Flibble

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Everything posted by Flibble

  1. Flibble

    [1.7] kOS v1.1.8.0 : kOS Scriptable Autopilot System

    What other modules are on the part?
  2. Flibble

    [1.7] kOS v1.1.8.0 : kOS Scriptable Autopilot System

    Try printing allfields on the part, it should give you a list of everything. You'll probably need to call an event or action called "arm".
  3. Flibble

    Most realistic setup?

    It has all my mods, and support is much better.
  4. I think computers are better than you give them credit for. Could a human do a SpaceX style hover slam and land a booster?
  5. Flibble

    Most realistic setup?

    RO has just had a big update to 1.6.1, you might want to consider moving to that. There's not much reason to run 1.3.1 any more.
  6. Interesting thread. I dropped out of a university Comp Sci course to make games. 17 years later I'm still doing it (currently principle graphics programmer). So I'd say my gamble paid off. I also did a part time degree a few years back, so I have a BS in Chemistry now. Not sure if I'll ever get round to using it much, going into chem would mean taking a massive pay cut and career reset.
  7. Overwrote my local build without a hitch. Great job guys.
  8. Flibble

    [1.7] kOS v1.1.8.0 : kOS Scriptable Autopilot System

    The first boundary should be much higher than 2.6km. The graph above does look like a PID tuning issue - the correction term doesn't build fast enough so it's not catching up, then the integral term builds and it overshoots miles. I wonder if this might be related to the tuning being set on the ground and not adjusted in flight as the control surface authority changes. At low speed you need a fairly aggressive response as there is little authority, as speed builds the response should dial back to avoid massive overshoot, then the response needs to dial back up as the flight progresses and you lose air pressure. It might be worth doing some tweaking of the PID tuning using dynamic pressure. Also you'll probably need to just tune pitch to avoid the heading going crazy.
  9. Flibble

    What did you do in KSP today?

    Val and Bob took the photography plane up today. They gathered some useful science, but unfortunately most of it was lost in a rather poor landing. Still any landing you can walk away from... They both promptly went on leave after being debriefed, which may or may not be related.
  10. Flibble

    [1.7] kOS v1.1.8.0 : kOS Scriptable Autopilot System

    You should have a button labelled "toggle torque" that can be used to disable the reaction wheels.
  11. Flibble

    [1.7] kOS v1.1.8.0 : kOS Scriptable Autopilot System

    That's a good point, you're at nearly 5 degrees AoA there so it's not surprising the pitch control isn't great. You could try pitching over much lower so you're not trying to make large adjustments once you're at significant speed. I find 50 m/s a good starting point for pitch over, for a fast rocket like that I'd be tempted to start pitching pretty much as it clears the tower. Also you're seeing 50 degree heading when your pitch is almost vertical, at that point heading is largely academic as you're going straight up.
  12. The longest stay in space is 438 days. A week in space in nothing. It's not like being bedridden unless you're strapped into a pod unable to move. I think paste is actually best case in some of these instances. If you have a ship that can go from basically stationary to light speed in a matter of seconds you're going to experience on the order of 10,000g acceleration. The crew will be a fine mist seeping through any gaps in the panelling of the back wall. Not to mention everything else in teh ship had better be bolted down very securely.
  13. Flibble

    [1.5] Real Fuels v12.7.3

    You might not have enough thrust from the main engine to prevent fuel rebound when the boosters cut off, similarly the ullage motors may not have enough thrust to actually settle the fuel. Do you get the same effect if you throttle up to 100% before booster separation? How about trying higher thrust ullage motors?
  14. Flibble

    [1.5] Real Fuels v12.7.3

    Is your rocket accelerating? If not then yes it's normal - you need to accelerate to settle the fuel in the bottom of the tank.
  15. Indeed, washing machines tend to rotate both ways anyway as it mixes the clothing better.
  16. Sure space washing machine is an option. I don't think you need gravity to wash things, water's high surface tension will make it cling to things. You can also just spin the drum to use centrifugal force to force the water into the clothes. Food: Plants is the obvious solution. Or micro organisms like fungi. Meat: Why bother? Plants are a more efficient way of getting protein. If animal protein is a requirement, insects are most efficient. Clothing: Synthetic fibres, or plant based fibres (like cotton) are both a far better option than wool. Even silk would be easier to grow in microgravity.
  17. Flibble

    What did you do in KSP today?

    All seems to be working on a proper computer. Jeb and Bill took a plane up to have a look round and grab some early career science.
  18. Flibble

    no tech for oxygen ksp rss ro rp0

    You need to unlock Crew Survivability in the tech tree. That should then unlock oxygen for service modules.
  19. Flibble

    [1.7] kOS v1.1.8.0 : kOS Scriptable Autopilot System

    I've just moved my whole game and mod set up to 1.6.1 and I am now getting an odd issue. I'm not sure if this is kOS or something in real fuels. When I list fields for ModuleEngineRF the first field has no name, but does have a type (boolean) and value. I think this is supposed to be the "pressureFed" field as it was working before. Oddly though, the field shows as expected in the PAW. Any idea what would break kOS field lookup but wouldn't break the PAW? EDIT: a bit of testing shows that field.guiName is empty, but field.name is valid. Is this expected? I can easily work around it, but it seems a bit odd that this has changed. EDIT2: I've added a bug and PR with fix for this over on github.
  20. My RP-1 on 1.6.1 install seems to be working. I used the golden spreadsheet and did a few local builds.
  21. I installed latest from github locally built against 1.6.1 and I had RP-1 contracts in the difficulty select. No idea if they're working correctly as my game crashed when I tried to start a new career.
  22. Flibble

    What did you do in KSP today?

    Attempted to get my RSS/RO/RP-1 game update to 1.6.1. I think I have all the mods on suitable versions, and it loaded to the front end, but then crashed my laptop going into an actual game. Might just be out of memory though, I don't normally play on that laptop because it's old and only has 8 gb.
  23. Can old save games be used with the new release? Or is it better to start fresh?
  24. Flibble

    SpaceX Discussion Thread

    It's about 9.5k to LEO, so that doesn't leave much for reentry or landing.
  25. Toggle power just turns off the kOS processor, it doesn't turn off avionics.