Kartoffelkuchen

Members
  • Content count

    1,472
  • Joined

  • Last visited

Community Reputation

924 Excellent

About Kartoffelkuchen

  • Rank
    likes potatocakes

Recent Profile Visitors

10,372 profile views
  1. Kartoffelkuchen

    Kerbin Side Remastered [1.4.x]

    Do you know where I can download KSP 1.4.3 (no steam version)? Would love to try this out but it doesn't seem available on the store, maybe a direct link still exists which was removed from the store? @Ger_space Welp, that's sounds complicated... let's hope this will be fixed
  2. Kartoffelkuchen

    Kerbin Side Remastered [1.4.x]

    OK, well gonna wait for it to catch up then.
  3. Kartoffelkuchen

    Kerbin Side Remastered [1.4.x]

    @infinite_monkey Yeah, got the same issue. I installed Kerbal Konstructs 1.4.3.4, KerbinSideRemastered_0.90 and using KSP 1.4.4, but nothing has changed. Maybe an incompatibility of Kerbal Konstructs?
  4. Kartoffelkuchen

    [1.4.1] kOS v1.1.5.2 : kOS Scriptable Autopilot System

    Yep, it's done! Well, pretty much. Everything I want the autopilot to be able to do is now working properly. Features right now are: - Hold altitude, pitch or heading - land at any given airport, no matter the runways heading - create and fly custom flight routes with different waypoints I might look into creating a custom GUI for it, and I'll think about releasing the script. Don't know why the sound is offset from the video though
  5. Kartoffelkuchen

    Birchy Aerospace Small Aircraft

    Nice, but why low-poly?
  6. Kartoffelkuchen

    [1.4.3] Launchers Pack - SpaceX Pack V.5.3 (Released April 18th)

    I created this mod for stock KSP, RO should provide the configs for this mod to work in Realism Overhaul. If they don't work, you need to ask in the RO thread.
  7. Kartoffelkuchen

    [1.4.3] Launchers Pack - SpaceX Pack V.5.3 (Released April 18th)

    Added it in the OP now because no one seems to get it: [This Mod is by default not compatible with RO/RSS. If you have any questions or problems with this mod regarding Realism Overhaul, please post in the RO thread] Thank you
  8. Kartoffelkuchen

    [WIP] Neist Airliner parts

    Awesome thank you. Love the engine too! You can embed an imgur album by simply copying your album code (in your case: ljyIgIH ) and then click the 'imgur Album' symbol in the editor (7th one from the left) and paste the link
  9. Kartoffelkuchen

    KSR Airports for Kerbinside Remastered

    This is absolutely incredible, you‘re doing great work keep it up! Would love to get my hands on this...;)
  10. Kartoffelkuchen

    [WIP] Neist Airliner parts

    Would be awesome if you could make an imgur album embedded in the OP showing all the parts which are finished, since the album in the op is not updated. Love your work
  11. Kartoffelkuchen

    [1.4.3] Launchers Pack - SpaceX Pack V.5.3 (Released April 18th)

    Sounds great! I'm not using RO, so don't know if there are "official" configs for the rockets now or if you did them. If they are yours, would you like to merge them into RO so everyone can have them since many people ask? Best ask the RO devs about that. Drone ship has build in command module & engine, so just "fly it out" to where you wanna have it. Might need to change mass & thrust of the drone ship though. Create your own agency flag or something? I'm sorry, but this is currently not possible any more. I switched to the stock texture changing module instead of the firespitter module, and the stock module currently does not allow to change textures in flight. Thanks for your in-depth feedback! OK, making the fairings more "poppy" is noted. Never had much of an issue with the side booster sep though, I know they don't seperate too far away but I did not have the issue of them colliding with the centre core, will have a look at that again. That's...interesting. @Jack5.exe You shouldn't even need to do this any more, thanks to autostrut. By default, autostrutting of the side boosters should be enabled, if not, make sure all of the side booster parts including the seperator have autostrut activated, then you shouldn't have any issues.
  12. Kartoffelkuchen

    [1.4.1] kOS v1.1.5.2 : kOS Scriptable Autopilot System

    Ok, got a problem here. I have a list of coordinates for some 'waypoints' for my script (not like a real waypoint, but just as of a variable with latlng), now I'd like to visualize their position. I basically only have the latitude and longitude of the 'waypoint' and for some a minimum altitude at which it needs to be passed. How would I go about visualizing them in the game itself? I know you can draw vectors on the screen, but how would I create a drawn vector with only the given coordinates and maybe a minimum altitude? The direction would be "up" for each vector, so each vector should point straight up relative to the surface with a given length. I want it to look a bit like these vectors from FSX:
  13. Kartoffelkuchen

    [1.4.1] kOS v1.1.5.2 : kOS Scriptable Autopilot System

    Automated Airplane Landing Script v4 Compared to the last video and versions, I highly improved the script. It now lines up much better with the runway, I optimized the final approach as well as completely reworked the pitch holding logic, no more oscillations or too late corrections. As you can see, in the first clip the plane has to do a rather extreme approach, coming in far from the north with only a short time to line up with the runway, but it manages just fine, except for landing a little too far off the centerline, but with a more "normal", less aggressive approach, the plane would have landed just fine on the centerline. It still needs some work, especially in regard to landing on runways which are not exactly 90°, but this is not too big of a deal to do any more. Also, quite a lot of optimization can be done I think, the code is already quite "clean", but there are some parts which can be highly optimized to allow the program to have a higher tick rate. You can see the time the program needs for one "cycle" at the bottom of the kOS interface, usually the time is around 0.4s in landing mode but might increase under certain circumstances to 0.76s. This is not too big of a problem, but it is always a good idea to optimize whereever you can. However, it is coming together really nicely, what do you think? @infinite_monkey I totally understand your problem, been there myself when I worked on my script. As for the "reverse steering" problem, it all depends on the drag / lift created by the vessel at different speeds, really hard to calculate if you don't know the exact dimensions of the ship. I've also just had a number, above the number the steering would be reversed, below it it would point towards the target. Check this video for example, I've got a couple more on my channel as well.
  14. Kartoffelkuchen

    [1.4.3] Launchers Pack - SpaceX Pack V.5.3 (Released April 18th)

    Thank you for more than 50.000 downloads! Just had a look on spacedock, we've actually passed 50k downloads on this mod! Thank you for your support!
  15. Kartoffelkuchen

    So, you have a plane on a conveyor belt...

    Nah, that would lead to loads of over- and undershooting, making the thing incredible unstable until it will just stop working eventually. You'd use a PID as @K^2 described to adjust the speed of the belt. It would work like this: The P (proportional) measures the distance of the plane to its "target" position, like if it moves half a meter behind it's target, p will equal -0.5. D, derivative, measures the speed at which the plane is moving away from its target, and finally, I, integral, measures the error over time of the plane to its target position. For the last step, you'd multiply P, I and D with unique constants to balance them and then add P, I and D together to get an output value for the belt.