kcs123

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About kcs123

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  1. Haven't messed with kOS for a while, but you should check out if some file exist before attempt to copy new one. Also issue might be using such thing within trigger. I no longer recall details, but you should not use wait command inside of "On AG1" trigger. Either, try to separate commands that copy script and command that delete script to different AG group. Or you can use something like this: if not exists("1:/test.ks") { copypath("0:/test.ks","1:/test.ks"). }else { deletepath("1:/test.ks"). copypath("0:/test.ks","1:/test.ks"). }.
  2. I might be wrong, but one picture can tell more than thousand words. Take a screenshot from SPH/VAB scene as well from in flight scene. Could not hurt to upload log files too somewhere and provide link. Than might provide better understanding what is going on and possible advice how to help you.
  3. Seems like you have put all IR parts into just one group. You need to create more groups and put only parts that are intended to always move at the same time into that specific group. Then you will have several servo buttons in flight that you can move as want. Other way around is to edit(expand) specific group in flight and only move one part that you want to move. Keep in mind that there is also free moving parts, meaning, those allows other parts attached to it to move(rotate), from gravity or other forces, but can't be moved trough IR servo menu.
  4. Ah, seems that you have grabed parts only, but you do not have any of IR plugin installed that actualy give parts functionality. Link from mega is created for older version of IR plugin that ca work up to KSP 1.3.x (can't tell anything how it behave on KSP 1.4.x probably would not work at all). Anyhow, there is new plugin in development and you will have to re-download part pack too, because of changes in IR plugin, part config files are no longer compatible. You can find both links,for IR plugin and parts in new thread: But keep in mide that is in BETA phase, so while most of things work properly, it is possible that you can encounter issues on certain craft designs.
  5. Do you have IR icons on toolbar on the side ? If not, it is probably somethng not properly installed.
  6. No, the size of wings is not limited depending on researched tech tree node, none of PW version have such thing implemented from KSP 0.25. I never felt that either of PW was overpowered in career mode. You are still limited in craft size trough SPH/VAB limitation as well as weight. In stock tech tree I think it is placed somewhere in middle of tech tree and IIRC it does support CTT too, but take this with a grain of salt. I was playing with SETICtt almost exclusively fro several past career that I was able to play due to limited free time. SETICtt adds aditional tech tree node with PW very early in career. It also allows you to avoid researching stock wing parts as you probably not need any other wing parts. With some exceptions like canards and similar that can be useful for early rockets. I never got impression that career game is unbalanced because of it.
  7. For hovering do not lock steering anything related to velocity vector. Use rather some fixed direction, like this: set MyDirection to HEADING(MyHeading,90). Where "MyHeading" in this case is set elsewhere trough GUI in code. You may also sometimes want to not lock steering at all, leaving kOS script only to handle throttle trough PID and you steer craft trough manual input controls. Works nice for semi-auto VTOL crafts, like helicopter or similar. Also, you don't need to lock throttle either, you can use "set" command instead. If you put wait command inside PID calculating loop, like 0.2 - 0.5 sec, or similar, it will give you enough time frame window to interupt throttle input by pressing Z or X keys for max or min throttle for short time until next PID delta time comes to calculate and set throttle value. That can be enough to save craft for crashing if PID is not adjusted yet properly and react too fast or too slow. In case of powered landing phase, instead of howering, you may want to calculate angles between prograde vector and vertical vector and then deceide if it is better to steer toward retrograde (to bleed out ground speed at same time) or it is better and safer to point ship vertical with 90 degree pitch. I use this piece of code in my landing script for such purpose: set GroundAngle to round(VANG(SHIP:FACING:VECTOR,(-1)*SHIP:VELOCITY:SURFACE),2). set UpAngle to round(VANG(SHIP:FACING:VECTOR,HEADING(MyHeading,90):VECTOR),2). set SteerAngle to round(VANG(HEADING(MyHeading,90):VECTOR,(-1)*SHIP:VELOCITY:SURFACE),2). if (UpAngle < 10) and (GroundAngle < 10) and (SteerAngle < 10) and (ship:verticalspeed <0) // aditional check that craft fall down { set MyDirection to ((-1) * SHIP:VELOCITY:SURFACE) + R(0,0,0). set output to "Vertical retrograde descend". DisplayBlock:call(output). } else { set MyDirection to HEADING(MyHeading,90). set output to "Vertical normal descend". DisplayBlock:call(output). }. lock STEERING to MyDirection. It is not full script, but I hope that is understandable enough.
  8. I doubt that you can have true cone. As much as I was able to understand, it use raycast to get distance from planet surface. It might be possible to use sphere raycast or cube raycast to mimic cone, but not true cone shape.
  9. Probably would if parts are similar in shape, should be no big difference. AirplanePlus parts are looking great, but there is no support for FAR, it is known issue if you look in AirplanePlus thread. Even when you use just cockpit or some other fuselage part from AirplanePlus mod you can get issue with FAR. Not to mention wing parts that can give strange results without proper config section.
  10. For showing craft created with FAR there is Official FAR Craft Repository thread. Link for it is broken due to forum changes, so it is easy to miss. It is for created in attempt to keep this thread "clean" as much as possible that important posts about FAR mods itself do not get buried quickly. It is nice plane you have created here, but you are using moded parts that are not compatible with FAR. Whenever you use incopatible parts, you have arrows in SPH/VAB editor for COL mark. FAR disable those, but for some reason arrows showing up with such parts. You may not notice that something is wrong in flight at first, but you may expect strange issues, like NaN errors, FAR screen in flight not showing up properly values for AoA, Cl, Cd values, etc. It may be possible that on re-entry you don't get enough drag to slow down craft and similar issues.
  11. kcs123

    [WIP] Infernal Robotics - Next

    Links are in OP of thread, just make sure to download version made for KSP 1.3.1
  12. kcs123

    [WIP] Infernal Robotics - Next

    This one? https://github.com/meirumeiru/Kerbal-Joint-Reinforcement/releases/download/v3.4.1-p1/KerbalJointReinforcement_v3.4.1_p1_for_1.4.2.zip And this version of IR ? https://github.com/meirumeiru/InfernalRobotics/releases/download/v3.0.0-beta3p7/InfernalRobotics_v3.0.0_beta3_p7_for_1.4.2.zip Both are made for KSP 1.4.2 but should work just fine with 1.4.3. Other issue might be if you have locked IR part (trough right click part menu). Order of install should not be issue if you install everything properly, gamedata content from mod to gamedata folder of game, be careful with that. You should not have gamedata within gamedata folder or something.
  13. kcs123

    [WIP] Infernal Robotics - Next

    It looks like autostrut issue somewhere. Are you using KJR mod ? It looks like you use old version of KJR instead forked version from OP. Just educated guess, but that exception probably comes from some other mod, might be possible to know more with full log provided, but @Rudolf Meier is one who can tell for sure.
  14. kcs123

    [WIP] Infernal Robotics - Next

    Yes it is compatible with KSP 1.4.3, but have to choose right package for download. Links are in OP of this thread.
  15. kcs123

    [WIP] Infernal Robotics - Next

    Hmm, it does not seem to be case of autostrut issue, but does not hurt to show autostruts (can be enabled trough ALT+F12 debug/cheat menu). Do you have enough battery charge and proper conection to IR parts ? Must not be coupler or some part that block crossfeed between. Have you tried to move whole group of IR parts and not trough editor menu in flight ? Those are just couple of things that poped up first on my mind what might be wrong, hard to tell exactly from video.