fixed this way. however, i was considering vessels which had means of ullage and when i was considering how far MJ should ullage until it tried to light the engine i was like "why not _very_ stable, that's better right?" but for something like a sounding rocket where it is as ullaged as its ever going to get, you want to allow users to throttle with 'stable' as well. right now if the prop status falls from 'very stable' to 'stable' before you hit the throttle it breaks your launch. really for sounding rockets users should turn this feature off. should also consider autodetecting sounding rockets (if there's no other engines or RCS on the craft, it'll never ullage, so this whole feature is a bit breaking if its checked). Signed-off-by: Lamont Granquist <lamont@scriptkiddie.org> * MemoryslotsMemoryslots * Remove beta title
Fixed :) |
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its probably obvious that this should have been fixed this way.
however, i was considering vessels which had means of ullage and when i
was considering how far MJ should ullage until it tried to light the
engine i was like "why not very stable, that's better right?"
but for something like a sounding rocket where it is as ullaged as its
ever going to get, you want to allow users to throttle with 'stable' as
well. right now if the prop status falls from 'very stable' to 'stable'
before you hit the throttle it breaks your launch.
really for sounding rockets users should turn this feature off.
should also consider autodetecting sounding rockets (if there's no
other engines or RCS on the craft, it'll never ullage, so this whole
feature is a bit breaking if its checked).
Signed-off-by: Lamont Granquist lamont@scriptkiddie.org