EpicSpaceTroll139

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About EpicSpaceTroll139

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    Space Toaster programmer

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  • Location 'Merica
  • Interests Aerospace Engineering, Science, Insanity

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  1. EpicSpaceTroll139

    What did you do in KSP today?

    So I left the booster landing program running in the background while I watched a youtube video. I heard explosions and feared my landing script was back to the old problems. Sort of, but not quite Among other things, both of the landing pads glitched under the terrain and exploded in the ocean beneath. Still trying to figure out what else happened. I'm pretty sure the script didn't land the booster in the second screenshot where it appears to be now.
  2. EpicSpaceTroll139

    What did you do in KSP today?

    Well I've gotten the landing burn working again. I believe something changed that made the game slightly more laggy than it was before, and that was at random delaying kOS registering triggers during the landing sequence. I made some tweaks and slightly increased the Factor of Safety on the burn timing, and now the boosters do not slam into the ground. It is however a bit disconcerting to see a booster balance like this for a good 5 seconds before finally coming back down onto the legs Also sometimes this happens: which is no good if I'm going to get this landing on a barge again. Just want to fix these minor issues, and then both this thing and the side booster landing scripts should be good for release. Still don't have anything going on for the center core. That's a going bit more complicated because by the time it stages it's going fast enough that an entry burn is required to prevent parts of the leg hinges from burning up on reentry. Unfortunately at this point it looks like the math required for the entry burn will be subtly different from the math used for the boostback burn, resulting in it needing a new section of code. Then the real fun will come with getting an RO install up and running, and then trying to apply this stuff where everything is faster, hotter, laggier, and engines don't work down to 0% throttle.
  3. EpicSpaceTroll139

    Work-in-Progress [WIP] Design Thread

    Yah I was definitely thinking it needed to curve more into the head. Just kind of stuck that thing on there as a placeholder for now. It's a bit too... pointy as well. Bracho head is rather blocky/stubby. Anyways, perhaps I'll work on it tomorrow. Time for bed lol.
  4. EpicSpaceTroll139

    Work-in-Progress [WIP] Design Thread

    Progress The head on this thing is proving rather hard to make. Gonna be tough to make it actually look like something... might need to reshape the body too. Perhaps a thicker base to the neck? Anyone got any tips?
  5. EpicSpaceTroll139

    What did you do in KSP today?

    The rocket should be released Soon.TM Maybe I'll give some closeups of the working hinges this one has when I get back to my dorm.
  6. EpicSpaceTroll139

    What did you do in KSP today?

    I've finally gotten the new guidance loops debugged, but now I'm running into a new problem. Despite having changed nothing but variable names in the terminal descent / landing portion of the script, I am now getting inconsistent results with the landings. Sometimes a booster lands just fine. Other times it seems to start burning too late, or cuts off an on-time burn early, and just slams into the ground with the legs halfway deployed. WHABAM! In the picture above, one booster landed fine, the other did not. In this one, one booster landed with too much horizontal velocity and tipped over, the other did the WHABAM! thing.
  7. EpicSpaceTroll139

    Work-in-Progress [WIP] Design Thread

    Wow that's looking great. Out of curiosity... what would happen if you attempted reentry with the cargo bay doors unlocked? Bad things I assume? Edit: Also, can it maintain 38 degree angle of attack during part of reentry like the real thing?
  8. EpicSpaceTroll139

    What did you do in KSP today?

    I did an overhaul of the guidance scripts that control the return of the side cores of my Failcan Heavy, trying to make them easier to understand and use as well as perform better. Improvements include side core script consolidation, in that now there is just one script that controls either booster given a parameter n=1 or n=2, instead of a separate script for the port and starboard boosters. I hope to eventually make it so that the parameter is n=1, 2, or 3 and the script controls all 3 cores. Also, the guidance loops have been changed to focus more on glide, which should give a modest reduction to the amount of fuel needed for the boost-back burn. But really what this has meant is I've been doing debugging. Lots and lots of debugging By the way... Still not finished with that... Hopefully will have a landing tomorrow.
  9. EpicSpaceTroll139

    Work-in-Progress [WIP] Design Thread

    *Dies a little on the inside* Edit: It is now that I begin to realize just how tall this thing's neck is.
  10. EpicSpaceTroll139

    Work-in-Progress [WIP] Design Thread

    Maybe I should rephrase on the very close. It's close, but not that close. Think... bigger… Hint: "arm lizard"
  11. EpicSpaceTroll139

    Work-in-Progress [WIP] Design Thread

    Very close!
  12. EpicSpaceTroll139

    Work-in-Progress [WIP] Design Thread

    Getting closer! Edit: Any more guesses?
  13. EpicSpaceTroll139

    Work-in-Progress [WIP] Design Thread

    I'll give a hint... it doesn't didn't fly.
  14. EpicSpaceTroll139

    Work-in-Progress [WIP] Design Thread

    Finally, with Fall break in all of its glorious shortness about to start, I am getting time to work on something. Any guesses as to what I'm making?
  15. EpicSpaceTroll139

    What did you do in KSP today?

    The challenge thread is kind of old, so I'm not sure if we should post in it anymore, but it shows what the course is that's used for the "Kurburgring Lap." It's got some easy straightaways, but also some hairpin turns, so to set a good lap time your car needs to both fast and have good maneuverability.