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Sacred Aardvark

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Everything posted by Sacred Aardvark

  1. Ran into a snafu when trying to calculate a kerbin to duna via eve fly-by. http://i.imgur.com/tkhOoPd.jpg kspTOTlog: Starting matlabpool using the 'local' profile ... connected to 4 workers. Swarming... Reached limit of 75 iterations Best point before hybrid function: [1.1467e+08 4.1101e+06 6.0166e+06] Turning over to hybrid function fmincon... Local minimum possible. Constraints satisfied. fmincon stopped because the size of the current step is less than the selected value of the step size tolerance and constraints are satisfied to within the default value of the constraint tolerance. Final best point: [1.1467e+08 4.1101e+06 6.0166e+06] ---- 114671641.318071 Run Local Local Local Local First-order Index exitflag f(x) # iter F-count optimality 1 2 5.172 12 53 7.341e-11 2 2 5.172 8 37 4.942e-13 3 -2 5.175 12 75 1.551e-08 4 2 5.172 8 34 2.679e-10 5 2 0.991 9 33 1.044e-10 6 2 0.991 15 58 8.07e-10 7 -2 5.175 9 50 3.575e-09 8 -2 5.174 3 15 0.004757 9 -2 5.175 2 12 0.0003162 10 2 0.991 11 50 2.312e-05 11 -2 5.175 2 12 0.002096 12 -2 5.175 5 32 0.02135 13 2 5.172 7 35 3.414e-10 14 2 0.991 6 28 1.549e-09 15 2 0.991 14 59 3.437e-10 16 -2 5.175 20 84 2.348e-09 17 2 5.172 9 43 7.151e-14 18 -2 4.129 4 75 4.221e-09 19 2 0.991 7 34 8.823e-06 20 2 5.172 6 30 7.163e-14 21 2 0.991 8 33 5.272e-09 22 -2 5.175 26 156 9.16e-09 23 2 0.991 7 28 1.642e-09 24 2 0.991 8 37 2.288e-10 25 -2 5.175 14 83 1.064e-08 26 2 0.991 12 53 6.513e-13 27 2 0.991 12 39 1.044e-08 28 2 5.172 14 84 1.781e-12 29 2 5.172 13 50 2.671e-10 30 2 0.991 11 47 8.07e-10 31 2 0.991 9 38 8.07e-10 32 2 0.991 5 28 6.513e-13 33 2 0.991 6 25 8.161e-10 34 2 5.172 5 25 3.413e-10 35 2 0.991 22 102 2.993e-12 36 2 0.991 8 33 2.522e-05 37 2 0.991 14 53 8.064e-10 38 2 5.172 9 38 9.629e-06 39 -2 5.175 5 39 3.856e-09 40 2 5.172 5 21 2.676e-10 41 -2 5.175 9 50 1.94e-09 42 2 0.991 10 39 8.07e-10 43 2 5.172 11 42 3.409e-10 44 2 0.991 9 33 1.044e-10 45 2 0.991 8 53 1.314e-05 46 -2 5.175 12 77 5.008e-09 47 2 0.991 27 133 3.674e-11 48 -2 5.175 3 15 0.001097 49 -2 5.175 10 53 1.721e-09 50 2 5.172 13 47 2.676e-10 MultiStart completed some of the runs from the start points. 35 out of 50 local solver runs converged with a positive local solver exit flag. 109.760153757947 I've used the calculator several times without issues, and was just trying to generate a burn to try and make more sense out of the mission optimizer. I've managed to get it to do a kerbin->duna+circularize, wait 1 orbit and come back to kerbin, but couldn't get it to do a fly though. (well I could, once, but my 60m/s dV @ 1200km from core fly-through burn got bumped into a 700m/s burn at 4200km from core) Pretty sure it's just PEBCAK, playing with the optimizer I've figured out some stupid mistakes I've kept making, but since I can't get a flyby calculated any more my trial and error got put on hold Would love a step by step for the ike mission file that was included, though just it's existance helped me sort out my burn timing issue. OH! Almost forgot, can we have the dV-burn input be in the same order as the calculated burn displays? One of my problems has apparently been that I've mixed up the radial and normal burn vectors when entering burns. Didn't even notice until my burn pointed me through the planet I was orbiting. After calculating a departure burn from the porkchop plot, the dV is given as Prograde - Radial - Normal, but in the mission architect the order for entering a dV maneuver is Prograde - Normal - Radial. Oh, and this program <profanity> rocks. Reading through the thread and seeing all the features coming in felt like being in the audience of The D for Master Exploder. *headsplode*
  2. http://thumbs.dreamstime.com/z/get-back-devil-spawn-23805742.jpg [edit] holycrapthatwasbig, into a link you go. j/k, you're entitled to your opinion As far as solutions go, that's actually kinda elegant. It'd cover two of my three divided desires, you'd have the familiar design of a real language with the newness of "made up" commands. Doubt anyone else would like it though
  3. MEL is for Maya (a 3d program), iirc Ch is a scripting language for use with C (or something like that, my memories are a bit vague) and I think Squirrel was used in Portal for some events. (Rexx and AngelScript I just ran into in google while I was checking what language AE uses for expressions (it's JS btw) ) Ofc MEL is similar to Perl and Squirrel apparently has a C like syntax, so the whole point I was making is a bit vague Java is the only one I'd vehemently oppose, coding that always felt like I was shooting myself in the leg (i know it has its supporters though). Possibly C# too since from what I've seen it looks like an outside-of-marriage child of Java and C++ (so you know, only hitting yourself in the leg? since c++ is nice), but I don't know much about it. Basic would be fun for the "oldskool" lolz. (though I've heard a saying that the easiest way to ruin an upcoming programmer is teach them basic (hey, maybe that's why I suck? )) I'm a bit torn on this. Part of me wants a language I already know for ease of start, while another part wants some real language I don't know so I'll have incentive to learn it and a third part wants something completely made up because it's Kerbals after all... I'm just glad I'm not the guy who has to make the call Though since the plan to my understanding is that Jebnix will be able to support multiple languages via additional dll's, there's potential for everyone to be happy (assuming someone will code the dll for <desired language> ) [edit] that's funny, ******* child got censored. Does that mean I can't call a female dog a ***** ? [edit 2] okay I'm far too amused by this, I think my blood sugar is a bit low (or high? anyhoo). As you were
  4. I'll do KS over JS or lua any day. Only issue I had with KS was the fact that I kept using semicolons instead of periods, but that's not a big deal. If kerboscript gets dropped, lets change to MEL! (or Ch, or Rexx, or Squirrel, or AngelScript, etc) [edit] reading this now it seems less lighthearted than I intended it to be :|
  5. Looking at the first post, isn't this what he is planning to do? There will be a separate dll for each language interpreter, just that the first interpreter will be for kerboScript. One could code a different one to interpret say lua and feed it to Jebnix for execution.
  6. Are they? Go double check Geo1, based on those two images the most likely scenario is that the antenna you think is targeting Geo2 actually isn't, or is targeting but isn't activated.
  7. Holy crap. Someone actually made a bugreport about it. I made a few posts about the issue some fifty (might have been a hundred) pages back, but didn't really get anyone to have a go and confirm that it wasn't just my install, so never got around to doing a proper bugreport on it. :/
  8. Seconded on the distinct name, though not sure about keeping the kOS bit in. It'd be a nice nod to Kevin, but on the other hand if Kevin comes back and decides to pick up where he left off, it could create slight confusion to have DR/MS/PC/WE-kOS* and kOS. Maybe k64? kerbbodore? Since kOS uses that c64 lookalike thing for visuals. *(Must Save / Preserved by Community / WhatEver)
  9. Because craft zooming off to infinity is so much worse than a craft crashing down to kerbin without any control. One of these is (in theory) recoverable, the other is dust. (hint, the recoverable one isn't the version where the thrust was cut before reaching orbit) I'm under the impression that his question was related to the engine -automatically- shutting down when the connection was lost. Not the operation of the FC. Just a guess, but I think it's because KSP doesn't let you save or change ships while throttled up, thus leaving the throttle open would get you stuck on that vessel until it got a connection again, if it ever would.
  10. Haven't had that issue, but just a thought, would locking staging help? (alt+L) Or swapping from staging to docking controls so space only swaps between rotation and translation controls, instead of staging.
  11. It's not named the same way as the others (e.g. 2.5m heat shield), it's "Heat Shield for Mk 1-2 Pod", is that visible?
  12. Activate the deactivated dish? I am not aware of a limit to how many dish connections a satellite can make, I think my highest is my mun relay, 8 connections (with 3 dishes, cone angles ftw), my two long range comsats have 7 dishes for direct targeting, but only 4 are in use atm. If you have keosyncs targeting both relays and both relays are targeting the keosyncs then both should work, I think. You're not using planetary targeting (cones) or active vessel, right?
  13. Put a probe-core on the ship in addition to the manned module, that's worked for me.
  14. Is the signal path: KSC -> Relay -> active vessel (so ship_A has connection to relay, because it has a dish capable of it, but swapping to ship_B means theres no path from ship_A to Relay anymore and while ship_B connects to ship_A, it has no connection to KSC) or is it: KSC -> Relay -> ship_A -> ship_B ? That's the common "oops" mistake, but from your description you seem to have the path to ship_A okay, but no path between ship_A and ship_B, if that is indeed the case then I'm unable to offer a solution at this time.
  15. [edit] Sorry Thrfoot, you hadn't posted when I started typing this I'll shut up now I think you are missing the point, I guess you're maybe taking this as an assault against your programming skills or something, I thought the comment was intended as a bit humorous with the smiley and all, not a claim that kOS doesn't have an issue. The argument I think JoCRaM was making is that yes there is a problem in kOS, but a coder could take the problem into account and take steps to prevent it from happening with his program. Which is true, a program can be coded to work around and minimize the probability of a kOS variable persistence bug, despite your claims for this being impossible. (okay, a crash at an inopportune moment will still ruin your day if it happens before you're ready to save) Now, in kOS you can't just reset all variables easily for saving and random crashes do happen, so I do agree that it is impractical and should not be necessary, but stop pretending like it could not be done at all. This whole good/bad code thing is a bit philosophical anyway. If there is nothing wrong in the program per se, it can't be badly coded, but if it doesn't take into account the limitations of the environment it is running in and therefore can cause ship breaking bugs, can the program be well coded? Well, yes I guess, but does that turn a program that is well coded and takes into account the limitations of the run environment minimizing the chance of bugs appearing into great coding? I'm also not clear on the relevant difference between a part going bye bye because of a kOS-Kraken or because of an explosion. In both cases the end result is the same, a part goes poof, though of course the possibility of it happening IRL, the timeframe of the event and the resulting debris is different, but none of these are that relevant to whether you can or should work around it in code. If the parts exploded on load instead of disappearing(or decouplers fired randomly or whatever realistic thing as opposed to a magical vanish), would you be okay working around the problem in a kOS-program until a fix comes out, since it no longer breaks the laws of physics? Anyway, after all that rambling my take on this matter in the end is in support of you. One should be allowed to edit the persistence file to work around the variable-persistence-kOS-bug-thing for this challenge. Because of the game-breakingness of the bug it's probably on the top of the fix-list when/if Kevin comes back and then such bug workarounds become redundant bits of code. I'll tip my proverbial hat for anyone who does work around the bug inside the code, but in my opinion it shouldn't be a requirement, merely a personal choice on the method of banging your head against the persistence-bug before it's fixed.
  16. In map view if you focus on a body and open the info thingys on the right edge of the screen the i icon and not sure what the other one represents, one gives you a description of the planet and I think it was the lower button that shows mass, radius, soi, gravity ASL and some other data about the planet/moon in focus. The SOI info might have been added there in 0.22, since I looked for it in there back in .21 and didn't find it, but I could have just been blind then [edit] The info panels work in tracking station as well, don't necessarily need to launch a ship. [edit2] screenshot of the info panel for extra clarity (and because Infinity km SOI ) http://i.imgur.com/5WuHPIk.png
  17. com2 is pointed at com1, but is com1 pointed at com2 in addition to ksc? Connections need to be two way. Assuming com1 is the one in LoS of KSC, then com1 needs to connect to ksc & com2 & com3, and com2 connects to com1 & com3, and com3 connects to com1&2. Now the satellites should be connected, assuming they are in LoS of each other. (that's with dishes, omnis are simpler if in omni range) If that already is your dish setup, then I have no idea. I use the amount of burn followed by m/s e.g. "100m/s" and have seen people use "100 m/s" format in videos and it's worked, though there have been some cases where it's not burning quite enough dV (iirc a bug in RT calcs), I haven't had it burn in seconds except for the times where I've simply forgot to include the suffix
  18. I don't even know what the hell you two are talking about anymore. Radius of every body can be found in game quite readily, as well as mass and SOI. (e.g. 600km, 5,292E+22 kg and 84159km for kerbin (sorry if I spoiled someone, and apparently spoiler tags don't work)) Guess you mean it's not available in kOS, but that's not what you are saying.
  19. "The message you have entered is too short. Please lengthen your message to at least 10 characters." Guess the forum didn't like me being lazy and copypasting my previous response to a similar situation.
  20. Does the ship have a connection to Kerbin via "active vessel" targeting, or is the satellite at Kerbin targeting the relay ship? Because when you switch from the ship to the probe, the active vessel wont be the relay ship anymore, so if it doesn't have a dedicated connection it's not going to be in a condition to relay the signal to the probe. 7.5E+07 Or:
  21. Yes you're right, like I said in a recent post; "Of course for the purposes of kOS, this discussion is moot, since it does come with a copyleft license." I merely started nitpicking when Madding said "Well the thing is the Mod code is open sourced, so it's perfectly legal to fork it and make a new project for it." to which I felt it necessary to point out that while his end result is correct, his reasoning was not. kOS is legal to be forked and distributed, but because it's license grants it, not because it's open source. It is a nitpick, which I probably should have done it in the topic for discussing licenses, and as such I'm dropping the subject in 3..2...1...
  22. I can't double check this in kOS since I'm not home, but isn't that what the +R() is doing? Just skip the heading and give it directions in it's native tongue. If you're at level flight pointing east with 0 roll, you can give it a +r(0,45,0) to have it pitch up, or +r(45,0,0) to have it yaw right. Just be careful, doing +r(0,0,45) and then +r(0,45,0) will have it pitching up after rolling, but on the navball you'll wind up changing your angle diagonally. Nutshell, if you use +r(), you can command the craft like an airplane. Also, if you use r() (without the plus) you can confuse the snot out of yourself. http://en.wikipedia.org/wiki/File:Euler2a.gif I'll have to double check this when I get home... Hopefully didn't muck anything up Been doing computer graphics for the last ten years, so I can use the eulers intuitively, just that whenever I actually start thinking about what and how I'm doing things that my brain goes " *bzzt* does not compute. Redo from start."
  23. Matter of perspective I suppose, for me the requirement of break is what makes it an infinite loop, it cannot fulfill it's until goal, even theoretically, so it needs to be broken to move on, can't the break condition be the until condition? To me that just seems like doing 10 print "boo" 20 if <whatever you want to "break" with> then goto 40 30 goto 10 40 print "hoo" Which I consider even sillier (and obviously there are differences, but both are an "infinite" loop with a break clause. Yet I've seen people take crap for using goto, but basically the same trick without goto is just fine. (not meaning to imply you or anyone on this forum has given crap, just a general observation in programming circles)) Of course, I phrased myself poorly, I meant making an intentional infinite loop with basically no exit clause. Not that your loop becomes infinite because due to other factors the conditions never get fulfilled. Depends on if you need it to be true, or just "not false". But yeah, good point. I tend to want things to be true or false, but there are rarely reasons why not_false wouldn't work just as well or better. Yeah I know, I didn't mean to imply you came up with it or anything, hell you use it in a way I'm almost okay with Just because it's well established doesn't mean it isn't silly (though that's merely my opinion) And I don't have a big problem with "until done" since while it hurts my eyes, it's a functioning condition of "until done not false", but "until 0 {" is painful. How does an "until false not true" work, logically speaking. Unless you consider the 0 to be a variable name, so you could do "set 0 to 1." Still, I apologize if I ruffled some feathers, didn't mean to offend anyone or bash their coding style, whatever works for you, works. (and I'm pretty sure my code is filled with dirty hacks and odd bits that'd make you guys facepalm )
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