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Alpha 360

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  1. Just as a tip, @Ho Lam Kerman. When you said in the previous chapter, this is extremely cheap. I feel like you started off great in the beginning, but now you resorted to cheap phrases like this. Please give us the suspense that you say is occurring. Sure it might take ten minutes and an extra hundred words, but it ups the quality of your work very much. Just a little tip. Looking forward to the Kraken finally decimating the populace. Happy Explosions!
  2. Please tell me if my code doesn't work, or if there is a better solution. This request goes out to all viewers of this thread. I would hate it if my code didn't work, and that some poor kerbal(s) would suffer because of it. Anyway, the next tutorial should be soon(ish). Until then, Happy Explosions!
  3. Here's the next tutorial! I will be covering how to fly multiple stages, set fallbacks, and use Remote Tech and its pros and cons. First, below is the rocket I will be using, "Piloted_Drone_2" (outdated photo. The one on the launch pad simply had one less canard) Here it is on the launch pad as well. Jebediah is bravely sitting on the top of this hazardous candle of BOOM, sweating apprehensively. If his code goes wrong, then the rocket might breach the atmosphere, and UNLEASH THE KRAKEN. *voice changes abruptly* At least according to the lore . Now, to the code! You have already seen a gutted version of this. As I have said before, this is just a background program. These setting will be overrode eventually, but they get your code going in the right direction. Next, there's a few more things. You can guess at what the top is. Its a variable, stating the target Apoapsis, or the highest point of the trajectory. Since kerbals are not allowed to breech the atmosphere in my play-through, I'll put it the target Apoapsis at 60,000 meters. I set another variable here. You needn't worry about that right now, for I will explain its meaning when the time comes. After this, I have set the runmode outside of this if statement, and you notice I have set it at two. Why? In the if statement, it states that if the ship's altitude is less than 50 meters above the ground, then it will switch the runmode to 1. Here's a nice, large block of copiable text which I will break up into two parts: the runtime, and the housekeeping. PART 1 Again, here is the until statement. Extremely useful to define large lines of code and run them as previously demonstrated. In the first IF statement, its much like my previous one, excepting one more line of code: "wait". The "WAIT" global variable delays the next action by the number of seconds written down. This is extremely useful when transitioning between active stages. Here I use it to make sure my vessel keeps going up, and then sets heading to PROGADE and starts its gravity turn. Later on, I will be creating a code to carry a vessel to orbit in the most efficient manner. But that is for another day. The second IF statement contains several IF statements within it. At the beginning, I set a variable called, "activeStaging" and I set it to true. What does that mean? It means that "activeStaging" is the carrier of a 'Boolean': "TRUE". (Look up Booleans!) Booleans are basically a form of data type which can either be true or false. This can be an easy On/Off switch, which I used here. The first interior IF Statement states that if APOAPSIS is greater than the targetApoapsis, then "activeStaging" is false, or switched off. The next IF Statement inside the second container (That's what I'll start calling statements using brackets as a vague term so that I don't repeat myself too often ), has a single requirement, that is activeStaging is off, which changes the runmode to 3 and the program switches over to the final "runtime" container. Then there's this short IF statement that locks the capsule to face retrograde for reentry and then ends the program. This is where you deploy the chutes quick, fast, and in a hurry. (Still haven't figured out how to use chutes in kOS yet ) PART 2 Here is more housekeeping! A little bit more complex, however. This IF statement will be active the entire time, as long as activeStaging is true, and will be activated when the stage's SOLIDFUEL is less than 1, or empty. Because I have so many stages that would need to be timed, I decided to go the repeatable route. Basically, it stages and decouples the empty stage, waits 5 seconds, and then activates the next stage. Finally, there is a list of commands which print words to the screen. These give the info on which Runmode is currently active, the current Altitude, the Apoapsis, and the time to Apoapsis. And that is all. Rather more complex than the previous code, but with more reliability, and flexibility. I would suggest altering this code to suit one's needs, as this code will not allow the breaching of the atmosphere. Above are the photos of the mission. Next time we will achieve orbit and deorbit, using two separate programs which should be versatile enough to launch anything to orbit and return it (provided it has a heatshield) back to Kerbin. Until then, Happy Explosions!
  4. How about a challenge to build a "Cycler" between Duna and Kerbin. Cycler being a spacecraft that's in a stable orbit and regularly encounters both objects, carrying supplies and other vessels to drop off at the destination. Now that I think about it, I might make that challenge.....
  5. Thank you @Steven Mading, for the tip. I realized just now that there are actually several different ways to do this, but due to an interesting overlay of remote-tech and KOS, I couldn't do it. Specifically, if remote tech is installed, it is necessary for the active vessel to be connected to it to run different parts of the code. For example, I was going to branch out the "Background Settings" to include shutting off SAS, but since in the early game I had no connection, remote tech said no. Same with less than and greater than signs. It just wouldn't work and there would be an error. Now that I have unlocked communications antennae, I will be using everything that KOS has to offer. The next tutorial should be much more fleshed out than this one with more fallback and should work 100% of the time. Thanks for the comments, and until the next post, Happy Explosions!
  6. Thanks for the welcome, @Kerbalstar! (Quick Note: It is vital to have KOS installed to do the tutorial below. Its on the forums as well as CKAN, if you use it.) To get down to business, here are the settings for the career mode I have created. So, you all know the drill. I get into the career mode, head to the mission control and take up the two contracts, launch first vessel and collect first science report. I then build the usual flea booster with the mk1 capsule on the top. This is where my career mode differs from any other. As I have installed, "KOS for All", I can use KOS to launch this without the special parts. So then the tutorial really starts as well. If you have KOS installed, when you click the icon you are confronted with a menu. By clicking on the name of the processor you want to activate, a programming terminal opens up. As I had no KOS part, when I clicked on the Mk1 Capsule tag I also brought up the programming terminal. To explain what I am doing here, have typed in switch to 0. This means that the programming terminal effectively resets any potential programs still running. Next, I wrote run Mk1.0AutomousDrone. This is the name of the script I wrote to control the active vessel. As one can see, just by typing these two simple lines of code, I can access a larger script in storage, eliminating cut and paste. So where is the storage for these scripts? Open up the spoiler below to find out. Now that you are at your script tab, what do you do? Find a (preferably) free, downloadable code editor like Notepad++ or Brackets or any other program. Once you have downloaded one of these programs, open up a new script. Check to see which programming language your new script is using in the program. Each client does each one differently, but one should be able to change what programming language is being used in the new script when saved. Before typing any new code, be sure to save the new program as whatever you want, but add".ks" to the end of it, and save as "text file". KOS uses a special programming language called kerboscript, signified by the period-ks. When you write ".ks" , it makes sure that the KOS mod can interpret the text file into something it can use to manipulate the game. That's what you want to happen, obviously. After you have saved your new file as "--------.ks" as a text file, then start at the top and write, or copy, these lines of code. While kerboscript is not case sensitive, it is required that one place periods after each "Statement". What does this short script do? It basically is your basic "Setting". It locks the throttle to 0, and turns off the gear. Simple, right? Kerboscript is very easy to learn, so don't worry too much. The problem is mastery, something which I haven't even done yet, and plan to do by starting this tutorial. One notices the "clearscreen" statement at the bottom. It means that it sets the statements above 'behind the scenes' so to speak. They will be overlaid by new statements in the rest of the script, but will stay active as long as not counter-commanded. Next, copy this next statement. Now this looks like real programming, right? That is correct. This is the meat of the program I have written. By going through this one step at a time, I believe by four paragraphs, you will know enough kerboscript to start experimenting! Anyway, question one is obviously what is that line of code at the very top? That is a variable. Yes, your Algebra days have come back to haunt you. Variables in coding are not unknown values, rather they are values created by the programmer which doesn't exist anywhere else. By using the "set" command, one can create a variable or set a value to a global variable. The next line of code is an "Until" statement. Its brackets "hold" everything inside, making sure that everything inside is only run when it is active. Also just another note, there are no periods when there are brackets used by the statement. This statement basically keeps the program running UNTIL a certain variable is met. For example, I have already created the variable "runmode" and if it is set to 0 the until statement will end. Right now it is undefined, but later I will redefine it. After this is an "if" statement. These are your best friends, activating when a condition is met. For the first one, it only activates if runmode equals one. This means that it activates, as this condition is true. Next come a few pre-installed variables. I lock the steer to "UP." this means that it points up at the sky. I then set the throttle to 1, or max throttle. I stage by simply typing in stage, and then I change the value of runmode, changing it to 2. As this makes the "if" statement invalid, the current statement deactivates. The next "if" statement has two conditions, which is perfectly plausible. Also, by inserting the word, "Else", it means that this if statement will not be able to run at the same time as the previous "if" statement. By using the two and symbols, one can add as many conditions to a single function. In this case, the "if: statement will only activate if runmode equals 2, and if it is going down. Its as simple as that. When it activates, it arms the chutes and then changes runmode to 0. Since this meets the UNTIL function's criteria, the function shuts down and the program is ended! Time for a little housekeeping. The next sentence states, "lock throttle to final TVAL". This means that the ability to throttle the engines is transferred to this value, which is already bound to "TVAL". You've already seen the key "lock", and unlike a door, it cannot be locked and unlocked. Basically the "set" key can be reversible while the "lock" key cannot. This grouping of variables allows me to just use TVAL for any situation, instead of messing around with different variables. The one thing to remember that as a programmer, you are trying to make things EASIER for yourself all the time. And that is all. Here are some photos of my flight. The next tutorial should be up in a week, documenting how to get to use multiple stages in a launch sequence. If you want to go to the source of all my information, here is the link. Until then, Happy Explosions!
  7. Cough cough. **Starts speaking in a dull narrator voice This mission report documents the history of the Automated Space Program, lead by none other than the fearless HAL 9000, the A.I designed to run a space program. Why didn't a Kerbal of remarkable talent step up to the plate instead of this automaton? Because the Kraken banned space travel from kerbals. If a single cell of kerbal flesh escaped the upper atmosphere, then the Kraken would slaughter the population of Kerbin! Or so our several hundred mages/witch doctors/wizards kerbs state after coming out of intense trances huddled together in their holy places. Everyone knew that they spoke the truth. After all, they said that sensibility was an evil not to be practiced, which we have followed up to the extreme. We have NO cities whatsoever, and yet we built a magnificent space center. There are literally no other structures on the planet, except those which were related to the space program of the distant past. Also, our mages/witch doctors/wizards have spawned in green monoliths in random places, because they were being insensible in accordance with the Kraken's laws. Anyway, enough backstory, lets get into the meat of this story. **Changes to a scholarly voice, full of appreciation for his subject I have been messing around with the KOS mod for a little while, and I have decided to create this mission report series so that I will practice this to hopefully great effect. I will make this series primarily about the substance, that is, how I programmed X to do Y and not Z, but pop in the occasion joke, as seen above. I will launch NO kerbals, not one, doing everything with KOS. I will use kerbonauts inside the atmosphere, and rescue them from orbit, but nothing else. My install of KSP is 1.4.4, so mods that work for me probably won't work for those in KSP 1.5+. I have installed a fairly large mod pack, roughly 30 mods, seen below. And with this, I wish all comers, Happy Explosions!
  8. Alright, already I have a couple of things which I think were revealed here. 1. Leyland Kerman is BACK. Packing fake medicine which will actually brainwash you and make you a mindless drone of the Leyland Corperation 2. All of Edgar's friends are now dead :(. I really liked doc. Also, Edgar seems to freeze instead of flaming, like Valentina. Maybe Valentina will melt his icicle of a soul. 3. NOW THE PARTS AT THE BEGINNING MAKE SENSE! Thank you for giving us insight into the names of the three events which will slowly but surely wipe out Kerbal kind. That's all from Alpha's truly superior analyzision (yes I have just made that up) protocols. *Of course the former is a joke. Do not take offense. Happy Explosions!
  9. Wait, just trying to get this straight. This was what I got from the chapter 1. Kommissar was a good-guy!?!!?! (Or at least one of those neutral grey characters with good purpose but wrong actions) 2. Edgar is the Krakensbane!? I thought Valentina held that awesome title? 3. The Kraken was a prison warden for hell!?!!?!? And now Hell is about to break lose? So, those points aside, for the most important point of all. In other words, obviously jealous. Happy Explosions!
  10. I would second the Kerbin Grand Tour proposal by @Pascovian. Nice, simple, and you get to feel the satisfaction of completing a 'grand tour'. Happy Explosions!
  11. I'm glad to see you taking my place! Under your supervision, I believe the new micro-challenge thread will be better than I could have done it. Great job closing the thread as well, @kerbalstar! I'll look forward to seeing the new thread. Happy Explosions!
  12. I guess I can't delay this any longer. I announce that I am stepping down from this thread. @kerbalstar is my successor, and I will congratulate him for the hard work he has done to planning out this thread. I will offer my sincere thanks to @doggonemess for designing these new medals, he really has been working hard behind the scenes, so it would be nice if you all gave him a big hand. I also thank @obney kerman, @VelocityPolaris, @Lucast0909 for continuing to help with the thread. I hope that this thread goes through a healthy phase of reorganization, and that it will not stop because I have resigned voluntarily. Finally, I thank all of the people who have been supporting this endeavor to give these Newbies chances to win medals, master the game and therefore have a great time playing KSP. Happy Explosions!
  13. My Tales of Woe..... Well, let me tell you my tale of woe. I found a class D asteroid and so I started the rendezvous protocols. After 30 minutes, I got to the asteroid. I slowed myself down to 0.4 m/s, I drifted towards the asteroid. Then I decided it would take too long to drift there, I was 100 meters away, and then I timewarped. And then I got closer and closer to the asteroid, so I decided to stop. Only that my finger pressed the greater than sign instead of the backwards slash(Which are right next to each other), and timewarped through the asteroid. I could have gone all the way through, but then in my haste it hit the correct button...at the wrong time. An explosion later and 6 hours of hard work disappeared. Well after I raged quit for the day, I came back to see the remains of the Endurance. To my surprise, I found the Cooper completely intact with its crew. I danced a jig, and then re-rendezvoused with the D-class asteroid and mined it. Then i decided to see if the Eve lander was intact. IT WAS. Except for the fact it was missing its docking port on the front. I had a claw + docking port attached to the rear, so I moved that to the front and clawed the cockpit, giving it a new docking port on the front. I then moved it back to the asteroid, and attempted to attach it's surface. After smashing a load of solar panels, which made me rage quit once more, I unleashed the Cooper from the asteroid and then docked to the claw + docking port, then headed back to the asteroid to fully fuel the Eve Lander, for I have decided to take a chance, and continue the challenge as if nothing had happened. That is all. Soon I will update from the orbit of Eve, if no more timewarping mishaps occur..... Happy Explosions!
  14. Asteroid Sighted! Well, after rendezvousing with the Endurance again, the Cooper docked with it. Then the asteroid in question was found. After timewarping and extensive maneuver plotting, the Endurance fired up its engines for the first maneuver! The rest of the narrative of the first asteroid rendezvous I have completed continues in the spoiler below. So I discovered yet another Asteroid. I knew this one to be a C-class, so I am happy about that. I will also leave Kerbin's SOI with the asteroid, meaning that it should be MUCH easier to find and catch asteroids. Also next time I will transform half into mono-propellant, and the other half into pure liquid fuel. Hopefully I'll be able to refuel most of the Endurance, if not all of it. That is all for right now. Finding and capturing the asteroid cost me at least two hours, and the added frustration of not being fully fueled cooled my fondness for the game. Happy Explosions!
  15. @Lo Var Lachland, sorry for the miscommunication. I meant that I had given you the option to post your challenge by joining the team. If you want to join the sub-author team, you'll probably be accepted, but IN ORDER TO POST A CHALLENGE....one HAS to be ON the TEAM. This goes out to all of the guys who would like to post a challenge. Happy Explosions!
  16. This would be extremely interesting if you suddenly changed the course of history and added in the plans for Mars, Venus and the outer solar system developed by Werhner Von Braun. But you have done a great job portraying the Apollo missions! Congratulations! Happy Explosions!
  17. There's a challenge for this already....the Ultimate Challenge which I am completing right now.
  18. Update: Landed on Minmus! Well, sorry for the delay. I have landed the Cooper on the Minmus Flats. The reapplied ladders makes things so much better, I'm really proud of the the ladder system I have developed. Pics are below! Just as a side note, I have discovered that I forgot to bring a refinery to use on Eve's surface. Luckily, its already fully-fueled which means that it should be easy enough to just drop it onto the surface without too much of a problem. I've been caught up with camp stuff, the reason for the delay. Probably by tomorrow I'll put up a post about the trip to the asteroid and then to Eve's SOI. Hopefully that'll all work out in the end though. Happy Explosions!
  19. Alright. I revised my plan and went to Minmus instead. The landing will occur shortly. The Endurance now has just a little less than 3,000 m/s left in the tanks. Hopefully more than enough to catch the asteroid proposed. The reason there's a time limit, is because this asteroid will hit Kerbin if we don't move it. Happy Explosions!
  20. 1. Jupiter 2. International Space Station transiting the Sun 3. Starry night sky? 4. More stars? 5. Crab Nebula. (Which is honestly much cooler in a different spectrum than visible light) Are those correct?
  21. To the Mun! (Step 1) And now! The Ultimate Challenge begins! The Endurance is now leaving for the Mun, as the title implies. This will take 870 m/s to reach the Mun, out of the reserves of roughly 3,000 m/s. This leaves us with now roughly 2,600 m/s. 300 m/s is expelled in gaining orbit of the Mun. Once in orbit, the landing site is planed. And beauty shots taken.. can't forget about those! The Cooper detaches and then burns away, leaving the Endurance far behind. The landing site, the Farside Crater! The Cooper has two modes. Efficiency mode, and Thrust mode. Efficiency mode uses the Terriers, while Thrust mode actives both the terriers and the four swivel engines. This is about the only use I can find for swivels other than in the early game, for largish landers. Anyway, landing takes 600 m/s. Since I used thrust mode, this left my reserves at something around 1,900 m/s. My kerbal got out and then planted the flag. I forgot ladders....drat. How will I recover my kerbals on Laythe? Land in the Ocean? Then... I guess I will cross that bridge when I cross it. And after the mandatory land has been planted, Jeb gets back into the Cooper, and the mining begins! After two Mun days, the lander is fully fueled. Also, our transfer window to the asteroid is fast approaching. Only four more days before heading out to grab it! A demonstration of thrust mode. Look at the exhaust, no wonder this thing can lift off of Tylo. Then... I'll just say it. I forgot to bring the utility parts from Kerbin. That was stupid of me. So, I launched the package to intercept and rendezvous with the Endurance. Its less than a ton, so it wouldn't have effected anything. All it is is extra mono-propellant tanks, klaws, and batteries. I docked it to the Endurance, and then I docked the Cooper to that. This is the fully completed design. Should I pull up a quicksave that I made back in Kerbin's SOI and send the package then, and redo the landing and entry into orbit? Please tell me, @IncongruousGoat. On that interesting note, I will end this post here. When this is figured out, then I'll head out to the asteroid and capture it. Then we will go to Eve! Happy Explosions!
  22. Thanks, @IncongruousGoat! The reason its not implemented in the vehicle, is the obvious fact that the heatshield and extra decoupler weigh at least a ton, probably more. That would kill the efficiency of the Cooper, or restrain the Excalibur from reaching orbit. Sorry for not starting the challenge yet, I will do so hopefully today or tomorrow. Happy Explosions!
  23. Let me call up @doggonemess to post the medals for challenge number 6! Everyone with their submissions better hurry up. Once the medals are posted the challenge is CLOSED Happy Explosions!
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