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Persistent Rotation compatibility #499

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Gaiiden opened this issue Oct 7, 2015 · 2 comments
Open

Persistent Rotation compatibility #499

Gaiiden opened this issue Oct 7, 2015 · 2 comments

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@Gaiiden
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Gaiiden commented Oct 7, 2015

With Persistent Rotation installed ships will rotate in time warp, which means if you command the craft to hold an orientation and enter time-warp, the last control impulse used to maintain that heading will cause the craft to slowly drift. I'm thinking RemoteTech simply suspends its control input under time warp (or just isn't programmed to execute under those circumstances) because the stock game wouldn't allow the ship to rotate, so hopefully this is easy to overcome by detecting the presence of Persistent Rotation and simply not suspending RT control - I notice my solar panels still align properly under warp so it seems the ship should be able to hold orientation as well.

Alternatively I suppose the Persistent Rotation dev could approach this from his side by detecting a ship is under RT control with a command to hold position and simply prevent his mod from applying force to that ship under warp. Unsure if RT would allow PR to detect these things however.

@KSP-TaxiService
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Hi there,

RemoteTech is following the KSP's vessel state under wrap i.e. KSP indicates that this vessel becomes packed when the time wrap goes to 10x or higher. By right, RT will not perform any physical calculation on the "locked" vessel.

I can remove this restriction in RT and test if it is working ok (maybe physical explosion?) but I honestly need your opinion. Is this benefit out-weighting the risk of this restriction removal?

@KSAMissionCtrl
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post author here. Not using RT at this time (although with the latest Kerbalism fork removing its detailed signal mechanism I might go back to RT when I move over to 1.4.x) and the Persistent Rotation mod has gone a bit outdated from the latest KSP version. There is an alternative in the Mandatory RCS mod but I never tested that with RT so I don't know if the behavior is the same.

Reading back over my post, I really actually think this should be something handled on the side of the mod that is keeping the craft rotating, since as you say RT is doing everything properly that it should be

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