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92 ExcellentAbout Luovahulluus
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Create a file called boot.ks, type CORE:DOEVENT("Open Terminal"). in it and save it to [kerbal directory]\ships\script\boot\ In the editor, right click on the kOS computer part and in the appearing menu you can choose the boot.ks as a boot file. More info: https://ksp-kos.github.io/KOS/general/volumes.html#special-handling-of-files-in-the-boot-directory
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It works for me. You need to save the boot file to the boot directory, and then set the file as the boot file in the editor.
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Trajectories version 1.7.1 works with kOS.
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That was cool! The next step is to lift off at the same time from the same runway, side by side, and land them to the other runway
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How often does Trajectories update the predicted impact position? (I'm doing a kOS script and when my rover has a lot of horizontal speed, the impact position seems to move along with the rover and then jump back.)
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This is for a rover script. I can't imagine the burn being more than a hundred meters at most. At that distance the difference doesn't matter, especially as I have a PIDloop doing a lot of the work. I figured out what was wrong with the formula I used. I was missing a minus sign. This gives the correct value: lock sBurnDistance TO abs(verticalspeed)*sBurnTime + 0.5*-maxVertAcc*(sBurnTime^2).
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A suicide burn: I'm trying to find the altitude where is should throttle up, but this code stops my rocket way too early (It should stop a little early as it doesn't take into account the lost mass, but I don't think the effect is this big). I can't figure out where my error is. clearscreen. set ship:control:mainthrottle to 0. SAS on. rcs off. LOCK LocalGee TO constant:G * BODY:Mass / (BODY:RADIUS+ship:altitude)^2. LOCK maxVertAcc TO SHIP:AVAILABLETHRUST / SHIP:MASS - LocalGee. //max acceleration in up direction the engines can create LOCK sBurnTime TO verticalspeed / maxVertAcc.
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I know how to pass parameters to a program. I haven't found a way to RETURN from program.
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A programming problem: I have a rover autopilot that has several driving modes: manual, go-to-coordinates, go-to-target, circumnavigate. It's all in one file, a loop that allows switching between different modes on the fly. It's designed to be always on the background, keeping the rover upright and safe even on manual mode. I found a pathfinding program on Reddit, that would be a great addition to my autopilot. I'm trying to combine the two scripts. The problem is, the path finding program is actually three programs: coordinate conversion, path finding, and execution. Those are desig
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I have no idea what that means. Care to share the dlls?
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Which versions of kOS, KSP and Trajectories mod play nice together?
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[KSP 1.8.1+] Galileo's Planet Pack [v1.6.4] [01 July 2020]
Luovahulluus replied to Galileo's topic in Add-on Releases
Thanks! Somehow I didn't find it on Google, or realize this mod adds missions I have like 120 items in the gamedata directory, so it's kind of difficult to figure out what does what. Installing mods on ckan is too easy- 7,062 replies
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[KSP 1.8.1+] Galileo's Planet Pack [v1.6.4] [01 July 2020]
Luovahulluus replied to Galileo's topic in Add-on Releases
Hello everyone! I'm back playing the game! And, of course, I'm playing GPP (there is no going back) . Just wanted to say hi, and ask a non-gpp question I don't know where to ask. This is the question: I have a mission that says tourists should take photos on the surface of Iota. Does anyone know how to do that or know what mod gave me the mission so I can ask on the correct thread? Thanks!- 7,062 replies
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I have a heavily modded (133 folders in Gamedata) game where I can't hire any Kerbals. I have one Kerbal, Galileo Gaelan (courtesy of Galileo's Planet Pack, I assume). I have the Ship Manifest mod installed, but can't create a Kerbal with it. Nothing happens when I hit the create button. My astronaut complex says 10/12 crews, but no-one is to be seen there, not even Galileo. The issue seems to be very similar to this: https://forum.kerbalspaceprogram.com/index.php?/topic/93318-090-cant-hire-any-new-kerbals/ EXCEPT the proposed solution is not applicaple, as I have no kerbals on any ships.