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Luovahulluus

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Posts posted by Luovahulluus

  1. 1 hour ago, squidgeny said:

    I'm fairly sure I had a good look around for something like that, but I might have missed it. Thanks - I'll have another look later today.

     

    This sounds ideal, but I'm too much of a newb to know what it means..!  If I can guess though: I need to create a file with a very particular name and stick it in "volume 0" ?

    Thanks for the quick responses though. I'm loving this mod and have had great fun trying to make a "suicide burn" program for my mun landings. It's an incredibly deep mod so I'll probably be back with more questions in the future!

    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

  2. 2 hours ago, infinite_monkey said:

    I understand your point. Sure, calculations of g, TWR, available acceleration etc. are pretty easy to do, and probably not very heavy on the CPU. I think the main reason I want it is because Trajectories is still broken for kOS, and I have no idea how to take into account the atmosphere for calculating the landing spot and/or impact time.

    Trajectories version 1.7.1 works with kOS.

  3. 3 hours ago, scimas said:

    Actually that changes it a lot. The burn time changes exponentially with the required delta V. I suggest taking it into account. Look up the specific impulse and terminology pages on the KSP wiki. Those two have all the additional equations you will need for delta V and burntime calculation. 

    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).

     

  4. 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.
    lock sBurnDistance TO verticalspeed*sBurnTime + 0.5*maxVertAcc*(sBurnTime^2).
    
    until false
    {
    	print "SHIP:AVAILABLETHRUST: " + round(SHIP:AVAILABLETHRUST, 5) + "       " at(1,1).
    	print "sBurnDistance:        " + round(sBurnDistance, 5) + "       " at(1,2).
    	print "alt:radar:            " + round(alt:radar, 5) + "       " at(1,3).
    	wait 0.
    	If sBurnDistance > alt:radar and rcs = true
    	{
    			set ship:control:mainthrottle to 1.
    	}
    
    } 

    Edit: this line seems to work

    lock sBurnDistance to ship:verticalspeed^2 / (2 * maxVertAcc).

     

  5. 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 designed to run one after the other, and then end. The path finding code would be great for me without any(?) modification, but how do I use it? Is there a way to pass parameters to it and have it return the solution to my main program? Or do I have to insert the code to my current file as a function?

  6. 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. 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.

    Any ideas which mods could have this effect?

    Edit: The problem persisted even with a new game, even with all the mods removed. Ended up re-downloading the game. That fixed it.

  8. 8 hours ago, JadeOfMaar said:

    Yesss :sticktongue:

    I can't help but feel those SRBs are scaled. Either you have SpaceY Extended or you inflated those things to 20m wide.......or both.

    I do have SpaceY extended, and I still had to scale them :), only to 10m though. It's easier than using 20 of them :wink:.

    The three nuclear engines use liquid fuel, so the booster tanks separating in the fourth picture contain only oxidizer. The engines in those are Vectors, scaled to 5 meters.

     

  9. I'm going to post about another failed craft.

    cJ8ChDU.png

    This is my current version of the Nero craft.

     

    XC1XZI5.png

    This is the problem with it.

     

    VhkRf6F.png

    The explosions are caused by "structural failure on linkage between" two parts in multiple places. This also happens between parts where there should not be any stress, like between a nose cone and a fuel tank. Any ideas what's going on and how it could be avoided? (Other than building something sensible :D)

     

    EDIT:

    ird4aUJ.png

    I cut back the throttle on the solid boosters to get a launch pad TWR of 1.36 and got the craft pretty high up. At this point everything was still looking good...

     

    V96cCbZ.png

    ...But then the ring went all wibbly wobbly and the craft disintegrated. I believe I would have gotten it into orbit. The apoapsis was already out of the atmosphere and the orbital velocity isn't that far away.

  10. On 12.6.2017 at 10:51 PM, ModerndayLink64 said:

    This can be easily done in space engine, just move to the spot of choice, and press escape and there will be an option to export skybox in cube map format

    I finally looked into Space Engine, but the detail of the galaxies is not nearly enough to be used as a skybox, IMO. The galaxies are just volumetric fog, compared to real photos where you can actually see the huge amounts of stars.

    In other news, I have discovered the limits of Kerbal Joint Reinforcement mod...

    j3SA3Ih.png

    This is the ship Nero Insanity. I actually got it to fly to about 5000 meters before it disintegrated. Somehow that landing pad looks inadequate...

    2sqE8Pf.png

    There is a silver lining to all this: when testing the craft I did see lots of spectacular explosions :).

    The next version is going to be sturdier and a little lighter. It also has a separate ISRU lander, which can refuel most of the ring at one go. At the moment, the craft, the lander, atmospheric booster stage and a rover are totalling just over 400 parts.

  11. On 6/22/2017 at 2:14 AM, Galileo said:

    it's actually really simple and I intend on making a tutorial page one day so everyone can use the same techniques I did.

    […]

    If the demand for a tutorial is high enough, I can make that happen sooner than later. 

    I certainly would love your tutorial. I have a couple of ideas for planets/moons, and I would love to have all the necessary information in one place to actually turn the ideas into something I can visit :)

  12. I've been designing my Nero vehicles, but then I got distracted by another skybox project...

    EiJSKNm.png

    5S0iI83.png

    nsNAdtr.png

    Epric9K.png

    Anyone interested in having that one?

    Just in case you are wondering, that craft is not going to come along to Nero. I just needed some extra cash so I used this shuttle to do six missions at one go: Got into Gael orbit, visited a station, landed on Iota, made a fuzzy scan, flyby of ceti, multi-moon flyby. Nearly got enough money to launch the big ship... Then I realized that my SRBs cost just over 3 million(!) spesos and decided to build a recoverable first stage instead...

  13. 5 hours ago, DocRockwell said:

    After you launch the vehicle, you can click on the engine/reactor, select "reactor control window" and it will show you the fuel life expectancy. 

    Thanks! 

    I don't seem to have any tanks that can store uranium nitride pellets. Am I missing something or do I need another mod for that?

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