ElWanderer

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  1. ElWanderer

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

    Which version of kOS? There was a problem in the past where if you logged out a vessel's object (e.g. to store the current target so that a rendezvous script doesn't break if the target gets unset midway through) it would be recorded as "SHIP('Kerbal X')" instead of "VESSEL('Kerbal X')", which then causes an error on trying to read it back in. I don't know if that error was 'Undefined variable ship', though, but it's the first thing that came to my mind.
  2. ElWanderer

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

    https://github.com/KSP-KOS/KOS/issues/2191 The button callback function is a trigger, so it blocks the triggers that update the steering and throttle whilst it is executing. Unless/until this behaviour gets changed, I would recommend that button callbacks should be short, simple functions. I'd implement this as a run mode loop and have button prrsses try to change the run mode.
  3. ElWanderer

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

    I've noticed this too, but haven't tried doing similar steps without kOS to see if it is a plain KSP issue first and foremost. I have read posts where people say there are KSP memory leaks associated with certain actions that reload scenes. There was a worry about a potential memory leak a year ago, but the Devs couldn't recreate the problem: https://github.com/KSP-KOS/KOS/issues/1960
  4. ElWanderer

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

    You could disable the reaction wheels in some of the pods, which avoids needing a new design. If kOS is not expecting so much torque, then playing with the steering manager settings would be one solution for that vessel. Usually, though, kOS is confused by ultra-low-torque designs (e.g. realism overhaul rockets and plane designs), so it's a bit of a punt on my side that it is not working well with lots of wheel torque.
  5. ElWanderer

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

    Are you locking the steering outside the loop or inside? From what you're saying, I think you're doing it outside, but if you were to lock it inside the loop, it'd reset all the terms of the PID loop each tick, which would not help the steering settle. It may be just that you have a lot more torque (from all those pods) than kOS's steering manager is expecting/optimised for.
  6. ElWanderer

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

    Yes. kOS's steering manager is a separate steering mechanism, implemented differently to KSP's SAS. For certain designs, one or the other may steer "better" because of this. That said, are you steering to RETROGRADE or to SRFRETROGRADE? The former would differ from the latter more and more as you slow during descent. SAS steers to the surface or orbital retrograde according to the navball, which automatically switches to surface mode during descent.
  7. ElWanderer

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

    Are the versions compatible, though? Last I heard, v2 Trajectories and kOS aren't compatible yet: https://github.com/KSP-KOS/KOS/issues/2254
  8. ElWanderer

    Tylo Landing Tips?

    The funny thing with descent is that you can start with fairly poor TWR (even less than 1, for a constant altitude style approach), as long as it rises to something respectable by the time you're primarily fighting gravity rather than bleeding off horizontal velocity. This is where nuclear engines struggle, as they burn off fuel mass too slowly (on top of being weak and heavy)! That is based on my spreadsheet simulation rather than actual experience, mind.
  9. ElWanderer

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

    Well, angleaxis is to rotate the steering vector, the lookdirup I wrote was to keep a plane the right way up. To keep a rocket from rotating unnecessarily, I'd put a FACING:TOPVECTOR as the second lookdirup argument instead. As to the general idea of doing it more easily - there probably are shorter solutions if you know how to rotate directions. I do not, so tend to use angleaxis - the idea of rotating a vector around the axis formed of a second one is something my brain *can* grasp!
  10. ElWanderer

    Tylo Landing Tips?

    Yes, I could've been clearer about that (though the post I was quoting did reference the ascent stage). For descent, you can get away with fairly low thrust to weight ratios, but if you're flying manaully it's a rather risky proposition. It is comforting to have a high TWR in case you need it.
  11. ElWanderer

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

    Hmmm. As you decelerate horizontally, your retrograde vector will want to pitch up... if you can control your vertical velocity (i.e. keep it at zero) then it'll counter that and keep the retrograde horizontal, so the assumptions should hold true. If you lose control, it'll rapidly become an incorrect solution, I fear. It sounds worryingly circular... Personally, I switched to a controlled altitude descent a while back - I no longer zero out v-speed but let it drop such that my final suicide burn will be very near the ground (I have to scan ahead to work out the minimum safe v-speed). That does require knowing at what angle above the horizon to pitch.
  12. ElWanderer

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

    Depends what you're trying to achieve. Do you want a certain pitch relative to the horizon, or to the pro/retrograde vector? Using the starboard facing vector as an axis of rotation for pitch will only work when your pro/retrograde vector and facing forevector are aligned (i.e. along the same compass bearing). If they're not aligned, you'd get increasingly weird results.
  13. ElWanderer

    Tylo Landing Tips?

    I remember reading threads where people ran some of the numbers on this, and the conclusion generally seemed to be that beyond a TWR of 2.5, the delta-v savings were tiny.
  14. ElWanderer

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

    So go to that craft, kill the boot script when it fires up, then enter this in the terminal? COPYPATH("1:/boot/my_script.ks","0:/boot/my_script.backup.ks"). It's possible you accidentally created a folder named "1" on the archive at some point. PS. It can be good practice to use some kind of code versioning/change management set-up. I put my scripts on GitHub so I can track changes and keep online backups.
  15. ElWanderer

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

    "0" is the archive (ship/scripts), "1" is the local hard drive for the active CPU, in the game, so would get baked into your savefile.