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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. Didn't do anything too fancy today. I've been putting off working on my shuttle missions and relevant kOS scripts, and instead making progress in my new hard career. Latest mission was a science and flag planting run to Kerbin's North Pole. Yah I know it's pretty lame I put a picture of Kerbin on the pole. When I got back I discovered to my dismay that all 7 of active contracts had disappeared, the 3rd time it's happened so far (I really need to file a bug report), and my last quicksave ( keep those enabled to deal with glitches like this) was from before the flig
  2. It's like one of those "spot the differences" games that you find in magazines. Try to find all the changes without reading the answers!
  3. Well, it took many, many debug flights and landings (sometimes in the middle of nowhere), but I finally got the ascent portion of my script working well enough to get to orbit. Some highlights: WHEEEEEEEEE. Max Q Having to keep the gear retracted until the last moment to reach the runway "100... 50... 40... 30... 20... 10... butter" "Where are we this time?" "No idea..." Orbit! With only fumes left in the tanks! I need to make some tweaks to the script though. The inclination wasn't quite on p
  4. No FAR installed. This looks exactly like the bug described in the report @Steven Mading referred to (thanks!). Guess I'll look through the GitHub issues more thoroughly next time before running here. @Steven
  5. So I might just be missing something, but I've run into an error that's left me scratching my head Something I've done in the past was to adjust the authority limiters on control surfaces in my kOS scripts, and would do it with a sequence of code like this: set MySurfList to ship:partsdubbed("CtrlSurf"). for Surf in MySurfList { Surf:getmodule("ModuleControlSurface"):setfield("Authority Limiter", 30). }. I've found this especially useful for reusable boosters on which it is desirable to have the surface authority set positive during ascent and negative during descent, and
  6. Not sure if this first bit counts as "in KSP," but I've been working on a "Unified Shuttle Guidance" script for use in some missions I plan to do in the near-future with my space shuttle. Things this script will be able to do is launch the shuttle into an inclined orbit around Kerbin (or in theory any other starting body), execute orbital maneuvers, and assist in docking and reentry. That's all great, but it's been meaning lots and lots of debugging. Kind of grindy. Might be a while before Jeb and company get to space. On the other hand, a buggy test launch
  7. Didn' t do anything too exciting today. Decided to do some IVA piloting and tried to land a mid-heavy aircraft. Had to go around the first time because I came in kind of high. Made it the second time around, but I kind of Ryan Aired the landing. I kind of expected because I was flying a large, sluggish plane and it had been a while since I last tried landing planes from IVA. What I wasn't expecting was for the plane to decelerate to a stop so quickly that I didn't even have time to react and activate the thrust reversers. I decided try again from external view to
  8. I just got back to KSP after a looongggg break. I made this
  9. Which version of kOS do you have? I'm not sure I could find a solution, but I could at least look into it. That being said, in the past I also worked on a similar script, and I found that the Trajectories mod wasn't really necessary. Actually I didn't even need true orbital mechanics. The script just estimated the impact point with a basic zero-drag, constant-gravity parabolic trajectory assumption. When I originally implemented it, it was sort of a "for the giggles" thing, and I fully expected it to fail horribly. Imagine my surprise when my booster actually ended up somewher
  10. Had a little bit of spare time among all my studying, so I decided to fiddle with a new stock bearing design (well, new for me. Probably done before). Made one rotor with it, and it was working great. So I decided to test a tandem rotor system, hoping to put it on a new heavy-lift helicopter. Apparently having two of the rotors broke physics. The "aft" rotor shifted sideways out of the bearings after being uncoupled, then exploded. ...and the pieces just started floating as if gravity wasn't there Thought I might have left hack-grav on, but nope In other
  11. Hey that's pretty good! I like the detail! Don't be too worried if the lander has a high part count. I recall from working on mine, that while I never finished the rest of the rocket, it became quite clear that the lander would be a large fraction of the part count. Stock leg secondary option isn't bad though. Out of curiosity, do you plan to add spherical helium tanks at the bottom of the S-IVB? (Sorry for the late reply... been busy getting back to college this week)
  12. I think I have something that can theoretically do the job... if it doesn't shred the station while launching it due to stresses.
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