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TelluriumCrystal

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Everything posted by TelluriumCrystal

  1. Oh wow, I hadn't picked up on that. In that case I guess I have no choice but to allow persistence editing. Thanks for pointing that out! Nice work! I can't actually view it right now (everything is blocked at school), but I should be able to verify your entry later today and add it to the leaderboards. Edit: Verified and added! I am uncertain what you mean by this. Please elaborate. Sorry but no. Because kOS is capable of generating and reading maneuver nodes by itself I can't allow it to be done manually. I believe one of the earlier entries did this quite well. Let me got get a link for you... Edit: http://forum.kerbalspaceprogram.com/threads/58068-kOS-The-Automated-Mission-Challenge/page5?p=783499#post783499
  2. I don't have a problem with this. I went ahead and added Sensor Reporter to the rules. Also note that a non-official version of kOS is, for all intents and purposes (at least in my mind), not kOS. I'm going to edit the rules to clarify this. Also, as far as the loop issue goes, unless it is demonstrated to be a clear and impassible barrier for longer missions, I see no reason to allow persistence editing. I also see no reason not to allow multiple videos, both for computational reasons and because some of us might not have the time to perform the longer missions all in one go.
  3. Good point. I went ahead and added another sentence to clarify that.
  4. Thanks for pointing that out. I made a small modification to the rules that should prevent that from being possible. Wow, that's the best so far! Nice work. Impressive powered landing too. Adding your second attempt to the leaderboards now...
  5. 1. Unless you have a health condition that would put you in physical distress if you launched without fairings, I'd prefer it if you omitted them from the competition launch (feel free to use them during testing though). Posting a craft file is optional unless the validity of your design is challenged, in which case it becomes mandatory. Your craft can be as unreliable as you want – it just has to work successfully when you attempt the challenge.
  6. See my comment at the bottom. If and when Squad adds more planets/bodies I will update the point values to be compatible. Because I don't see this happening any time in the foreseeable future, I think it's safe to leave it as is for now. Good point, but keep in mind in order to get the extremely high point planet achievements you would have to visit more planets, of which Moho inevitably becomes one. There is no deadline. I intend to keep this challenge running as long as there is interest. The current point values were set up to encourage people to visit more bodies at once, as this will lead to greater returns points-wise. Also, as several people have pointed out, most of these challenges are somewhat unreasonable for completion in one launch. In light of this I will be allowing multiple launches for each mission. From here on out I will try to refrain from modifying scoring, so assume that these are the final values.
  7. Ok, I'm just going to completely overhaul the scoring system. This will probably result in changing the existing scores, but I don't think the order will change. I'll also list what people earned points for under their entries in the leader boards. You're allowed to have more than one kOS module on your ship, and can use them to create multiple vessels once in orbit. However, due to limitations in how kOS runs (as you have already discovered) you cannot switch vessels with active code running. Thus, you are probably limited to only deploying probes/ships/landers while in a stable orbit. Once they are deployed you can execute their programming separately. Edit: Done with the scoring modifications. How does everyone like it?
  8. That's actually a good point. I'm going to go change a few things about how points are awarded real quick. I'm trying to create incentives to head out to other planets, so that people are more motivated to attempt more complex missions. Currently you will earn more points by returning to Kerbin than you do by simply entering interplanetary space, so unless you're actually headed somewhere it isn't too much of a advantage to go there.
  9. No, it's fine. Because you cannot get kOS to read input yet (e.x. "Input 'yes' to continue or 'no' to abort") I see no reason this would be a rule violation. For all intents and purposes it is, in fact, a console command. As far as confirming a command for a burn while not in a stable orbit goes, I think that's ok since it does not alter the way the code executes. If you were to input important information mid-transfer (e.x. when to burn or how long) then it would be in violation of the rules. Hope this clears things up.
  10. There are no limits to the number of submissions you make. By all means, if you think you can do better, go for it! The only reason I added that point award was to motivate people to leave Kerbin's SOI. It wouldn't be all that interesting if nobody ever visited other the planets, now would it?
  11. Nice work! Your's is certainly the most impressive entry thus far. Looks like you've earned a total of 32 points. I've added you to the leader board. In other news I added a new point award: 10 points if your craft enters interplanetary space.
  12. Amazing work! Those maneuver node techniques were brilliant! I'm going to have to start trying that.
  13. And we have our first successful mission! Nice job! I still can't get my kOS to work (likely due to a mod conflict), so I'm not going to be able to attempt this for some time.
  14. If you bind things to action groups you can get kOS to do stuff with them. This is how I got it to open the solar panels on my vessel.
  15. Ok, I rewrote it. I'm going to try running BOdeorbit once I finish my Chemistry homework.
  16. Huh, I have no idea what that little arrow might be. I can't find anything about it on the internets. Maybe its some sort of keystroke indicator that isn't commonly displayed? Or maybe it's just something only Opera shows? I'm pretty sure it isn't the cause of my troubles though.
  17. I… um… what arrow thingy? I see nothing but my code there, and there certainly wasn't one in my original code.
  18. Check the main post again. I sort of already did this. It's only optional, however, to post your code and craft file unless someone challenges your claim. I don't want to force people to make their code and craft public if for some strange reason they don't want to. Regardless I fully expect everyone to put up their code and craft files. *peer pressure* Nobody's stopping you from uploading a well-commented version or a non-commented version. If you have a more legible version of your code then by all means, share it with us! The enforced use of stock parts simplifies the verification of entries (if necessary). If any mods were allowed then it would become very complicated to verify things as I would have to download every mod the user had on the craft in order to load and test it myself. I am not against mods (I have around 10 myself), it just doesn't make sense for this challenge. I hope you understand.
  19. Behold! I bring to you a decently thorough bug report! Installed mods: - City Lights & Clouds - Automatic Vertical Velocity and Altitude Control - Navball Docking Indicator - Kerbal Engineer - Kerbal Joint Reinforcement - Kethane - kOS (obviously) - Near Future Propulsion Pack - RealChute - SCANsat - Science Log Manager - Steam Guages - TreeLoader - Universe Replacer (just for the skybox) There are two scripts being used here. The first is ExecuteLaunch (my first kOS script ): clearscreen. print "Launching in 5". wait 1. print "4". wait 1. print "3". wait 1. print "2". wait 1. print "1". wait 1. print "Engine Ignition". set x to 0.5. lock STEERING to UP - R(0,0,90). lock THROTTLE to 0.5. stage. until x > 0.95 { lock THROTTLE to x. set x to x + 0.05. wait 0.01. } lock THROTTLE to 1. wait 0.5. print "Liftoff". stage. wait until ALTITUDE > 9000. print "Beginning gravity turn". set x to 0. until x > 59 { lock STEERING to UP - R(0,x,90). set x to x+1. wait 0.5. } wait until APOAPSIS > 90000. print "Waiting for circulation burn". lock THROTTLE to 0. lock STEERING to PROGRADE. wait until ETA:APOAPSIS < 5. print "Executing circulation burn". set x to 0. until x > 0.95 { lock THROTTLE to x. set x to x +0.05. wait 0.01. } lock THROTTLE to 1. wait until STAGE:LIQUIDFUEL < 1. lock THROTTLE to 0. stage. lock THROTTLE to 1. wait until PERIAPSIS > 85000. lock THROTTLE to 0. print "Welcome to space". wait 5. The second is BOdeorbit: //This should deorbit the [AUTO] Basic Orbiter print "Beginning deorbit burn". lock STEERING to RETROGRADE. wait 3. set x to 0. until x > 1 { lock THROTTLE to x. set x to x + 0.05. wait 0.01. } lock THROTTLE to 1. wait until periapsis < 0. lock THROTTLE to 0. unlock STEERING. wait until ALTITUDE < 45000. toggle AG1. print "Retracting solar panels". wait until ALTITUDE < 5000. stage. print "Parachute deployed". wait until ALT:RADAR < 10. print "Touchdown imminent". wait 5. The series of events are as follows: Will upload persistence and/or craft file on request. Hope this somehow sheds some light on the situation.
  20. Build a rocket to execute your code, and submit screenshots of you performing the mission with said rocket. Map view screenshots are necessary to prove that you have entered either a stable orbit or the SOI of another object. I'll add this to the main post so others know what to do as well. Not sure how I forgot to add this. I'm not sure this is necessary or not. It should be possible for engineers to set up a hardcoded maneuver using pre-calculated burns (they did this for Apollo, right?), so I'm not sure the code necessarily has to be dynamic. I might add bonus points if it is though. Currently warp is the only thing you are allowed to control manually during program execution. You can choose to do it yourself or have your program do it for you. I'm not entirely sure what point you are trying to argue here. I'm not sure this is reasonably possible with the current version of kOS. I could be wrong though, as I'm no expert. If someone manages to pull it off, I'll add a point reward for it.
  21. I am having some strange issues, and may have run into a bug. The following happens after I launch my rocket into orbit using a kOS program I wrote: run BOdeorbit. Error on line 2: Syntax Error. The code of the program "BOdeorbit" is as follows: // This should deorbit the [AUTO] Basic Orbiter print "Beginning deorbit burn". lock STEERING to RETROGRADE. wait 3. set x to 0. until x > 1 { lock THROTTLE to x. set x to x + 0.05. wait 0.01. } lock THROTTLE to 1. wait until PERIAPSIS < 0. lock THROTTLE to 0. unlock STEERING. wait until ALTITUDE < 45000. toggle AG1. print "Retracting solar panels". wait until ALT:RADAR < 5000. stage. print "Parachute deployed". wait until ALT:RADAR < 10. print "Touchdown imminent". wait 5. Am I missing something here?
  22. Steven Mading is right, I intended to say the user can't do something like manually end the program and start a new one, and that new manually started programs cannot be run until in a stable orbit or landed on a body. If a program runs another program as a part of its programming, then for all intents and purposes it is just one big program. So yes, you can start another program from an already running program. Leme go rephrase that in the main post for clarity. Yes, Kerbol is basically the Sun (I prefer using Kerbol, and the Kerbol system to describe the local star system), and establishing a stable orbit around Kerbin does count. Since you are already in Kerbin's SOI there is no "entering" to be done and thus no extra points. Hope that helped clarify.
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