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Posts posted by Luovahulluus
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8 minutes ago, meyerweb said:
This did not work for me. Does there need to be a `WAIT 1`. before it or something?
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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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.
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41 minutes ago, Kartoffelkuchen said:
Two airplanes simultaneously doing a fully autonomous landing at Cape Hook Global Airport, using my self-written airplane autopilot.
Just thought it was a badass moment, so thought I'd share
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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Trajectories Version 1.7 works also.
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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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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).
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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. 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).
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7 minutes ago, ElWanderer said:
I believe a program can RETURN, so you'd have something of the form MYVARIABLE = RUN(X,Y)
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 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?
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40 minutes ago, Devoblue said:
....versions built from source using visual studio.
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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23 hours ago, AG5BPilot said:
Google is your friend (and the answer to everything):
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
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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!
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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.
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.
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On 7/13/2017 at 0:06 PM, Gameslinx said:
Working for me.
That's strange. When I click the picture, all I have is Imgur saying "Oops! We couldn't find that page". I tried with my PC and Android device.
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@Gameslinx, the screenshots link in the OP doesn't work.
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8 hours ago, JadeOfMaar said:
Yesss
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 .
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.
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I'm going to post about another failed craft.
This is my current version of the Nero craft.
This is the problem with it.
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 )
EDIT:
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...
...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.
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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...
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...
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.
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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
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2 hours ago, JadeOfMaar said:
I dunno, but at any scale GPP is not for basic players. Inclined KSC; 4 deadly planets; Ore scarcity; super-distant planets and a companion star to get to and get back from..... GPP totally qualifies for that meme.
Icarus and thalia. Which other planets are considered deadly?
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I've been designing my Nero vehicles, but then I got distracted by another skybox project...
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... -
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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I designed a ship with delta-V of 16 000 m/s. It is propelled with two 5m diameter Timberwinds with Liquid Fuel propellant. How long does the 400 units of Uranium Nitride Pellets last? I haven't been able to find any good documentation on those.
[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
in KSP1 Mod Releases
Posted · Edited by Luovahulluus
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