Jump to content

Search the Community

Showing results for tags 'kos'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
    • KSP 2 Dev Diaries
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


Location


Interests

  1. I am proud to present PEGAS: Powered Explicit Guidance Ascent System - a kOS script for automated launches using a real-world guidance algorithm taken straight from the Space Shuttle documentation: the Unified Powered Flight Guidance! What is PEGAS and what is it capable of? PEGAS is a launch autopilot made in kOS. Its aim is, given a vehicle description and a mission target, to execute the entire ascent to a desired orbit. It supports defining orbits by periapse, apoapse, inclination and longitude of ascending node - allowing you to ascend to any (reachable) orbit in any given orbital
  2. I am sure many people have tried to use kOS instead of mechjeb, but couldn't understand it due to its complexity. Is it possible to make a mod which can act as a cheat sheet by providing all the major commands required for basic operations, or giving an in-game tutorial on how to do your first launch, orbit, docking, etc.. This way, even people with no programming knowledge will start using kOS and learn some programming.
  3. Hi Marcus house had made a kos code for falcon heavy which only works with ksp 1.3 and lower. So i have modified his script and made it compatible with Ksp 1.8.1 and higher . So i will now continue to to update his script . Script is finally complete ,here it is : https://github.com/daiwik-ksp/Falcon-Heavy-Dual-booster-landing- My discord server : https://discord.gg/rcZ5EncvUw Marcus House video : My Video :
  4. Hi ! I'm starting to build complete IVA ! with updated MFDs and especially an integration of KOS in the cockpit thanks to KPM, I start from the principle of a cockpit Dark and cold not texture type internal with emissive, only the spots will bring cockpit lighting. ---- Thanks to ---- * Alexustas For these beautiful PROPS packs (ASET). And its Pods that are beautiful and very technical (That's my reference) * Mihara for its original RasterPropMonitor mod, and thank MOARdV & JonnyOThan For its maintenance. RasterPropMonitor (adopt
  5. LaserDist LaserDist v1.4.0 for KSP 1.10x. and KSP 1.11.x The only real change here is compiling against KSP 1.10.x DLLs and support for putting LaserDist parts inside the new KSP inventory system. The KSP 1.11.x updates added an EVA inventory system for parts and they require parts have a new "ModuleCargoPart" section added to its Part.cfg files to use it. This release also works on the previous KSP version, KSP 1.10.x too, but it may cause a startup complaint (which it is safe to ignore) in the logs on KSP 1.10.x when it sees the new "ModuleCargoPart" section in the co
  6. Common Launch Script (CLS) v1.0.0 What is it? CLS is an auto-launch script that will put most rockets into a circular orbit of any desired apoapsis and inclination. It attempts to be a 'one-size-fits-all' script. If it takes off vertically and has more than one stage, this script can launch it (hopefully). I finally feel its in a state that i am confident sharing with the KSP community so that it can be enjoyed / modified / improved by the rest of this amazing community. Download Link: Github Changelog Dependencies: kOS What can it do? Below is a
  7. Modlist Taking flight In the years prior to this moment, whereby a private entity attempted the launch of a liquid fueled rocket into orbit around Kerbin. Space had always been the dream of the masses, yet the playground of the very few governments who had the resources to haul massive chunks of cylindrical metal filled with explosives into space. The tempo of the space development dance had reversed. From sending Kerbals to the Mun, governments of Kerbin had went back to sending Kerbals into Low Kerbin Orbit. The plans to go onto Duna had stalled to a halt.
  8. It took me a while but my autopilot is finally finished. Download file here: https://github.com/Toukie/KSP/tree/master/GAPAPOV
  9. The overall aim is to code a rocket to send 4 satellites into a geostationary orbit. I have all the code set just stuck on the last bit. Until the 'Sats" leave the main vessel they are apart of that vessel so the only way I believe would work is to start each Sat running it's own script as soon as it decouples by sending a 'runpath' Command to run a path from 0:/ . Can anyone help with this code ??? I can connect to Sat 1 and send it a message but can not send a run path command to save my life. Any help would be greatly appreciated. Thank you.
  10. Hey Guys, So, my kind of favourite Orbiter right now is the space shuttle. After I found some good ones in the internet that fly reasonably well to orbit, I have problems reentering Kerbin. So I have a few questions. I'm reentering Kerbin at about 2500-3000 Km/h. Where should I do a manuever node to safely land at the "Main Base", you know, the rollway. I'm always missing the rollway for about a few hundred kilometers every time (or I crash). Is there a kOs Script you guys have that'll do something like that? Because I believe the whole landing thing is complicated.
  11. Every time I try to add a parachute to a spacecraft I have no option to deploy it or set altitude parameters, I only have the ability to change the name tag . The deploy and altitude parameter functions have always worked in the past but suddenly this seems to happen. In the recent time I have installed a few mods such as kOS, Procedural Parts and Module Manager, but because of this error I am now forced to do propulsive landings. I just wanted to know if anyone else has/had this problem or if I'm doing something wrong. Thanks!
  12. I found a potential bug in kOS, where I try to create a maneuver node from a list of four values, and it returns the error "Cannot iterate on an object of type kOS.Safe.Encapsulation.ScalarIntValue. What's going on?
  13. I have been trying to figure out the exact landing burn altitude for my hoverslam script and I can't work it out accurately. I've looked at others' script but does not seem to work well with my script. lock burnAlt to (ship:velocity:surface:mag^2)/(2*(ship:sensors:acc:mag)). This is what I use to determine the landing burn altitude. And my condition is: if trueRader <= burnAlt { set autoThrottle to hoverslam. } else { set autoThrottle to 0. } From what i understand from this condition, the throttle should be never 0 whenever it is below and equal to burnAlt unless othe
  14. I'm trying to revive someone else's kOS code for rover pathfinding using A*, but their code is so messy I can't make heads or tails of it. Can someone help me? The Reddit post featuring the code is here:
  15. The title kind of explains itself. I was trying to figure out if my ship had a radiator, but apparently SHIP isn't a variable, despite it saying so in the documentation. Does anyone know what's going on? Here's the image (I don't know how to link it to a URL): https://drive.google.com/file/d/1j0zn45sKTBKlfb_TsP8iaCcM9eYLj_g-/view?usp=sharing Thanks!
  16. Backstory I started a mission report a few months back. I liked sharing my missions and people liked reading them. But then my computer died and for a while I couldn't recover the data. And during that period of time, I started playing @Galileo's Planet Pack. And I love it. So I've discontinued my initial save, even if I may recover the data someday (TM), and started another save. Boring! Do you have anything else to say? I am playing on Moderate mode, but I have increased the science! returns so that I can do whatever I want as soon as I want. Moderate mode means that I have to
  17. Hi all, I'm searching for a while how to calculate the duration of a burn required to change orbit both for the Hohmann transfer maneuver and for circularization maneuver. I'm using KOS in KSP and after launch I have periapsis at about 85km and apoapsis at around -200km. At this point I want to write code for orbit circularization. So from my understanding I should burn until my speed at perigee will be equal to the speed at apogee and this will mean that I have close to 0 eccentricity. I wasn't able to find the calculations needed to get the deltaV needed and the burn time. C
  18. Designed a new Launch vehicle in KSP using KOS. This is the testing of the Launch Escape System.
  19. Got a problem with flacon heavy script, its saying "Cannot find sensor for ACC", and sending to this lines of script: SET vertAcc TO sProj(SHIP:SENSORS:ACC, UP:VECTOR). SET dragAcc TO g + vertAcc. //vertical acceleration due to drag. Same as g at terminal velocity What is ACC, and how to fix this error ? KSP version 1.5.1 (macOS), and latest kos. P. S. Its not my script I just download it so don't be very mad for my stupidness.
  20. Cough cough. **Starts speaking in a dull narrator voice This mission report documents the history of the Automated Space Program, lead by none other than the fearless HAL 9000, the A.I designed to run a space program. Why didn't a Kerbal of remarkable talent step up to the plate instead of this automaton? Because the Kraken banned space travel from kerbals. If a single cell of kerbal flesh escaped the upper atmosphere, then the Kraken would slaughter the population of Kerbin! Or so our several hundred mages/witch doctors/wizards kerbs state after coming out of intense trances hu
  21. So... I got bored again. This time, I made an anti ship missile. With terminal Proportional Navigation capabilities, it is able to engage moving surface targets (since it flies really fast, it can also double as an anti air missile). Here's a boring video of me destroying a ship made with a bunch of fuel tanks. Here's a video of the same missile shooting down a plane.
  22. So I got bored one day, and I decided to build a ballistic missile in KSP. Then I decided to build an anti ballistic missile in KSP. Mods used in this video include Vessel Mover, BDarmory, Trajectories, Physics Range Extender, Sounding Rocket parts pack, Kerbal Engineer ... and some more. Here's an unedited video of the missiles in action.
  23. Is it possible to add kOS syntax highlighting to the "insert code" function in the forum post editor? If it is possible, how do we make it happen?
×
×
  • Create New...