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delta wee

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Posts posted by delta wee

  1. 9 hours ago, Flibble said:

    That should be enough, what happens when you run the script?

    Also what does AA show when you open the control panel for cruise flight?

    When I use the AA code in my script the flight controls don't move. Are we supposed to open the AA control panel in order for the scripted AA to work?

    edit: I figured out the problem, Atmosphere Autopilot does not engage when the plane is on the ground, so I had to just give it a slight increase in pitch for 2 seconds to get it in the air, then the AA took over and went to the altitude I wanted.

  2. On 5/5/2020 at 3:38 AM, Flibble said:

    To pick up on this old post, I have made a mod that extends kOS to allow it to control AA from script.

    Currently supported are: toggling mode (fbw, director, cruise), setting director vector, setting some cruise params.

    Note that the director is not mouse director, I've added a new kOS director to avoid the mouse interfering.

    Download (and code) here: https://github.com/RCrockford/kOS-AtmosphereAutopilot/releases

    Usage:

    You can access it with ADDONS:AA it has the following boolean suffixes: FBW, DIRECTOR, CRUISE, SPEEDCONTROL, PSEUDOFLC, scalar: SPEED, HEADING, ALTITUDE, VERTSPEED, and vector: DIRECTION
     
    e.g.
    
    set addons:aa:altitude to reqAltitude.
    set addons:aa:heading to reqHeading.
    set addons:aa:cruise to true.
    or
    
    set addons:aa:direction to heading(reqHeading, reqPitch):Vector.
    set addons:aa:director to true.

    Can you provide a sample script that cruises the plane to a specific altitude? I tried adding this to my script:

    set addons:aa:altitude to startingAltitude.
    set addons:aa:cruise to true.

    but it doesn't work for me. What am I missing?

  3. I'm trying to control the pitch of my plane with kOS, and am running into trouble when trying to change the pitch via user input to the terminal while the script is running. First I lock the steering to the "goalPitch" variable:

    SET goalPitch TO 0.7.
    LOCK STEERING TO HEADING(90, goalPitch).

    Later on in the script I'm trying to change the "goalPitch" by pressing keyboard buttons into the terminal. Here is what I tried to achieve this:

    SET tuneRatio TO 1.1.
    IF TERMINAL:INPUT:HASCHAR() {
        set inputChar to TERMINAL:INPUT:GETCHAR().
        
        IF inputChar = "7" {
            SET goalPitch TO goalPitch / tuneRatio.
            print "goalPitch = " + goalPitch.
        }
        IF inputChar = "8" {
            SET goalPitch TO goalPitch * tuneRatio.
            print "goalPitch = " + goalPitch.
        }    
    }

    When I press "7" or "8" the "goalPitch" is printed to the terminal, but it only seems to change once, for example if I press "8" repeatedly the "goalPitch" seems to only go to 0.77 and stay there. Is there something I'm not understanding about locking steering to a variable?

  4. 3 hours ago, kcs123 said:

    I'm not sure if I understand question. What do you mean by "offset greater than 10" ?
    If you attach root of wing to the nose, it is quite possible to offset wing tip to be on tail (depending on wigspan). Is that what you wanted to ask or something else ?

    When I press J I see that the "Offset" setting only goes up to 10. I want to make a plane with a very large wingspan, and where the wing tips go WAY behind the back of the plane.

  5. I've attached fuel tanks around a central core on my ship in hexagonal, radial symmetry mode. Now I want to attach two wings to the sides of the ship in mirrored symmetry mode. What I tried was switching to mirrored mode by pressing R, and then trying to attach the wings to the sides of the fuel tanks, but the symmetry mode automatically switches to hexagonal and radial. How can I prevent the symmetry mode from automatically switching to hexagonal and radial in this case?

    VNiPVd7.jpg

     

     

  6. 6 minutes ago, OHara said:

    The density in the alt-F12 aero-data display changes ±1.5% with time of day, in a way consistent with temperature, so I presume it changes as temperature changes with location.

    Yes, I see now that the air density is slightly changing. Over the South Pole the density was greatest, and the speed was highest, which makes sense since cold air is denser than warm air.

  7. On 4/29/2019 at 9:25 AM, steuben said:

    Decoupler force shouldn't, make a difference. But the kraken takes many forms and it's appendages can be as subtle as [vulgar simile redacted. Seriously, there are kids here - ed.] Sounds like you may have some clipping issues. It is doable however, not recommended in stock because of game-engine constraints.

    My ALS-4, reporting name Gull, works for what you are thinking of. For me barely, but then I'm pretty ham handed on the stick. 

    Post up some pics and we'll be able to help.

    Here's what I have now. The carrier plane is the one on the bottom, and blows up instantly on separation.

    PKdJyMY.jpg

  8. I'm trying to build a craft that consists of a small plane that gets carried by a larger plane to a high altitude and then the small plane detaches from the large plane and flies on its own. What I did was first build the small plane, and then attach a decoupler to the bottom of the small plane, and then build the carrier plane under the small plane, attached to the decoupler. This plane takes off fine, but when I activate the stage to decouple the small plane, the carrier plane instantly explodes into a million pieces. The small plane doesn't explode, but it sometimes gets hit with debris from the big plane and gets sent off course and crashes.

    How can I prevent the carrier plane from exploding when it releases the plane it's carrying?

  9. 14 hours ago, pincushionman said:

    I’d like to see what this plane is that’s giving you trouble. I can think of no planes in real life that use a ramp.

    …other than being another word for the apron, which is the paved area immediately in front of the hangar. But that’s not what you’re asking about!

    The plane is small and has no wheels to reduce weight and air friction. I can't use the runway to takeoff because the plane crashes when it hits the first bump in the runway, but it slides on the ground well so I figured I could put a ramp in front of it to launch it in the air.

  10. 18 hours ago, wm1248 said:

    For those looking for a craft file, here is how you can build the N1, then save it in the VAB as a craft file and voila, future usage availability. Took me less than 10 minutes to build it. 

    Could you post your craft file of your N1 somewhere, maybe as pull request to the main Soviet Rockets github repo? Getting the staging right on big rockets like this is where most of the time is spent when I build them.

    7 hours ago, raidernick said:

    ummmmm there ARE ro craft files for all of my parts...i swear nobody looks for anything anymore....the ro github has the craft files.....

    I did a search for "N1" here and didn't get any hits: https://github.com/KSP-RO/RealismOverhaul/tree/master/Ships/VAB

    Is the craft file for the N1 called something else?

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