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  1. Designed a new Launch vehicle in KSP using KOS. This is the testing of the Launch Escape System.
  2. 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.
  3. 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 huddled together in their holy places. Everyone knew that they spoke the truth. After all, they said that sensibility was an evil not to be practiced, which we have followed up to the extreme. We have NO cities whatsoever, and yet we built a magnificent space center. There are literally no other structures on the planet, except those which were related to the space program of the distant past. Also, our mages/witch doctors/wizards have spawned in green monoliths in random places, because they were being insensible in accordance with the Kraken's laws. Anyway, enough backstory, lets get into the meat of this story. **Changes to a scholarly voice, full of appreciation for his subject I have been messing around with the KOS mod for a little while, and I have decided to create this mission report series so that I will practice this to hopefully great effect. I will make this series primarily about the substance, that is, how I programmed X to do Y and not Z, but pop in the occasion joke, as seen above. I will launch NO kerbals, not one, doing everything with KOS. I will use kerbonauts inside the atmosphere, and rescue them from orbit, but nothing else. My install of KSP is 1.4.4, so mods that work for me probably won't work for those in KSP 1.5+. I have installed a fairly large mod pack, roughly 30 mods, seen below. And with this, I wish all comers, Happy Explosions!
  4. 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.
  5. 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.
  6. 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?
  7. I am looking to do a boostback burn where the engines will cut off when the impact point reaches the space centre. Is it possible to force the kOS script to make the rocket point at a specific angle to burn? I want it to look similar to the image attached.
  8. This one have 2 variants Stock: https://kerbalx.com/luizopiloto/Hue-H7-Lynx kOS: https://kerbalx.com/luizopiloto/Hue-H7K-Lynx kOS variant uses a set of scripts to enable full cyclic controls, enabling the helicopter to be way more responsive/maneuverable.
  9. Hello everyone! I want to share with you my project called 'New Kepard'. It was inspired by New Shepard rocket landing: My goal was to recreate it in KSP using the kRPC mod which allows you to write your own scripts to control the vessel. The developement of the project took me much longer than I had originally thought (more than 100 hours). Writing the program which controls the rocket was not the hardest thing. Bugfixing, tweaking, testing and ensuring that the code is prepared for every possible flight scenario was what I spent the most of the time (~75%) on. I am now very happy that I made it to the end and didn't give up. I created two films about my project: The first one was edited to be similar to the original Blue Origin's video The goal of the second film is to show what my project is and how to use it Code and the craft are avaliebe to download on GitHub. I hope you like what I've done
  10. At the Kerbal Astronomical Conference 2K17, a certain young and rich Kerbal by the name Keylon took the stage. What he presented would upend the Kerbal universe. Taking a direct dig at KASA and the KLA, he accused them of not innovating in decades, and sticking to throwing away boosters, or trusting some unkerbal forces to recover their parachuted boosters. To add to this, he presented a preliminary work, done by his upstart company KAS:3X Industries, which focuses on eliminating the unknowns in the industry, and establish reusability on a scale no one has ever seen. This booster was built out of mostly current and stock KSC hardware, except a computer the size of a toaster. This debunked the KASA theory that computers get fried in space, and the achievement gave Keylon a cult following. Further, Keylon vowed to eliminate the automatic recovery option, and recover boosters manually. He claimed this would drop costs further, and demonstrate a new space age, where every Kerbal could access space at a reasonable cost. Now, all eyes are on the next major space conference, as Keylon has posted a teaser of a much larger orbital rocket on kReddit.
  11. Kape Kerman, Kerbin the scene was set for history or an almighty explosion the Jebediah 9 waited on the pad for what was to be a test of a little system Elon Kerman liked to call "Hitting a postage stamp with a rock on a lake" also known as, Landing on a boat! the KerbX Jebediah 9 was 10 minutes from either making history or Failure, KSA and the KSAF range were there to suport this unusual event with safety checks and technological help as this was to be what may be the first orbital class rocket to be landed back on Kerbin nevermind a ship in the waters of the Kerblinca Ocean. Elon was nervous no doubt everyone was. Launch (next spoiler contains a spoiler which doesnt contain a spoiler because it contains the landing?) Next Launch: Chez Sat I - Jebediah 9 Mission Info: Recovery: yes Recovery type: Experemental landing at LZ1 Objectives: place Chez Sat I into a GTO orbit around kerbin, recover the first stage back at LZ1 soon™ (acctualy incidently my script is better at recovering on a drone ship than a Landing Zone which is confusing right?) Hmmm i wonder if i could recover a fairing... update: Chez Sat I deemed to be too risky to do an RTLS recovery, KerbX will be attempting a drone ship recovery once again on Just Read The Instructions in the Kerblinca Ocean regards to the next launch, will be the hardest landing yet, yes i have added Throttle limiter Extended and used it to add some dificulty to landing boosters! Yes throttle limitation (not so enthusiastic with getting it to land however) also will be launching a satilite to monitor the Universe, yes its called the Elon Kerman Space Telescope! Manifest
  12. Right now im still learning the mechanics of KOS, and while doing this i was trying to use air drag to calculate throttle during ascent. But when i started searching online i coulnd't find any proper scripts to do this, apart from the ones before 1.0. Everyone was saying that you couldnt calculate it now because we don't know the Cd value of ships anymore. But you can actually calculate it on the fly using: Thrust vector + Gravity Vector + Drag vector = total force on ship(Vector). After puzzling for a while with vectors i managed to come up with this script which returns the drag as the vector AirResVec: Important notes!!: Doesn't work while landed because the script will think the drag is keeping the craft from falling instead of the ground its standing on(edit: now fixed by adding a failsafe that will return 0 drag if the ship is either landed, not launched yet or splashed down) There is a slight delay when changing the throttle which will cause the air drag vector to freak out for a split second You need an accelerometer on the craft to calculate the (wait for it...) acceleration.(edit: these two issues are now fixed by using the KO's built-in ship:velocity instead of ksp's accelerometer which averages the acceleration from the last 0.4 seconds which caused glitches) I hope this helps the community since the script wasnt available when i needed it. BTW. here is a pictures of the vectors in action:
  13. Hi to all. In this Topic, I like to go Create scripts, together whit you all. From simple to complex scripts. "1 launche a rocket, to drive a rover, And yes, if we script it it is possible that we do it whit 2 or 10 objects at the same time" Its not that I now a lot about the scripting, but when we do it al to gether we now a lot more. So script along whit me, and how join the topic, to have fun whit the Kos system. Here is my GitHub for the file's. off scripts and crafts I use. If you also have a GitHub to share the file's let it now. WE set it all here so we can have fun, to share it..
  14. Putting the Kexapod through it's paces. This is a demo of almost everything the robot can do to this point. Hope you enjoy. Craft and necessary files repository: https://github.com/pgodd/Kexapod/commit/4bd9da79683a692ec625232e8aab949c14fe3d61
  15. The goal of this series/project is to develop a KOS script that can fly a falcon heavy like rocket or a single booster rocket and return all boosters and the first stage to the KSC autonomously. Progress will be posted over time. I will post single 'flights' on YouTube and in responses to this post. Each 'flight' will include an iteration on the source code adding or improving a single feature. The source code is available on Github. There now is a followup project: Questions/comments/improvements are greatly appreciated. Mission Log: Flight #1 - Simple Hop Flight #2 - Liftingbody flight path adjustment Flight #3 - High altitude path reversal boostback Flight #4 - Heavy demonstrator with boosters Launch #1 - Foo-Sat to LKO - A COMPLETE MISSION!!! Github source code Kamik423
  16. Or more precisely how do you correct a gravity turn mid flight? So I have started playing with KOS and I am trying to figure out how to do a gravity turn. I am attempting to write a generic script that can work with a range of vehicles. I have written, what I feel, are a couple of really good predictive scripts that use TWR, Dynamic pressure, AP, Time to AP, vertical speed and Burn time. But they keep getting messed up by the changing TWR and staging. When TWR goes up the craft pitches down too early. Then at staging when TWR drops it realizes it has to pitch up a lot. I attempted using a TWR correction factor with little success as it appears the relationship is very non-linear. So I think I need a way to minimize pitching adjustments as TWR departs from average. Perhaps 1/((AverageTWR-TWR)^2+1/TWR). Would average acceleration would be DV/BurnTime? Thus making average TWR = Average Acceleration/9.8. I am just about out of ideas and the last thing I want to do is build a lookup table and fly to that.
  17. So i just installed kOS 1.1.5.0 and I am trying to follow the tutorial found here. I get to Step 6 before I start to run into trouble. I type EDIT HELLO. like the tutorial says: Then I type PRINT "=========================================". PRINT " HELLO WORLD". PRINT "THIS IS THE FIRST SCRIPT I WROTE IN kOS.". PRINT "=========================================". again, like the tutorial says. I hit ENTER, then click SAVE and EXIT, following what the tutorial says, and receiving confirmation that it was saved But when I type RUN HELLO. it doesn't display the text like it should. It just says "Program ended." instead of displaying the text, then saying "Program ended." . Also, when I type LIST FILES. like how Step 7 of the tutorials says. But the console tells me that the script "hello" has a size of 0. Can somebody help me understand what I'm doing wrong? I thought I was following the tutorial correctly, but whatever I try will not work.
  18. This is my latest and most commiting project, making a SpaceX guidance system in Kerbo Operating System (KOS) The plan consists of 4 phases: Phase 1: Create a launch guidance script Phase 2: Falcon Heavy. Phase 3: boost back script. Phase 4: Landing. So why am i doing this. to help teach mathematics and physics within the Kerbal universe CREDITS: @Kartoffelkuchen for the SpaceX mod the current KOS developers and there will be more to come Phase 1: https://github.com/Kerbinorbiterr/KOS-launch/releases/tag/p1 This is my most complex script to date i hope you enjoy and if you have any suggestions ill look into it! licence under All rights reserved (as its a script for education) HOWEVER because its for education If you ask you can redistrubute UPDATE: so ive dived into the source code for Mech jeb for ideas on the landing burn...seems complex *puts at bottom of pile which may or may not include a big mod*
  19. I am new to this mod, and i am trying to make it so that my craft stages once at a certain altitude. When i type if alt:radar = 15000 { stage. } It does nothing when it crosses that altitude. Also, it doesn't recognize. if 14500 < alt:radar < 15000 { stage. } If I tell it to stage when it is below a certain altitude, it goes through all of the stages. How can I make it stage once at a certain altitude?
  20. Hello guys, I need some help over there. I need to know, how can I get the vector that always poits to the certain spot on the orbit. I'll try to explain. For example, I'm on my stable orbit. And I decide "Oh, such a nice place, I need a vector that starts on my craft and poiting there". Are there any built-in functions in KOS to help me? Or may be I can do it using maths somehow? I've spent a whole day trying to solve it, but nope, I don't know how to do it. Illustrative picture is here (I'm a newbie, so I dont know how to attach my pic without URL). Thx a lot
  21. KerbX aims to provide a launch service to kerbin that the average joe can enjoy! you can watch our livestreems either on You Tube, our live coverage on Twitch. I hope you enjoy this. UPDATE 1: LAUNCH MANIFEST: https://docs.google.com/spreadsheets/d/1qj8p9_oqCtk7NbR-jhyZFcfzHtQMfRY5vieIx5ebgEQ
  22. So, the challenge is to create a kOS program that will launch a spacecraft, put it into a stable orbit around Kerbin, and land the first stage of the rocket on Kerbin, without any manual control (Except starting the program, of course) There is a point system Here is the amount of points you get or lose from doing certain things: MINIMUM: Get to stable orbit, deploy a payload, and land automatically, 1 point. Optional: Payload around Mun: 5 points Costs less than 10000: 5 points Payload weight larger than 50 tons: 2 points Lands near KSC: 3 points Lands on the launch pad: 10 points Lands without parachutes: 5 points Able to configure program to launch different vehicles just by tweaking a few values at the start of the program: 20 points Payload around Duna: 10 points Entire mission to Jool, with an orbiter relay satellite that deploys a probe with a heat shield and returns tons of data automatically: 50 points Good luck!
  23. I'm making a landing script on kOS, but now I had to kill the horizontal velocity of the ship. But for this I had to have the heading retrograde. In other words, lock orientation on retrograde but inclined to horizon to just kill the horizontal velocity. Have you some ideas to get this orientation on kOS ? (I'm not english, sorry for my potentially horrible syntax.) Thanks
  24. Since this challenge seems to be dead, I decided to post a new kOS challenge thread here. The challenges are aimed to reproduce the achievements of real-life space programs. Rules: Launch an automated mission controlled by kOS. Manual control is allowed on uncrewed missions in the form of typing commands into kOS console. On crewed missions, manual RCS controls and action group triggers are also allowed. All spacecraft must have an antenna on board which is capable of reaching Mission Control (if it is in sight) or relay network. Required mods: kOS RemoteTech Recommended mods: Community Tech Tree SETI-UbM or other probe-first tech trees Kerbal Engineer Redux RealChute FAR Some kind of life support Other noteworthy mods: KSC Switcher to launch from non-equatorial sites for extra bonuses Since the challenge lies mostly in programming and mission planning, part mods are allowed. Mods that do piloting other than kOS are disallowed. You can still use MechJeb info panels if you need. Notes on RemoteTech usage. Signal delay must be on. Antenna ranges must be in either in Root mode with RangeMultiplier = 0.5 or in Standard mode with RangeMultiplier = 1. Extra ground stations are allowed and their range may be increased to cover the whole Kerbol system. Number of ground stations is limited to 10. One set of extra stations can be found in the SETI pack. Missions beyond Kerbin SOI assume the existence of a relay network in Kerbin orbit. Otherwise, the launch of relay network must also be demonstrated if the mission relies on it. Scoring: Base score for each challenge is 100 points. Bonuses and penalties are applied in the form of score multipliers. Manual command penalty for all challenges: score x0.9 for every command entered in terminal after liftoff (command is a sentence ended with a period) Challenge list (The ones that have the description marked bold) V-2 Sputnik Corona Vostok Luna Syncom Molniya Gemini Surveyor Venera Mariner Apollo Viking Kerbal Positioning System Vega Cassini Falcon Mission descriptions: Mission badges Sputnik Vostok Luna
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