ElWanderer

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About ElWanderer

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    Spacecraft Software Engineer

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  1. Looks like the window opens two minutes earlier (3:31 local time)
  2. ElWanderer

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

    Does LIST DOCKINGPORTS IN someListVariable work? That's all that page is talking about, I think, and will only get you the ports for the active vessel. To get the ports for another vessel, you can't use that format.
  3. ElWanderer

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

    The LIST ... IN form only works for a few, pre-programmed cases. Any ship object has a DOCKINGPORTS suffix that returns a list of ports. To loop through them, do something like: FOR p IN TARGET:DOCKINGPORTS { // do something with each p. }
  4. ElWanderer

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

    CHAR(34), but you'll need to append it to the string. e.g. SET myString to "He said " + CHAR(34) + "no" + CHAR(34). That'll set myString to 'He said "no"'
  5. ElWanderer

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

    A vector cross of the two vectors will give you an axis (as it'll be at 90 degrees to both input vectors) vector around which you can rotate (ANGLEAXIS function) va by X degrees towards vb. I have an example of this somewhere in my ascent code (to avoid straying too far from surface prograde) if you'd like code to look at. The hard part is working out which way around things are to avoid going the wrong way... partly as KSP/Unity's coordinates are left-handed. Edit to add a link: https://github.com/ElWanderer/kOS_scripts/blob/f5e22ce98925976497ee9acc5216c56c4f7d8372/scripts/lib_launch_common.ks#L345
  6. ElWanderer

    SpaceX Discussion Thread

    "We're about to dock with the ISS" "Oooh, quick! To the piano!" *starts playing The Blue Danube, badly* "Oh well. Makes a change from Knees Up Mother Brown..."
  7. ElWanderer

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

    @MaltYebisu I know that when I first started using kOS, when you did "RUN X" twice in a row (without rebooting in between), you'd get the same results even if you'd changed the contents of X in the meantime. It's as if the file is cached when the run command is issued. From memory, there was a technical explanation about how files are parsed and their symbols stored when run, but I can't remember the details. It's entirely possible that's still the case. One way around it is to vary the name of the file e.g. by appending a counter. That said, I'd echo @Pand5461's advice of checking the actual file contents first.
  8. ElWanderer

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

    How are you "calling" it? Are you using the syntax from the kOS docs (bearing in mind that you get a list of parts from SHIP:PARTSTAGGED, so have to iterate) e.g. SET allSuchParts TO SHIP:PARTSTAGGED("my nametag here"). // Followed by using the list returned: FOR onePart IN allSuchParts { // do something with onePart here. } Copied from: https://ksp-kos.github.io/KOS/general/nametag.html#examples-of-using-the-name
  9. ElWanderer

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

    This bit is quite expensive in terms of operations. You don't need to lock the steering continuously in a loop; just once. Take out the until apoapsis bit, and stick a wait until apoapsis > 75000 below the steering lock. Haha - totally beaten to it.
  10. ElWanderer

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

    Does this only happen while the script is running? What is your kOS "instructions per second" / CONFIG:IPU set to? Can you share the script?
  11. I think that'll be dwarfed by the drag from the extra capsules having an abrupt 0.625m to 1.25m transition (capsule top to decoupler) and an open 1.25m node (decoupler to nothing). Admittedly, I can only view the video at poor resolution on my mobile phone screen at the moment, so I'm somewhat guessing at the parts. Either way, I agree that the extra capsules slow down just in time because they have considerably more drag than the prime capsule. Solutions include making the prime capsule more draggy and/or lighter (if you have a heat shield, remove all the ablator... or even the entire part), adding chutes that open earlier (drogues) or pitch over more during ascent so that you have a flatter trajectory. The last one gives you more time to decelerate. I think these have all been mentioned already. I would add that this type of craft is inherently risky - if the individual capsules get too far away from each other, those outside the active craft's physics bubble will be deleted. Admittedly, that's something like 23km now, so you should be okay. My other advice would be to orient to normal before firing the decouplers. That brings everything down with a more similar periapsis, but on slightly diverging courses. That reduces the chance of running into your own dropped stages. That said, (argh, out of place quote follows, stupid mobile interface) this may not be appropriate for this particular craft if the extra pods have tourists and can't orient back to retrograde for reentry.
  12. ElWanderer

    Two problems with rescue missions

    Hmmm, this information isn't displayed on the map beforehand, but it might be available in the save file (and therefore findable manually or via a mod)... unless the mission parameters aren't actually generated until you hit accept. That would be a pain. I'd be interested to know what the deal is.
  13. ElWanderer

    Can't transfer crew?

    Hmmm, a different possible answer: as you have clearly got quite a few mods that may have affected this, it's possible one of them has implemented the behaviour described in the junior docking port's flavour text i.e. that they're too small to transfer crew through. That's never been true of the stock game, though. In stock you don't need to have a 'route' between two modules to transfer crew, they just need to be on the same vessel.
  14. ElWanderer

    Can't transfer crew?

    Right (or possibly left?) click on the hatch of the part you want to transfer crew out of. You should get a list of occupants with options to transfer or EVA them. Docking ports have nothing to do with transferring crew, by the way; you can transfer crew between individual modules of a craft that has no ports.