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NewtSoup

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Everything posted by NewtSoup

  1. Your mistake is a KOSProcessor is not a part it's a part module if you make a simple ship and tag your kOS part (kal9000 in this case) with the tag "brain" the following will work: print ship:partsTagged("brain")[0]:getModuleByIndex(0):volume:freespace.
  2. Hi Snark, I can't get this to work. Been working out the kinks in a tanker I was building and hitting save every time I launch. Every time I revert and hit launch again it forgets my crew assignment and the crew compartment is empty once again. Not even Jeb has managed to sneak in. Which I guess is a small bonus. It's just made a liar of me. Tested again and it works.. yet for several hours I've been wondering why it wasn't working.
  3. Well, this works. It doesn't look quite how I want regards model and thrust plumes but it works how I want and has the power. PART { name = liquidEngine3r module = Part author = C. Jenkins & R. Moreton mesh = model.mu scale = 1 rescaleFactor = 5 node_attach = 0.0, 0.0 , 0.0, 0.0, -1.0, 0.0 //No Effect Yet //fx_exhaustFlame_blue_small = 0.0, -21.0, 0.0, 0.0, 1.0, 0.0, running //fx_exhaustLight_blue = 0.0, -21.0, 0.0, 0.0, 0.0, 1.0, running //fx_smokeTrail_light = 0.0, -21.0, 0.0, 0.0, 1.0, 0.0, running //sound_vent_medium = engage //sound_rocket_hard = running //sound_vent_soft = disengage //sound_explosion_low = flameout TechRequired = advFlightControl entryCost = 4200 cost = 1280 category = Control subcategory = 0 title = Place-Anywhere 35 "Chihuahua" Liquid Fuel Engine manufacturer = Reaction Systems Ltd description = The 909-R model was created after an engineer misread the plans for a place anywhere thruster port and scaled it up by a factor of five. It was decided to convert the engines to run on Liquid Fuel and Oxidezer using the insides of a "borrowed" Terrier engine and see what happened. attachRules = 0,1,0,1,1 mass = 0.5 heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2600 // = 3400 fuelCrossFeed = True PhysicsSignificance = 1 bulkheadProfiles = srf tags = #autoLOC_500896 //#autoLOC_500896 = control dock maneuver manoeuvre react rendezvous rotate stab steer thruster translate MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = RCSthruster exhaustDamage = True ignitionThreshold = 0.1 heatProduction = 80 fxOffset = 0, 0, 0.21 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.34 thrusterPower = 60 resourceName = LiquidFuel resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True resourceFlowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = Oxidizer ratio = 1.1 resourceFlowMode = STAGE_PRIORITY_FLOW } atmosphereCurve { key = 0 345 key = 1 85 key = 3 0.001 } } } Ideally I'd like it to have the exhaust from the terrier and a model of my own design eventually. It has allowed me to build a tanker using the largest fuel tank in the game which will service Rura Penthe Holiday Centre and Minmus Orbital.
  4. ok so setting scale = 1 rescaleFactor = 5 for the rcs place anywhere thruster model gives an acceptable size. Why can't I use the terrier model though? According to the wiki : https://wiki.kerbalspaceprogram.com/wiki/Tutorial:Making_an_asset_from_start_to_finish there appears to be no functionality tied to a model. But perhaps there is.
  5. I added the ModuleJettison in an attempt to get rid of the engine shroud. Also I disabled the engine shroud in the SPH but it still appears. Ideally I'd make my own model I guess but I have no skills at all in that yet.
  6. Hi there, Just for a bit of fun, I've plagiarised the specs for both the place anywhere RCS thruster and the Terrier Engine and created an abomination call the LV-909-R "Chihuaha". It's basically a place anywhere modification of the Terrier tied into the RCS controls to use with heavier ships. I've run into problems though. First I started with a terrier and tried to copy the code from the vernor engine to make the terrier work as an RCS engine. That didn't work. The Terrier appeared shrouded and although it positioned correctly it did not repsond to RCS controls despite it's context menu containing the correct RCS related options. Then I went to the place anywhere thruster and started over. First of all I converted the thruster to work on Lf and OX, increased it's thrust and changed it's specific impulse profile to match that of the terrier. This works. The thruster though it still the same size and model as the place anywhere. I can live with this so I'll just set the scale accordingly. No dice. Seems changing "scale =" has no effect. Ok then I thought, I shall just change the model to that of the terrier. the engine works. I can just swap the mesh over and change the node attach so the engine is the right way up. No dice. once again, with the terrier model the engine is shrouded and doesn't respond to RCS controls I'm completely new to this kind of hack and missing some key piece of information. Can anyone tell me what it is? PART { name = liquidEngine3r module = Part author = C. Jenkins mesh = model.mu scale = 10 //rcs thruster model node_attach = 0.0, 0.0 , 0.0, 0.0, -1.0, 0.0 //terrier model //node_attach = 0.0, 0.0 , 0.0, 0.0, 1.0, 0.0 TechRequired = advFlightControl entryCost = 4200 cost = 280 category = Control subcategory = 0 title = LV-909-R "Chihuahua" Liquid Fuel Engine manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = The 909-R model was created after an engineer misread the plans and welded a standard Terrier onto the side of a rocket. It was decided to link the engines to the RCS controls and see what happens. attachRules = 0,1,0,1,1 attachRules = 0,1,0,1,1 mass = 0.5 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.01 angularDrag = 0.1 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 2600 // = 3400 fuelCrossFeed = True PhysicsSignificance = 1 bulkheadProfiles = srf tags = #autoLOC_500896 //#autoLOC_500896 = control dock maneuver manoeuvre react rendezvous rotate stab steer thruster translate EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.02 0.2 volume = 0.5 0.2 volume = 1.0 0.2 pitch = 0.0 0.75 pitch = 1.0 1.5 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_small transformName = RCSthruster emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = RCSthruster thrusterPower = 60 resourceName = LiquidFuel resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True resourceFlowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = Oxidizer ratio = 1.1 resourceFlowMode = STAGE_PRIORITY_FLOW } atmosphereCurve { key = 0 345 key = 1 345 key = 3 0.001 } } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } }
  7. After is was pointed out to the design team that the Covertotron 125 worked badly on fuel cells in the outer reaches of the system the MVL was redesigned yet again. The original design has been abandoned for something sleeker and heavier. In fact the dry weight is only 3.5 tons more than the Mk III but the Wet Weight is more than 50% heavier. That's the cost of getting the extra 3 tons of ISRU into orbit!. Behold, the MVL-Mk IV. Attached to the nose of the HOK. The MK III cast aside in the background like and old shoe. A shoe made of rocket motors, fuel tanks and mining drills and probably quite uncomfortable which is why it was cast aside really. It has not gone unremarked that if the Lander gets any bigger we may as well just redesign The Heart of Kerbin to land on Planets. Those remarkees have been put on MRE Rations until their mouths are a little less smart.
  8. I have no clue how to build a mod from scratch. I do want to make one though. I want to make some main engines that tie into Reaction Control System controls so that there's a more powerful Lf Ox alternative for bigger heavier craft. Vernor engines are great too.. but don't really cut it for what I have in mind. I figured that would be a half decent foray into mod making. Though it does require me to make models too. Not my forté.
  9. Keys - ahh.. I suppose I could try. I used to have a head for Java programming many years ago ( computer science undergrad). I've no idea what I'd be looking for though but sure. It would actually be an interesting thing to take a look even if I can't solve anything. Memory Bloat - with my favourite functional mods installed I spent a long time on the launch pad ( more than 2 hours) and the memory never went above 4.5gb. The only mods missing were the prettification ones - EVE, Stock Visuals, Stock Terrain, Kopernicus, Planetshine, Distant Objects. My main suspect now is EVE and the clouds causing the bloat. I don't usually sit on the Launchpad for 2 real time hours or more and I think that the clouds from SVE and EVE may have been causing the issue as one of the Logs had a ton of textures from those being dumped due to memory needs. I'll leave them out for now and put them back when I go to planets that would benefit from the visuals.
  10. Spotted the error.. Loop in a loop. I had the inner loop Lf and Ox leave conditions in the wrong place. They needed to be on the loop and on the wait. Looks inelegant now though. There must be a better way of doing it.
  11. Well this mostly works: The mining is automated switching between drills and isru. It monitors the electric charge because this was an issue and so if the charge drops low it will wait for the fuel cells to catch up. Half the time though charge is not an issue as the game glitches at warp an nothing seems to use charge so that's fine. However it never reaches it's exit conditions. The isru and drill both shut down because they meet their shutdown conditions but the loop which waits for LF and OX to be full never exits even though I've manually checked the conditions at the command line. Can anyone spot my logic error or is it just game glitchyness? Print "Initialising Mining Program". set mIRSU to ship:partsnamed("isru (mostlyversal lander mk iv)")[0]:getmodulebyindex(1). mIRSU:doaction("stop isru [lf+ox]",true). set fuelcells to false. set RADIATORS to false. wait(5). set DEPLOYDRILLS to true. set FUELCELLS to true. set RADIATORS to true. //wait for drill to fully deploy wait(7). until ship:liquidfuel > 4580 and ship:oxidizer > 5580 { if ship:ore < 299 { Print "Ore Not Full: Starting Drill". set DRILLS to true. wait until ship:ore >299. Print "Ore Full. Stopping Drill". set DRILLS to false. } else if ship:ore >299 { Print "Ore Full: Starting ISRU". mIRSU:doaction("start isru [lf+ox]",true). until (ship:ore < 1 ){ wait until ship:ore < 1 or ship:electriccharge <100 or (ship:liquidfuel >4580 and ship:oxidizer > 5580). if ship:electriccharge <100 { print "Power Low: Waiting on charge.". mIRSU:doaction("stop isru [lf+ox]",true). wait until ship:electriccharge >1399. Print "Power Restored: Restarting ISRU". mIRSU:doaction("start isru [lf+ox]",true). } } if ship:ore < 1 { Print "Ore Empty: Stopping ISRU". mIRSU:doaction("stop isru [lf+ox]",true). } } } Print "Fuel Tanks Full". Print "Shutting Down". mIRSU:doaction("stop isru [lf+ox]",true). set DEPLOYDRILLS to false. set fuelcells to false. set RADIATORS to false. wait(7). Print "Mining Program Ended". and yet on the launch pad with full tanks the loop exits right away and the program ends as expected!. crazy stuff
  12. There is just ONE bug in Linux with kOS. I have just kOS installed right now and using the internal editor for mining.ks the keys R, S and E still do not work. It's not an issue because I'll just write scripts in an external editor on my right hand monitor and copy them to the ship in game.
  13. Vanilla runs fine. Will install kOS again, just kOS and no other mods. Will put a KAL9000 back on the vessel too as I want to start writing this script One hour of sitting on the LP with just kOS running and nothing bad happened. No memory bloat kOS is officially innocent. Sorry for the bother. Just bizarre coincidence. I will just install my "must haves" kOS KER Maneuver Node Evolved. 6 Crew Science Lab 6 Seat Mk 3 Cockpit. Better Time Warp CAK DPAI and TAC Fuel Balancer.
  14. Memory use now at 13.1gb according to the "Resources" tab I've used 99.4% of my physical ram. But without kOS installed I'm not getting the freezing and stuttering. The system is still perfectly usable so I'm tentatively going to say that kOS was not responisble for the bloat, but was indeed doing something. Whups no. It just froze. I wonder what's causing it. It may be a launchpad thing. but kOS I think is off the hook. Next test. Copied KSP install to home directory. Will point CKAN at THAT and remove all mods. and see what vanilla KSP does.
  15. Memory use has climbed again to 11.5gb. I'm not getting the huge disk reads this time though. Disk read total is still at 2.3gb and the read speed is still 0. I'm going to leave it another hour.
  16. Ship loaded and on the launch pad. kOS not installed. Current Memory usage is 4gb. Disk Read total is 2.3gb and the disk read speed is n/a (0) Just going to leave it now and go back to browsing the web as I have done in the other tests
  17. System locked up 50 minutes ago. Disk read for the ksp process is at 104 gb. Write at 15mb. Read soeed 109mb/s memory usage 12.3 gb. Im hitting the reset button So there we go. the computer locked up at 16:38 the last log entry was at 16:38 I hit the reset button at 17:50 I have removed kOS and I'm now going to wait at the launchpad again. (I'm saving the last log before I start the KSP client ) link to log https://drive.google.com/open?id=1JYFNaXQx-W6s8OclZggo85NCMXR4xgL0
  18. So the last client took an hour and a half (approximately ) to crash out. The current one was loaded at 15:04, it's now 16:09 and memory has climbed from 4.3gb to 7.6gb Now to 8.8 at 16:18 everything in the log looks normal.. the only repeating stuff is about game state and autosaves
  19. No problem. Will post the next one. Memory is climbing slowly again - I remember KSP used to have a leak when sitting looking at the space centre scene. I wonder if this is something similar.
  20. Back now. KSP has crashed and the tail of the log says: [LOG 13:34:33.179] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying NewMunSurfaceMap00 and NewMunSurfaceMap01 [LOG 13:37:58.007] Flight State Captured [LOG 13:37:58.007] Saving Achievements Tree... [LOG 13:37:58.007] Saving Achievements Tree... [LOG 13:37:58.007] Saving Achievements Tree... [LOG 13:37:58.010] [MessageSystem] Save Messages [LOG 13:37:58.022] [BetterTimeWarp]: Settings saved [LOG 13:37:58.031] Game State Saved to saves/Sandbox 1/persistent [LOG 13:37:58.105] [AutoSave]: Game Backed Up and Saved [LOG 13:43:00.335] Flight State Captured [LOG 13:43:00.337] Saving Achievements Tree... [LOG 13:43:00.337] Saving Achievements Tree... [LOG 13:43:00.337] Saving Achievements Tree... [LOG 13:43:00.342] [MessageSystem] Save Messages [LOG 13:43:00.358] [BetterTimeWarp]: Settings saved [LOG 13:43:00.370] Game State Saved to saves/Sandbox 1/persistent [LOG 13:43:00.372] [AutoSave]: Game Backed Up and Saved [LOG 13:48:02.150] Flight State Captured [LOG 13:48:02.151] Saving Achievements Tree... [LOG 13:48:02.151] Saving Achievements Tree... [LOG 13:48:02.151] Saving Achievements Tree... [LOG 13:48:02.158] [MessageSystem] Save Messages Which is entirely unhelpful I will now put a ship on the launchpad with no kOS parts on it and wait! Same ship - KAL9000 Removed. On the launchpad. Freshly started client. Memory usage is at 4.3gb
  21. I certainly will do that. I was going to do it anyway because I thought a comparative test world be useful. I will do it overnight while I sleep.
  22. 10.9gb 11gb I have to go though.. back in about an hour
  23. 10.5 gb.. but I have to go out. I'll catch the logs when I get back in. [LOG 13:32:56.029] [MessageSystem] Save Messages [LOG 13:32:56.043] [BetterTimeWarp]: Settings saved [LOG 13:32:56.053] Game State Saved to saves/Sandbox 1/persistent [LOG 13:32:56.127] [AutoSave]: Game Backed Up and Saved [LOG 13:34:11.331] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying NewMunSurfaceMap00 and NewMunSurfaceMap01 [LOG 13:34:22.750] [OD] --> ScaledSpaceDemand.LoadTextures loading NewMunSurfaceMap00 and NewMunSurfaceMap01 [LOG 13:34:33.179] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying NewMunSurfaceMap00 and NewMunSurfaceMap01 ( latest entries and the start of KSP panicking )
  24. I have been sitting here typing and the ship has been on the launchpad with nothing runnig other than the KOS terminal and my memory usage has gone from 4.2gb to 8.2gb. it's been about an hour. I'm expecting a system freeze soon ( I have 16gb, with the OS overheads and chrome running I'm expecting it to fall over when KSP hits around 11gb )
  25. I'm actually quite excited to get this to work because I want to use it to control a mining operation. First pseudocode: start fuel cells deploy drills deploy radiators while (lf !full && Ox !full ){ If ore is empty run the drills until ore is full while ( ore !empty) { run ISRU until charge empty stop isru until charge full if Lf && Ox full then break } } stop isru retract drills stop fuel cell retract radiators I'm just reading up on how to not lock the game up while in loops and triggers and so forth. Just curious however - will KOS run a script while in timewarp? That is.. will I be able to warp while mining using KOS to control the power use like I want to?
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