Comments (7)
If RCS is contributing to your control (and based on your screen shot it does) then in kOS versions prior to 1.4.0.0 we didn't know KSP did not tell kOS the correct torque you could get from RCS blocks. One of the fixes in kOS 1.4.0.0 is ignoring what KSP tells us for RCS torque and calculating it our selves. This inconsistent torque data if you are using RCS for rotation is likely the cause of the inconsistent amount of time it takes to rotate the craft.
As to the ROLLTS and YAWTS values those change the stage 2 PIDs not the stage 1 PIDs and only the stage 1 PIDs are exposed to the users thus the documentation remains correct.
from kos.
My previous report was KSP 1.12.3 and kOS 1.3.2. I just updated to a clean install of KSP 1.12.5 and kOS 1.4.0 the only mod. The behavior stays mostly as previously described, except for the KI = 0.4 case with PITCHTS/YAWTS unchanged. I get more variations between tries. Sometimes the PITCH/YAW values stay at 1 0.4 0 or change to 1 0.2 0 / 1 0.8 0 in later runs.
As for your comment towards RCS, yes RCS is onboard, but the script has RCS OFF.
So, even if ROLLTS and YAWTS changes are not visible, the "stopping" times do not change. I get ~28s independent of setting ROLLTS/10 and YAWTS/10 or leaving them unchanged. Also, first run is (most of the time) different. Sorry, this is a bit nondeterministic.
from kos.
Just to be sure, you are measuring time intervals in game time, not real time, correct? I only mention it because game time rate can change a bit over time if memory is tight as leaks and fragmentation increase
from kos.
@darthgently the time is measured in gametime seconds (TIME:SECONDS) and I use a moving average over the sum of ANGLEERROR and ROLLERROR to avoid stopping early when crossing zero.
from kos.
A PID loop in kOS can alter it's Ki if it has an extraUnwind flag set, I don't think this is exposed to normal users and is instead an internal thing for the steering manager so seeing the ki change is allowed. It should only be changing between 2x and normal. I wonder if the fact you are printing the Ki is causing issues with kOS changing the Ki and that is what is causing the accumulating values there.
As to determinism kOS tries but when KSP it's self is not deterministic there is only so much that can be done.
from kos.
@nuggreat: I see changes in the Ki of either *2, *1 or /2. That's probably what you meant. So that part works as expected.
from kos.
The ki should only be changing between a value of 0.1 and 0.2 (assuming default steering manager PID) the fact it isn't staying in that range and is going higher/lower means that some how the act of printing the ki is preventing the increase or reduction from taking effect some of the time is a problem.
from kos.
Related Issues (20)
- Update docs "Creating GUIs", examples use gui as a variable HOT 1
- (RP-1 only) probe core is 6x heavier in flight scene than in VAB (disk space mass calculated wrong). HOT 3
- Borken links [DOCUMENTATION]
- Can't set SASMODE... maybe RemoteTech-related
- Stack misalignment bug HOT 3
- Scope seems to be considered differently 'on board' and 'in Archive' HOT 4
- Resizing terminal repeatedly causes a memory leak [BUG]
- Feature Request: "On Script Error" setting on controller part
- Setting part module field value has no effect for some mods
- docs:"make latexpdf" generates only 19 pages (and they are almost empty) HOT 1
- Some system monospace fonts are not recognized by kOS terminal HOT 2
- Redundancy in compiled form of UNTIL
- Changing the active vessel using `kuniverse` from IVA mode will break the internal camera until the next scene change HOT 4
- KOSVesselModule can populate allInstances dictionary with an ID of 0
- KOSVesselModules has a memory leak problem
- Terminal breaks when something is typed that extends beyond the terminal window
- ship:control:mainthrottle doesn't work unless some other raw control is set [BUG]
- Global vars 'undefined' in local scope after running any program. HOT 6
- Undefined var when checking if the same var is defined HOT 2
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from kos.