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About RizzoTheRat

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    Spacecraft Engineer

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  1. RizzoTheRat

    What did you do in KSP today?

    To celebrate the completion (ish) of my KOS docking script, Jeb took a modified version of his usual "Docker" test ship Once he'd docked with the previously launched "Agena", Valentina was able to take up a standard "Docker" to join them... ...then Bill also took up a standard model "Docker" then Bob wanted in on the action too... I still need to tweak some of the acceleration/braking rates, and it would make sense to integrate it with the Hohmann transfer so it steers the braking burn rather than stopping and then burning towards target, and need to add in a pre launch wait until the target's in the right position, but this should massively simplify building up big ships and stations in orbit as I don't need to even press a button once I've set up the launch.
  2. Modern ceramic armour plates can stop a 7.62 round at short range (google Stephen Tschiderer). A NATO 7.62 round leaves the muzzle with a about 3.5kJ of energy. Google suggests real war hammers weighed around 4lbs, so assuming 2kg, you'd need to swing it at about 94 mph to hit with the same energy as a point blank 7.62. Apparently an average golfer can hit the ball with the club head doing around 90mph, while a pro can get up to 125mph. Given that a hammer's presumably going to have a shorter handle than a golf club, and be at least 4 or 5 times the weight, I'd have thought it unlikely anyone could swing one at 94mph.
  3. RizzoTheRat

    [1.6.1] kOS v1.1.6.3 : kOS Scriptable Autopilot System

    Reading that and the other one it links to it does sound like its the issue (and the same thing El Wanderer suggested earlier, but wider than the just time warp). I guess once it's unpacked it doesn't re-pack it until some distance well beyond the 200m mark so in theory I could increase the unpack distance so it draws in the right place, and then decrease it again, although this might be Kraken bait as I gather the further away you unpack the more chance you have or errors being big enough for parts to collide. Probably easier to just close to <200m and then manoeuvre rather than aiming for the docking port from further out.
  4. RizzoTheRat

    [1.6.1] kOS v1.1.6.3 : kOS Scriptable Autopilot System

    Well this is odd. Fired it up on my other machine with KOS and KSP 1.6.1 and I have the following code as the only thing that's running clearscreen. set target to "Agena". until target:position:mag < 20{ print "distance : " + target:position:mag + " " at (0,20). } Save game loads with the active vessel a little way away from from Agena, with a relative velocity of 0.3m/s. Both vessels are shorter than an FL-T800 tank and I'm not in time warp. The yellow target marker is showing 524.9m, the terminal display is showing 495.9. Close to 200 on the target marker and the terminal display jumps from 180 to 200, so it's getting slightly more accurate as I get closer and then jumping when I get inside 200m. Still a slight error, I've paused it at 197.9 on the target marker and 200.5 on the terminal but I assume that's the difference between CoM and Command module measurement. Go past the target and back out beyond the 200m distance and the terminal is still reporting the correct distance. Target ship is a similar to the active one in the foreground.
  5. RizzoTheRat

    Do you know what Advanced Tweakables are?

    I'd been playing on and off for years before I found out about them via this forum. Autostrut are very useful but I'm not sure what else is included as I always have it turned on these days.
  6. RizzoTheRat

    [1.6.1] kOS v1.1.6.3 : kOS Scriptable Autopilot System

    I ran in to that issue before, but this is targeting the ship not the port. I have however got the port saved as a variable, maybe it's worth trying without that just in case it causes an issue
  7. RizzoTheRat

    [1.6.1] kOS v1.1.6.3 : kOS Scriptable Autopilot System

    No, running at 1x from when I load the save with them about 500m apart.
  8. RizzoTheRat

    [1.6.1] kOS v1.1.6.3 : kOS Scriptable Autopilot System

    I'm locking the velocity vector to the target position with the rcs, and that definitly moves, but not tried pointing the ship at target to check.
  9. RizzoTheRat

    [1.6.1] kOS v1.1.6.3 : kOS Scriptable Autopilot System

    The target ship is only 3 or 4 meters long, while the offset looks to be 200 or so. I wondered if it gives an approximate location when you're further away, but it draws the target in the right place and updates when 200m away so must know where it is.
  10. RizzoTheRat

    [1.6.1] kOS v1.1.6.3 : kOS Scriptable Autopilot System

    Is there anything else weird with this 200m parts and targeting thing? I seem to be getting the target in the wrong place even when targeting the ship rather than the port. Relevantly section of scrip, which is in a loop so constantly updating: set target to "Agena". set TgtVector to vecdrawargs(V(0,0,0),target:position,blue,"Target",1,true). Which I would expect to draw a line direct to the target ship. Instead it does this beyond 200m, but changes to the expected location inside 200m. I am on my old PC using ksp 1.4.5 and I think KOS, so possible it's an old problem that's been fixed, or a KSP issue with known workaround.
  11. RizzoTheRat

    [1.6.1] kOS v1.1.6.3 : kOS Scriptable Autopilot System

    That's a weird "feature" At the moment I'm using RCS on full power and controlling the thrust by how long it burns, ie the same way I would if controlling it manually, so not run in that, yet, but thrust based rather than time based might result in tidier code so I'll bear it in mind.
  12. RizzoTheRat

    I need some suggestions

    How about a Goblin and b36 combo? Or see if you can do the full set of Burt Rutan's designs
  13. RizzoTheRat

    [1.6.1] kOS v1.1.6.3 : kOS Scriptable Autopilot System

    Yeah I do need to have a major tidy up of the code. First time I've ever used RCS in KOS so I'm calculating distances and speeds in Fore/Top/Star directions and then looping through all 6 directions to apply corrections, with each of those loops doing all the vector calculations as I shoved them all in one function to make my life easy... I should be able to simplify that a fair bit now I've got a vague idea what I'm doing. I'm hoping i can do all directions at once with ship:control:translation. Presumably if I can do the loop within a physics tick should have no problem? approach could also be a bit slower, think it's hitting at about 0.5m/s at the moment, I'd probably be slower than that if I was docking manually.
  14. RizzoTheRat

    What did you do in KSP today?

    Continuing my experiments in KOS, "Docker" on the left successfully completed an automated docking with "Agena" on the right (following on from a fully automated launch and rendezvous). Still needs a bit of work as it overshoots the initial standoff position, and currently won't work if the docking port is in about a 45 degree cone the far side of the target ship, but that should be easy to fix. it also assumes the docking ships port is on the centreline which is an easy fix too, but will mean I have to use the RCS for the final push where I currently use the main engine. The code needs a major tidy up though, I'm at over 300 lines to get from a point about 500m away to the docking, looks like I'm being very inefficient code wise in the way I'm using the RCS comparing it to a few scripts I've seen online.