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Everything posted by erendrake

  1. Thank you for taking this project over Steven! I miss working on kOS a lot and its great to know it is in good hands.
  2. I Approve of this lock. I am no longer active enough to support the kOS team enough to maintain the OP.
  3. New Release Github : Download Spacedock : Download BREAKING CHANGES As usual, you must recompile any KSM files when using the new version. Vecdraw :SCALE no longer applied to :START. Only applied to :VEC. Varying power consumption might make it so if you have high IPU settings some designs might run out of power when they didn't before. (in most cases it should draw less power for most people). !!!! Default extension of ".ks" is no longer applied to all new filenames created. But it still will be looked for when reading existing files if you leave t
  4. v0.18.2 Github KerbalStuff BREAKING CHANGES As usual, you MUST recompile all KSM files before running them on the new version. Some of the changes have altered how the VM works. Nothing else... we hope. NEW FEATURES Compatibility with KSP version 1.0.5 run once ... syntax to run a script only once per session ( http://ksp-kos.github.io/KOS_DOC/commands/files.html#run-once-program ) Volumes and processors have better integration ( http://ksp-kos.github.io/structures/vessels/volume.html#structure:VOLUME ) Volume titles default to the name tag of th
  5. We appreciate you taking the time to share your craft/script and im sure it will help us improve the steering. I think that Dunbaratu is saying that in your post where you said you were getting "unreasonable behavior" you could have been more clear upfront. When you are operating on such narrow margins with such low control authority i am actually pleased as punch that the new steering got as close as it did. We will be making refinements to it over the next few patches and we hope that you continue to give feedback when you can think of improvements for our little mod.
  6. It would be helpful if you have a script and craft that can only work under the old system for us to test with. This is only the first version of the new system and there is surely work to do to improve it. We are interested in finding out why the new one may not be as good out of the box for some applications and find a way to improve it. All of my tests were very positive in the new system but i almost never fly spaceplanes. I dont think anyone who is active on the dev team is interested in including the old system. It was demonstratively broken in far too many situations.
  7. [h=2]Steering More Much Betterer[/h][h=3]Changes[/h] Changed default MaxStoppingTime to 2 seconds ( was 1 ) [h=3]BUG FIXES[/h] Fixed a issue where the effect of the Kd parameter of PIDLoop was having a reversed effect #1229 Fixes an issue where NO_FLOW resources ( eg SolidFuel ) were not reporting correctly #1231
  8. For your question. I simply have never tried it and we dont test for it. I think that having an advanced kOS part with 2 would be fun and useful. Do we have an open issue in github about it? if not would you mind creating one and we can put it in the roadmap
  9. Github https://github.com/KSP-KOS/KOS/releases/tag/v0.18.0 [h=3]BREAKING CHANGES[/h] As usual, you MUST recompile all KSM files before running them on the new version. Some of the changes have altered how the VM works. New LOADDISTANCE obsoletes the previous way it worked ( http://ksp-kos.github.io/KOS_DOC/structures/misc/loaddistance.html ) Fixed broken spelling of "ACQUIRE" on docking ports. The old spelling of "AQUIRE" won't work anymore. Changed the bound variable "SURFACESPEED" to "GROUNDSPEED" instead, as the meaning of "SURFACESPEED" was confusingly ambiguous. New arg/param matching ch
  10. We on the kOS team work on it exactly for this reason. We want it to be a tool for learning Thank you for your kind words and let us know if there is anything we can do to make it better!
  11. it sounds like you have two installs of kOS. maybe one inside of the other? it would be consistent with these errors
  12. @Kbyte have you turned on your RemoteTech (RT) integration in the config window?
  13. @Kbyte will you share your code? I'm not sure we can help you without it
  14. we have a known issue for the LIST..FROM..IN syntax. https://github.com/KSP-KOS/KOS/issues/620 but i think what you are looking for is "LIST ENGINES IN elist" that will give you the list of engines for the current craft.
  15. http://ksp-kos.github.io/KOS_DOC/structures/vessels/part.html?highlight=part#attribute:PART:POSITION Predictions are hard, especially about the future. We dont have it now. That was the problem, we got a PR to fix it this morning. https://github.com/KSP-KOS/KOS/pull/944 it is not, you are welcome to add it here https://github.com/KSP-KOS/KOS/issues What are you trying to do that you were doing with termvelocity before? is it some kind of metric for limiting throttle? many people use TWR and i think its a find choice.
  16. 1. asked and answered 2. We could make one way communication possible. It would likely be combined with blacking out your screen so you could not see what was going on with your craft. because everyone would hate that i think we would stay with synchronized rx/tx
  17. You should be able to see what stage number you are currently on with the following structure. http://ksp-kos.github.io/KOS_DOC/structures/vessels/stage.html?highlight=stage if the number increases you know you staged.
  18. If that is the case. yes you can get parts, you can walk the part tree. there are all kinds of part magic you can do - - - Updated - - - do you get the crash if you are only running kOS?
  19. We havent regenerated our docs yet for 0.17.2 here is a page with some examples https://github.com/KSP-KOS/KOS/blob/0c4787c8ea558ac4466c2f4ffe3e112675b3829f/doc/source/addons/IR.rst
  20. [h=3]New Version v0.17.2 On Github New Hotness[/h] works with 1.0 New infernal robotics integration Better error reporting [h=3]Old and busted[/h] fixes keyword lexxing Edit: sorry for the soft rollout, we wanted to give a few people the chance to test it. We found some bugs but nothing showstopping. Expect another release in the next few days!
  21. I think that is a reasonable approach. for a start we have talked about simply having the craft raise its biggest dish and point it at kerbin if there are no active antenna. There are many interesting ways of improving RemoteTech to make loosing a craft to disconnect less common through proper planning. Its one of the first features i want to add once we get RT updated to 1.0. I think we might have a release candidate for people to test pretty soon. RC means that is most likely contains bees that will blow up your solar panels so make sure you back up your saves
  22. Quick status update: We have one last bug to fix before we will be ready for a 1.0 release that bug currently makes it impossible to transmit science and scanning data. we are investigating it tonight.
  23. Sorry, i wasnt trying to alarm. It wont be removed unless there is agreement between the devs that it is no longer needed. We have no plans for what the features that would replace it look like. So dont worry about it
  24. XF was made after we refused to include the feature.
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