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ouch

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About ouch

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  1. Link is fixed folks. Sorry! SignalCorps: because I haul cargo in those cargo bays... The tanks are there just for a simple ballast without increasing the part count too much. Alshain: that doesn't seem to much of a problem in my experience. All the weight in the back is though. that's why you can jettison the the tricoupler engines to move the center of mass more towards the front if if you get into a flat spin. (I have only needed to use that once however.) The brakes in the back also keep the thing pointing forward quite easily. Old Foxboy: A main sail really? The thing would burn for like 2
  2. Ok I uploaded a new version of that file with both the modded an modless versions in it.
  3. Here is a link to the plane: https://sites.google.com/site/ouchsdownloads/home/downloads/Big%20Space%20Plane.zip I don't think I'm flying it right. The most I can get out of it is about 700m/s deltaV left one in an orbit of around 80k. It just feels like I'm wasting fuel or something and could get more out of it. The roll of this thing was to be an all encompassing craft. Something capable of lifting 13.5 tons into orbit, having a bunch of fuel to refuel a station onboard all the while still having enough lift and all the sensors and experiments to go to other worlds built in. There is also th
  4. Still can't believe this isn't stock yet...
  5. ok so the code now looks like this: clearscreen. list targets. list targets in tar. set arrows to list(). set x to 0. for t in tar { arrows:add(VECDRAWARGS(v(0,0,0), t:position-ship:position, rgb(1,0,0), t:name, 1.0, true)). } until abort { for t in tar { set arr to arrows[x]. set arr:vec to (t:position - ship:position). set arrows[x] to arr. //set arrows[x]:vec to (t:position - ship:position). set x to x + 1. }. set x to 0. }. for arrow in arrows { set arrow to "". }. arrows:clear(). I'm getting a new error at "set x to x + 1."
  6. Found what looks to be a bug with lists, here is the code: clearscreen. list targets. list targets in tar. set arrows to list(). set x to 0. for t in tar { arrows:add(VECDRAWARGS(v(0,0,0), t:position-ship:position, rgb(1,0,0), t:name, 1.0, true)). } until abort { for t in tar { set arrows[x]:vec to v(0,0,0). //(t:position - ship:position). set x to x + 1. }. set x to 0. }. for arrow in arrows { set arrow to "". }. arrows:clear(). The set arrows[x]:vec to v(0,0,0). fails saying that "values of type system.int32 cannot have suffixes"... However: se
  7. steddyj, I was just trying to point out that setting a target and basing your code off doing things to said target can cause quite a few issues and should be avoided. For instance, if you have a craft that deploys a probe with kos on it. If your still in control of the main vessel and the probe tries to target the main vessel it can't because you can't target yourself. So it's best to store the object from the list command as a variable and work with it that way. For the other thing, since each object your targeting is not going to be an exact copy of an another object then you can compare par
  8. steddyj: you want to use just :name for targeting, not :vesselname But to save you time I wouldn't bother targeting the ship. There can only be one target regardless of what ship your in. So if you want to say run the script on one ship and dock with another you can't change your target because it will break your kos script. Not targeting something first will likely save you time down the road. Secondly to pick a specific object out of a bunch of the same name then, it's best to use list to look through all the objects parts till you find an object that has the parts your interested in. you ca
  9. Well in my experience the word "NULL" tends to scare away non-programmers. They seem to have a hard time figuring out that NULL and a 0 length string or "" are two separate values. And while I definitely think being able to resize lists like that would make lists easier to use for both non-programmers and programmers, it also comes at a risk of alienating the non-programmers. To solve this I think you could get away with making null and "" mean the same thing according to KOS.
  10. Sounds like you might not have seen the new, updated wiki. Check it out here: http://ksp-kos.github.io/KOS_DOC/ But yes you can actually create multi-dimensional arrays and step through them just like c++. So: Set mything to stuff[2][5]. Is valid kos code.
  11. That makes sense as it seemed like the more the craft moved and rotated the farther off it got, almost like rounding errors were accumulating or something. But has anyone else confirmed? I have quite a few mods installed. one could be affecting it. Oh, and I don't mean to add to your stress, I do realize your just doing this for free... So fix it if you want to fix it and when you want to fix it. I still need to develop a better target seeking pathing for the drone anyway.
  12. Yeah there is definitely a problem here. take a look at this: http://cloud-4.steampowered.com/ugc/53243610307866655/3A13CFB12778276D3DA2E6BA7CAEAB881E1EBA07/ In this picture I have 3 rovers pointing to the exact position where KOS thinks all objects in the world are. As you can see all 3 rovers thinks Enmy Kerman is in a different position. These positions seem to change depending on the rovers orientation in the world. Here is the code each rover is running: (note only the color was changed for each rover.) clearscreen. list targets. list targets in tar. set arrows to list(). set x to 0. fo
  13. yep the version file says it's 14.2. come to think of it here, this might help you track down the issue: clearscreen. list targets. list targets in tar. set arrows to list(). set x to 0. for t in tar { SET arrows:add TO VECDRAWARGS(v(0,0,0), t:direction:vector, rgb(1,0,0), t:name, 5.0, true). } for t in tar { set target to t:name. set arrows[x]:vector to t:direction:vector. set arrows[x]:color to rgb(0,1,0). set arrows[x]:scale to 10. //SET pointything TO VECDRAWARGS(v(0,0,0), t:direction:vector, rgb(0,1,0), t:name, 10.0, true). wait 2. set arrows[x]:vector t
  14. here is the code for the vector lines: SET anArrow2 TO VECDRAWARGS( v(0,0,0),target:position-ship:position, rgb(1,0,0), "Target Heading", 5.0, true ). SET anArrow3 TO VECDRAWARGS( v(0,0,0),(-1*ship:velocity:surface), rgb(0,0,1), "Surface Velocity", 5.0, true ). SET anArrow4 TO VECDRAWARGS( v(0,0,0),target:direction:vector, rgb(1,1,0), "Target Direction", 5.0, true ). these run forever in an "until abort" loop. And ignore the label on the red one, it was the heading, I just quickly replaced the target heading with the position subtraction to see where the game was telling my craft to go. And
  15. I found that turning on precision mode saves oodles of rcs. And disabling it while landing and taking off gives you that extra control you need for those operations. Once I started doing that I found I had enough Mono Fuel to last the mission... But just barely... We really do need an extra Mono fuel tank I think. Simply adding mono fuel to the list of resources for all the storage parts should be fine. Or maybe making the RCS parts double their thickness to store more?
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