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Found 14 results

  1. BakerOperatingSystem 2.2.0 a Kerbal Operating System Raster Prop Monitor GUI script file! Hello fellow Kerbonauts! Baker Operating System is a single script that runs a GUI I have created to run a large collection of KOS scripts. It is a full autopilot GUI written in Kerbalscript to let the user play the game completely from the IVA perspective exclusively. Everything from Launching to orbit, planning a transfer to a target, executing the maneuvers, landing, collecting science, automatic docking in orbit and much more! I'm SelfAwareMatter and I have been playing KSP for 7 years or so and love the game so very much. It has given me a unique perspective on my own place in the universe and greatly enhanced my ability to understand the world around me. Among the things KSP has inspired me to teach myself, programming with KOS is one. I am a Linux user and building simple boot scripts and editing config files was about the extent of my programming knowledge before playing and learning with KOS. Special thanks to Vulcan for his IVA content and for a bit of code he kicked down, CheersKevin on Youtube for getting me started on writing Kerbal-script code, and the devs of KSP, KOS,RPM, and the modding community in general for contributing to such an awesome game and making it so much more! I am humbled to contribute in anyway I can to the community. If even one nerd gets a kick out of using my system I'll be stoked. What an awesome thing KSP and KOS is! MODS that have been incorporated include- Kerbal Operating System obviously Raster Prop Monitor KOS Prop Monitor Atmosphere Autopilot BD Armory RSVP- the rsvp scripts need to be in your script folder for the transfer planner to work. Hullcamvds Trajectories There is a lot in this 13k lines of code. Some of the programs include- Blackjack! My first game! Its buggy and awesome! RSVP transfer GUI - requires RSVP script files in script folder. They may need to be slightly edited. Automatic Launch System Automatic Landing System Automatic Docking - Docking port to be used on ship must be name tagged "fromname" Engine Control Execute Maneuver Node Robotic Servo Controller Ship systems Resource transfer between docked vessels Circularize Orbit Eccentricity at Apoapsis Circularize Orbit Eccentricity at Periapsis Rover Autopilot Target selector Time-warp Controller Maneuver Node editor with current angle to prograde and angle to retrograde display Science Sensor Controller External Camera Controller Atmosphere Autopilot Weapon systems Moon Transfer Planner Planet Transfer Planner VTOL Automatic Hover I hope everybody has fun with this. I intend to make a youtube video about the script soon showcasing some of its features. I would love if somebody wanted to add something awesome to it. I will continue to work on and update this script. Feedback is totally welcome too. Ive tried to make these programs fairly robust and usable in a lot of different environments and situations but I'm sure bugs will arise I have not worked out in situations I have not tested. I'm sure the way I organize some of the code would give a some programmers fever dreams. I tried to make it as organized and commented as possible. Adding new scripts you may want to incorporate is super easy. Just pack the script you want to run in a function with a call to the bakeros function at the end of the script. That will return to menu selection after the script loop has been stopped. Then just drop it in the list of functions in the script file baker.ks and add the function call to the menuanswer section of the bakeros function you will see at the end of the script. Then it should boot just fine from the selection menu. Any questions shoot me a message in the Discord and ill try to respond quickly. Here ya go!!! I am receiving some great advice on the KOS discord about how to clean up my triggers automatically so the system does not slow over time, and some general ways to clean up some of the code that I will be implementing soon. For now every few scripts its a good idea to use ctrl c and reboot the Baker Operating System script file to reset your triggers. ---Version 2.2.0--- License:MIT Spacedock: https://spacedock.info/mod/3052/Baker Operating System v2.1.0 Discord: https://discord.gg/D5PxdeVA Github: https://github.com/SelfAwareMatter/BakerOS Curseforge: https://www.curseforge.com/kerbal/ksp-mods/baker-operating-system-v2-1-0
  2. Features Speed control Maintain altitude Maintain heading Maintain climbrate Autonomous takeoff Autonomous landing Fly a pre-programmed route Fly to a pre-programmed waypoint Also works in FAR What it is This is a project I've been working on forever. Programming an atmospheric autopilot can be very, very hard, but I've came up with an acceptable result, at least in my eyes, and wanted to let you guys be able to check it out! There is much to be optimized which I will do in the future as well as add new features, but for now, the results were quite good in my opinion, which is why I'm releasing it now. Installation Install kOS https://github.com/KSP-KOS/KOS/releases Download the script https://spacedock.info/mod/2346/KK's Airplane Autopilot Put all the files inside your KSP Main/Ships/Script folder How to use Attach a kOS unit to your aircraft If your craft has thrust reversers, put them on action group 4 Launch the craft Open the kOS terminal Enter the following: switch to 0. run auto307. Once the gui is built, you can hop into the settings menu and adjust all your parameters there. For some more detailed information, you can also hop into the script, I've added some comments there explaining the different variables, but it should be pretty much self-explanatory. You can also choose to add a new "airplane" to the database, simply copy an existing one (do not copy the last aircraft, copy one of the first) and adjust the parameters. Enjoy! To create new waypoints, simply copy an existing one (best if you copy the first one), give it a new name and enter it's latlng position. You can do this two ways: log the current geoposition of your craft to a file and then copy the logged coordinates into the waypoint OR enter the coordinates from the cheat menu "Set position". The same procedure for navigation / flyroute mode. Copy an existing one, add the waypoints and end with a runway. This script could be extremely handy for career mode where you have to fly to certain waypoints, gather some data etc. Now you can just enter the heading you need to fly to, select the speed and altitude and lean back! Bus / Known issues: You might see some severe wobble / oscillation of the craft shortly after you activate a mode for the first time. The script will automatically try to reduce the oscillation but this might take a few seconds. If the oscillation is really bad, try to reduce control authority on the rudders in the beginning and steadily increase it. Some more action: @Mods, I hope this is considered to be an Addon and thus is in the right subforum!
  3. BakerOperatingSystem a KOS RPM IVA GUI! lol Hello fellow Kerbalnauts! Im SelfAwareMatter and I have been playing KSP for 7 years or so and love the game so very much. It has given me a unique perspective on my own place in the universe and greatly enhanced my ability to understand the world around me. Among the things KSP has inspired me to teach myself, programming with KOS is one. I am a Linux user and building simple boot scripts and editing config files is about the extent of my programming knowledge before playing with KOS. BakerOperatingSystem is an operating system I wrote for KOS to be used with RasterPropMonitor. Its a collection of scripts that can be accessed though a GUI. Special thanks to Vulcan for his IVA content and for a bit of code he kicked down, CheersKevin for getting me started, and the devs of KOS and KSP for making such an awesome game. What an awesome thing KSP and KOS is! MODS that have been incorporated include- Kerbal Operating System obviously Raster Prop Monitor Atmosphere Autopilot BD Armory RSVP- the rsvp scripts need to be in your script folder for the transfer planner to work. Hullcamvds There is a lot in this 13k lines of code. Some of the programs include- Blackjack! My first game. RSVP transfer GUI Automatic Launch Automatic Landing Automatic Docking Engine Control Execute Maneuver Node Servo control Ship systems Resource transfer Circularize Orbit Eccentricity at Apoapsis Circularize Orbit at Eccentricity Periapsis Rover Autopilot Target selector Time-warp Controller Maneuver Node editor Science Sensor Controller Camera Control Atmosphere Autopilot Weapon systems VTOL Automatic Hover I hope somebody has fun with this. I would love if somebody wanted to add something awesome to it. If I make significant updates I will keep this post updated. Feedback is totally welcome too. Like I said earlier I really don't know much about programming and I'm sure the way I organize some of the code would give a real programmer fever dreams. I tried to make it as organized as possible. Here ya go! License:MIT https://drive.google.com/file/d/1FJ2dhi_hU1GXt_FH2O68zG1fjH2Sf1nk/view?usp=sharing [download link removed by moderator, pending resolution of licensing issue]
  4. Current version: 2.5.1 License - GPLv3+ Description Based upon known launch options of the Kerbal Space Program, I have created a small bash script. It is configured directly by changing the options inside the script. Each line is commented, and if the script is run with any parameter - it will also spill the help. It is not a GUI application on purpose - so it can be chain-launched from existing launchers (.desktop file, Steam, GOG Galaxy etc). How to install: Scroll down to the link, save and paste contents into new file, rename it to "KSP_launcher.sh" and make it executable; Place this file in same directory with KSP binary; Edit it with text editor and adjust options; (Option) Integrate it into your launcher (.desktop file in ~/.local/share/applications, or other launcher) so it runs this script instead of KSP (Option) If you use GOG offline installer, in "start.sh" replace strings "KSP.x86_64" and "KSP.x86", with "KSP_launcher.sh" Run For console help: run the script with some parameter ("./KSP_launcher --help" or similar) How to modify settings: edit the script, change the variable values, save. What script currently allows: - force LC_C to fix disappearing saves/forgetting settings - automatically rotate it with compression or disable KSP logfile completely - turn vsync on/off (both nvidia and mesa/opensource radeon or intel) - force fullscreen or any video resolution - specify opengl / gles level - change R600_DEBUG variable - change Mesa options - start gallium benchmark mode to display fps - protect KSP from shutdown if it asks for too much RAM at once (if you run many mods) - properly waits for KSP to end for cleanup, even if it segfaults - integrated help and options documented inside script - debug mode that shows options it would run some options were deprecated as no longer applicable. Current version: https://pastebin.com/CeVvvdpT previous version (2.5): https://pastebin.com/GVexVATS previous version (2.4): https://pastebin.com/dw1B8fDk previous version (2.2): https://pastebin.com/ctpp53Bd previous version (2.0): https://pastebin.com/2vwj6szQ Warning if you use the "download" button on pastebin.com, instead of copy-pasting raw contents into new text file, then you may encounter the error: "/bin/bash^M: bad interpreter: No such file or directory" To fix it, open this script in text editor and change the line end encodings from Windows to Unix. This done by "pastebin.com", I have no control over this. Heads up of the Linux problems I am aware of, being Linux player myself: - KSP runs hot on GPU Use either nvidia settings panel (for proprietary Nvidia) or radeon profile tool (for AMD, ubuntu PPA) to limit the performance mode of the GPU. In case of Radeon, switch it to manual and low. From my observations, only simulations in atmosphere require a lot of GPU. In VAB/SPH the GPU is perfectly fine in manual low-power mode, consuming 10-20% energy and running cool. Since KSP supports window switching (alt-tab), you can easily adjust performance as you need it. - KSP does not remember settings and always starts in window mode This stopped happening in Linux (for me), but it doesn't seem to be fixed globally. Unity uses comma delimiter set by locale and some locales have "," instead of "." This leads to the problem and solution is to force en_US through LC_ALL=C. This does not prevent using different keyboard layout and does not interfere with game localization. Solution: KSP_unity_forceLC="on", which is default in my script - KSP starts with window of weird size This stopped happening in Linux (for me, since 1.2), but it doesn't seem to be fixed globally. This is because Unity fails to get screen size from window manager. Solution: KSP_ksp_cleanprefs="on" which is default and will remove Unity's "prefs", and you can force the settings for one launch with KSP_unity_forceX, KSP_unity_forceY, KSP_unity_fullscreen variables. - KSP sometimes at loading crashes Xorg session, booting to login Solution: KSP_ksp_protect="on" , which is default in my script - KSP starts with black screen, noticed in Mesa 11 (fixed) Solution: KSP_unity_glcore to "on" or "33" (or higher value, if your GL library supports it) - Bop and Minmus have terrain glitches, noticed in Mesa 12 (fixed) Solution: KSP_unity_glcore to "on" or "41" - RasterPropMonitor shows has pink lines instead of IVA panels (fixed) This is result of having "glcore" enabled, as it breaks the shaders. Here is the bug report. - KSP sometimes crashes I read about this bug being present on Intel opensource drivers. To solve, disable antialiasing in KSP settings. - VAB/SPH floor markers are weird (fixed) (gradient - AMD, covered in flickering noise - Nvidia). This is connected with shader rendering and OpenGL library in the system. On AMD / Mesa 17, the system also freezes at random time and its connected with issue below. On AMD / Catalyst(depricated driver), its reported to be fixed by disabling PPFX edge shaders in settings. On Nvidia (proprietary driver), is reported to happen with driver 378.13 and later. Its possible to workaround this issue by installing Hangar Extender mod. - KSP freezes the system completely (fixed) Freeze happens at random point. The freeze happens earlier, if there are Mods that require a lot of GPU work. After many attempts I have traced this issue to Mesa 17+. Solution: If you have OIBAF or PADOKA Mesa installed, try removing them and downgrading to "hwe" Mesa. This is likely DRI3 issue, but no option I know helped, its somewhere in the Mesa userspace stack. Upgrading kernel does not help. If this interests anyone, I am using x64 Kernel 5.x and NixOS. For driver, I use opensource radeon driver, running with R9 280 (still!). Enjoy!!
  5. amazing, 10/10 project that should get an award for the worst best movie in the world.
  6. 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:
  7. 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..
  8. This is a video machinima project Here is a link to the script https://leocadle.gitbooks.io/the-icarus-project-the-lords-of-new-kerbin-book-1/content/ Jebediah's sailing ship Temple: Weather experiment Kerbol growth experiment
  9. Hi, has anyone experience with the UpgradeScript from the SaveUpgradePipeline? I want to replace one part in a save or craft file with another part of the same dimension and properties and therefore try to use the following script: using System; using SaveUpgradePipeline; using UnityEngine; namespace PlanetarySurfaceStructures { [UpgradeModule(LoadContext.SFS | LoadContext.Craft, sfsNodeUrl = "GAME/FLIGHTSTATE", craftNodeUrl = "PART")] public class StorageUpgrader : UpgradeScript { ///FLIGHTSTATE/VESSEL/PART" //visible name of the upgrader public override string Name { get { return "Upgrader 2.0.0"; } } //description for the upgrade process public override string Description { get { return "Upgraded to BLA"; } } //check the maximal version protected override bool CheckMaxVersion(Version v) { return true;// v <= TargetVersion; } //get the earliest version that can be upgraded public override Version EarliestCompatibleVersion { get { return new Version(1, 0, 4); } } //get the target version of the save file public override Version TargetVersion { get { return new Version(1, 3, 1); } } //test the save file for upgrades public override TestResult OnTest(ConfigNode node, LoadContext loadContext, ref string nodeName) { //when the parts of a craft should be checked if (loadContext == LoadContext.Craft) { Debug.Log("[STORAGEUPGRADE] OnTest - Craft"); string[] values = node.GetValues(); return checkPart(node, loadContext); } //when the savefile should be updated else if (loadContext == LoadContext.SFS) { Debug.Log("[STORAGEUPGRADE] OnTest - SFS"); //iterate over all vessels in the savefile ConfigNode[] vessels = node.GetNodes("VESSEL"); for (int i = 0; i < vessels.Length; i++) { //iterate of all parts in the vessel ConfigNode[] parts = vessels[i].GetNodes("PART"); for (int j = 0; j < parts.Length; j++) { if (checkPart(parts[j], loadContext) == TestResult.Upgradeable) { Debug.Log("[STORAGEUPGRADE] OnTest - Vessel \"" + vessels[i].GetValue("name") + "\" needs to be upgraded"); return TestResult.Upgradeable; } } } } Debug.Log("[STORAGEUPGRADE] OnTest - Save file is up to date"); return TestResult.Pass; } //upgrade the save file public override void OnUpgrade(ConfigNode node, LoadContext loadContext) { //when the part of a craft should be upgraded if (loadContext == LoadContext.Craft) { upgradePart(node, loadContext); } else if (loadContext == LoadContext.SFS) { Debug.Log("[STORAGEUPGRADE] OnUpgrade - SFS"); //string partName = node.GetValue("name"); //iterate over all vessels in the savefile ConfigNode[] vessels = node.GetNodes("VESSEL"); for (int i = 0; i < vessels.Length; i++) { //iterate of all parts in the vessel ConfigNode[] parts = vessels[i].GetNodes("PART"); for (int j = 0; j < parts.Length; j++) { upgradePart(parts[j], loadContext); } } } } //Check of the parts has to be upgraded private TestResult checkPart(ConfigNode part, LoadContext loadContext) { string partName = part.GetValue("name"); switch (partName) { case "KKAOSS.RCS.Tank": return TestResult.Upgradeable; } return TestResult.Pass; } //Upgrade the part private void upgradePart(ConfigNode part, LoadContext loadContext) { string partName = part.GetValue("name"); switch (partName) { case "KKAOSS.RCS.Tank": Debug.Log("[STORAGEUPGRADE] upgrade Part:" + partName); part.SetValue("name", "KKAOSS.Switchable.Tank"); part.AddValue("testValue", "BLA"); break; } } } } Judging from the debug information from the logs, all works as intended. First it is checked if something has to be upgraded (OnTest). This is the case an therefore the upgrade is done (onUpgrade). After the update the OnTest method is run again to check if everything is okay. [LOG 22:14:01.028] [STORAGEUPGRADE] OnTest - SFS [LOG 22:14:01.029] [STORAGEUPGRADE] OnTest - Vessel "Untitled Space Craft" needs to be upgraded [LOG 22:14:01.037] [STORAGEUPGRADE] OnTest - SFS [LOG 22:14:01.037] [STORAGEUPGRADE] OnTest - Vessel "Untitled Space Craft" needs to be upgraded [LOG 22:14:01.038] [STORAGEUPGRADE] OnUpgrade - SFS [LOG 22:14:01.039] [STORAGEUPGRADE] upgrade Part:KKAOSS.RCS.Tank [LOG 22:14:01.039] [STORAGEUPGRADE] upgrade Part:KKAOSS.RCS.Tank [LOG 22:14:01.040] [STORAGEUPGRADE] OnTest - SFS [LOG 22:14:01.040] [STORAGEUPGRADE] OnTest - Save file is up to date The thing is, although it seems to work on the paper (in the log) there are no changes made at all. Neither in the loaded game nor in the SFS file. Even the test value i added via AddValue("testValue, "BLA") to the node does not appear anywhere in the savefile. It was stated that with this upgrade pipeline you don't have to take care of file operations and so on and one simply needs to change the config nodes. Am i completely missing something here?
  10. I recently had another series, 2mF, developing a KOS script to automatically fly, return and land boosters in KSP. I decided to try that again, this time with less "empirically determined values" and with explaining my code. This should make the script fit to multiple different missions, not just this one specific rocket. I hope to be able to demonstrate New Shepard, Falcon 9 and Falcon Heavy like missions. This also is an editing-learning-experience for me. So I hope the audio quality on the next video will be better, I am trying! I want this to be a community-thing, so I am looking forward to your feedback, improvement suggestions and criticism! Links YouTube channel Forum Thread GitHub Repo Modlist CameraTools for recording DistantObjectEnhancement little dots for planets and ships PlanetShine planet illuminating the vessel Scatterer better atmosphere and water kOS programming rockets Other Info Text Editor Atom Syntax Theme Solarized Dark KSP Version 1.2.2 Video Editing Software Adobe Premiere Pro Microphone Blue Snowball Hans Episode #1: Automated Booster landing development tutorial using a KOS Autopilot script. Inaugural episode: Dumb suicide burn with a simple hop. I promise the audio will be better next time! Also go to the YouTube video, to like and subscribe!
  11. So I am playing with KOS and it's pretty hard to find some up to date tutorials (the documentation on github is fine! But Finding scripts that work or people willing to help isn't that easy) so I thought I'll just publish stuff I do and did here. Maybe someone else is just looking for a bump in the right direction or my future me thinks "how did I do that the last time?!". I'm a noob and teaching that stuff to myself is a whole new experience and I enjoy it. So this thread is where I'll dump stuff that works - maybe someone finds it usefull maybe someone posts something usefull. Have fun! Mods I used (wich are needed for the .craft files to load): - KOS (obviously) - MechJeb Crafts: 1. TKO (Tourists Kerbin Orbit) A rocket to bring 2 tourists into orbit and safely back to kerbin. picture: .craft file (just copy and paste into a editor and save as *.craft in saves/ships/VAB/*.craft) .ks file (script) (just copy and paste into a editor and save as *.ks in kerbal space program/ships/script/*.ks) It's a basic orbit script wich works nicely, has documentation and prints some stuff into your kos-terminal. 2. TKO (Tourist Knockout Suborbit) A rocket to bring a tourist to space and knock him out before bringing him back to the surface. picture: .craft file (just copy and paste into a editor and save as *.craft in saves/ships/VAB/*.craft) .ks file (script) (just copy and paste into a editor and save as *.ks in kerbal space program/ships/script/*.ks) This is as simple as it gets, no ifs, no loops - just a line of commands.
  12. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I am currently studying Game Development and one of my (many) assignments was to create a story for a game, original or based off an already existing game. Obviously, I chose KSP. I wrote this in a kind of script form. I thought I might post it here on Fan Works so that I don't lose it. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- First Steps by SquaredSpekz ACT 1 Open shot of Kerbin from Space, with the Sun rising from behind it, bright light reflecting off the atmosphere, showing the curvature of the planet ahead. The camera pans around the small blue planet, zooming in to this specific location. **KSP Main Theme Starts playing** The camera zooms through the dense clouds and then reveals a large complex of buildings on the coast of a vast ocean, a mountain range to the north, down to what appears to be a launchpad for rockets. The ground around the centre of the pad looks charred from the excessive heat of a rocket engine. Now, the camera stops, with a flag reading “Kerbal Space Program” in the distance. Two distinct creatures are also walking in the distance. They’re small, green and are wearing something resembling a spacesuit. Wernher : Wells then Jeb, everything seems to be in working order for the launch. Jeb : Good, Wernher. You and your team have be working really hard. Wernher : Thank you. We’re really proud of the Progress. It’s much better than the last one. Jeb : How so? Wernher : We added more booster rockets. It will be ze most powerful rocket will will have ever launched. Jeb : Good, it will be a fun ride to the Mün. Wernher and his team have been working on the newest version on the Progress rocket for the last 7 months to desperately try and make sure it will work. The last four rockets have been unsuccessful, some exploding, some tumbling out of control on the ascent and some just not launching. Luckily there have been no deaths as all Kerbals can survive very dangerous situations and also because they had the means to escape. Jeb and Wernher walk towards a gigantic door at the front of the biggest building in the complex, the Vehicle Assembly Building. The door opens slowly, revealing rocket. Tall, white and very sleek. At the bottom, an Engine, powerful and massive. At the top, the orbiter that will go to the Mün. Down the side of the rocket it says “Progress V”. There are engineers attaching the fairing around the orbiter to protect it from the dangers of flying faster than the speed of sound out of the Atmosphere. A Kerbal is watching over the process. He sees Jeb and Wernher and immediately jumps off the platform which is at least 30m high. Bob : She’s a beauty isn’t she? Jeb : Yeah. You ready to go? Bob : Yeah? I...am...ready. Jeb : You sure? You remember last launch right? You got scared in the lift up to the rocket on the pad. Bob : No, 100% ready this time, promise. **Flashback** Progress 1 - Command Pod - Bob looks scared and then starts screaming Progress 2 - Parachuting - Bob still screaming Progress 4 - In Minivan to the Pad, still screaming. Jeb looks at Wernher, concerned about Bob. He’s been terrified on every launch. Jeb : So she’s nearly launch ready then? Bob : Yeah, just putting the orbiter in the fairing, and packing the parachutes. Jeb : This reminds me of something I used to do as a child. **Flashback, Jeb as a child** I used to build rockets out of tin foil and fizzy drinks. I would also make little creatures that would fly these rockets, called Humans. Bob : Humans? That’s a weird name. What did they look like. Jeb : Long tall, and pink. Bob : Woah **Gameplay Section that acts as tutorial for the player on how to build rockets. Attaching separate parts and then adding Fizzy Drink Bottles as an Engine** Jeb : Nearly all the time I would launch one, and it would just turn around and smash into the ground, the bottle would just explode. But once in awhile, the rocket would shoot upwards until I couldn’t see it. I’m hoping that’s what is going to happen here with Progress V. Anyway, I better head off, see you at the meeting in 2 hours? Bob : Yeah, see you. Time skips forward, showing sunset over the North Mountain Range. Camera pans to Jeb, walking around the Space Centre. **Mission : Get to the Administration Building** Gameplay where you control Jeb and get him to the administration building on the other side of the Space Centre. Jeb arrives at the Admin Building. He walks into a meeting room where nearly everyone involved with the mission is sitting. Jeb : Okay then, let’s start this meeting. We’re here to discuss the final objective that needs to be carried out before launch in 2 days, ’‘Choose a Scientist for the Mission’. Where are we with that? Wernher : Well, I’ve been working for days on this decision. I gone through all the candidates and have decided on Bill Kerman. He’s a brilliant Scientist who in training has shown perfect scores on all simulated environments. Jeb : Good. Well then meeting over. Oh one final thing, I’m going to be added a small amount of weight to the pod. Wernher : How much? Jeb : Only a few grams. Wernher : That should not affect the launch at all. You may add whatever. Jeb : Okay, I know exactly what I’m bringing. **Launch Day, T- 30 minutes until launch** Jeb, Bill and Bob are in the lift up the launch tower to the command pod. Jeb is looking excited, whilst Bob is once again starting to become anxious of the takeoff. Bill seems to be emotionless, neither scared or excited for the launch. Mission control is packed with everyone from the KSC and the World Press as the launch is around the corner. Gene Kerman, Mission Director, looks at all the screen up in front of him, some with cameras viewing the rocket, some showing the rocket's path that it will follow up to space and some with gauges showing all of the resource levels, from fuel to breathable oxygen. Gene : Okay then. T - 20 minutes until Go-No go for launch. How’s everything holding up. Val, one of the programs best pilots, is a taking the role of Surgeon this mission. Val : The crew are just being strapped into the pod Sir. Bob was taking his time, sounds pretty anxious. **Cuts to shot of the pod, with Jeb being strapped in, camera pans to what Jeb is looking at, a small cardboard figure of a pink creature, similar to the ‘humans’ Jeb used when he was a child.** Gene : Is there anything you can do that will calm him down? Val : Unfortunately no Sir. Bob always seems to be like this on Missions. He is our best Engineer however, and will be fine. Gene : I trust you are right. **Time jumps forward to T-10 Minutes** Gene : Okay then folks we’re going to run a Go-No go for the launch. BOOSTER? Booster : Booster is go! Gene : RETRO? Retro : Go! Gene : FIDO? Fido : Go! Gene : GUIDANCE? Guidance : Guidance go! Gene : SURGEON? Val : Go! Gene : EECOM? Eecom : Go! Gene : CONTROL? Control : Go! Gene : NETWORK? Network : Go! Gene : CAPCOM? Capcom : Capcom is go Sir! Gene : Okay then. Progress is go for Launch! Good luck! Jeb : Thank you, Mission Control. **T- 30 Seconds to Launch, gameplay. Objectives are to get to LKO ( Low Kerbin orbit )** ACT 2 **Player Successfully Reaches LKO.** Jeb : Mission Control we have MECO ( Main Engine Cutoff ), confirmed orbit of 92 by 89km. Gene : Progress, we see you, orbit is within parameters for Mün Transfer. Jeb : Okay, Mission Control. We’ll see you in two days for transfer. Progress switching to low power mode. **Sun sets as the Progress goes into Low Power Mode.** **T+2 Days, 10 minutes since launch** Val : Progress this is Mission Control, how are you all feeling? Jeb : I think we’re fine. Bill : Yeah we are. All the experiments are in working order. We tested the Gravioli Detector and it’s reading 0.61m/s². Val : Good. Going to hand you over to the Director now. Gene : Right then, Progress, you have 30 seconds until Mün Transfer Burn. Jeb : Yes, Mission Control, we’re ready for burn. **Gameplay, objective burn all fuel.** Halfway through burn, a landing leg begins to wobble, and breaks. It hits the engine, breaking a piece of the nozzle. The rocket begins to boost off course. **New Objective, keep rocket on course, here the player attempts to keep control of the rocket by firing thrusters on the front of the rocket to balance out the thrust at the back.** **Player successfully completes burn** Jeb : Okay, that was scary. Bill : Sounded like a tank rupture. Bob : Commander, we’ve seemed to have boosted left of our planned trajectory. Jeb : How far? Bob : 1000 metres. This means that we will approach the landing zone at the Mün at 1200m/s, 400m/s faster than we wanted. Jeb : That’s fine, we should have enough in the tank to slow down. We need to get eyes on the orbiter to see what has happened. Bill, get your EVA suit on, go and report back any discoveries. Bill : Yes sir! **Gameplay, where you control Bill on EVA, looking for the problems** Bill : Commander, this is Bill. I have found what appears to be the problem. Jeb : Go on. Bill : One of the L2 - landing gears seems to have fallen off… Jeb: WHAT?! Bill : ...and it seemed to have scrapped the paint off the side of the fuel tank and then pulled a piece of the rocket nozzle off. Bob : That’s probably what caused the off-centre thrust. Jeb : Right then. We need to get things fixed. How’s communication going with Mission Control? Bob : Nearly there, seems the communications software crashed during the burn. Jeb : Bill, can we land on 3 gear? Bill : Um… no. There’s too high a chance of us falling over. Jeb : What if… we land on the engine? Bob : That’s crazy, even by your standards. Jeb : I know, but It might work. Bob : Maybe it will actually. A long as we fix this issue with the rocket nozzle. Bill : Are there any spare struts in the containers? Bob : Um…. yeah, why? Bill : If there are enough struts, I can wrap them around the end of the nozzle and that would fill the gap. Bob : That should work. The struts can survive that heat. **Gameplay where the player controls Bob, goes and finds the struts container and takes them to the airlock, then switches to Bill and takes the container on EVA out to the engine. Then take the struts and wrap them around the engine nozzle. Involves a minigame where you have to slowly wrap the strut perfectly around the engine by making circular movements with the mouse.** Bill : Well then that should hold. Jeb : Good. Do we have communication with Mission Control yet? Bob : Um… we should. Commander… Jeb : Mission Control, this is Progress, are you receiving us? Progress to Mission Control? Gene : This is Mission Control, receiving you loud and clear. What happened? Jeb : During the transfer burn, a landing gear fell off and took a piece of the engine nozzle with it. Gene : A LANDING GEAR FELL OFF! Can you try landing on 3 gears? Jeb : No, but we are going to land on the engine as it’s going to be very stable, especially with the struts we wrapped around the engine to fix the hole. Wernher : Struts? They should last and be strong enough. Jeb : Bill ran the numbers Wernher, it’ll work. Val : Sir, I think they should now get some sleep now whilst they can. Gene : Okay Val. Guys, get some sleep. You’re gonna need it. Jeb : Sure, Director. See you in 4 days. **4 days later, Progress is at it’s closest point to the Mün.** Gene : Progress this is Mission Control, wakey wakey. Jeb : Mission Control, this progress. We have “wakey wakey’d”. Bill, Bob, get to your seats, we’re about to a de-orbit burn. Bill : Have you looked out of the window? The Mün, it’s massive. Jeb : We’re gonna be walking on it soon. Get seated. **Gameplay, player must successfully complete a de-orbit burn. Once complete, the orbiter slowly loses height and is now racing fast not that high off the surface.** Bob : Wow, we’re going fast. I don’t like this. Jeb : Yeah. I wonder what EVA would be like at this speed. Bill : I think it would be dangerous, Jeb. Dangerous. Jeb : Danger is what I live for. Right, we’re about to do our final landing burn. **Gameplay. Player must successfully perform a landing burn, slowing down and then landing. When player has completed the deceleration and is slowly approaching the ground gameplay ends. Cutscene shows a view of the landing, touching down on the engine.** Bob : It seems the struts have done their job. Jeb : Yeah, we better hope they stay. Mission Control, Elon Site here, the Progress has… **The strut breaks, launching the ship upwards, tumbling.** Jeb : Quickly, fire the RCS, try and stabilizing the roll. We should be able to land it perfectly. **Gas shoots out of the RCS port, stabilizing the ship. It lands again, staying this time.** Jeb : That was close. Mission Control, Elon Site here, the Progress has landed, again. Gene : We see a second landing. What happened on the first? Jeb : We accidentally executed a perfect ‘flip program’. Val : Are any of you injured? Bob : No we’re fine. Well I’m not really. Shaken up. Val : No injures. Good. Jeb : Right. Bill, shut down the Ship. Me and Bob are going to EVA to the surface. Bill : Yes Commander. Jeb : Opening the Hatch. Bob, you following? Bob : Yes. Jeb : Wow, it’s beautiful out here. Stepping down the ladder. I should've thought of a clever line. Bill : You probably should’ve done that. I’m nearly done shutting down Progress. Turning off the APU now… uh oh. Was that the APU, or did I just activate the Termination System? Jeb : What? **Progress suddenly comes alive and launches, shooting Jeb and Bob off the ladder and Bill upwards into space, with no control** **The pod continues upwards, then explodes** Jeb : Bill! Bob : NO! Jeb : Mission Control, we have lost Bill. Mission Control? Mission Control, are you receiving us? TO BE CONTINUED in…
  13. Hey. i want to make an script in kos that can calculate und flay from any planet to an other planet, like Trigger Transfer Window. i had tried a lot but i have nothing that works in the right way... can someone help me please?
  14. Happy Holidays to everyone! Apologies if this is not the correct forum. If so, please let me know where to post my questions on this topic. I've been playing KSP for a while and love it. I recently started to try to learn KOS, but I have zero coding knowledge, so am trying to learn. I'm trying to start with a simple script that will make my ship pitch over 1 degree every 1000m starting at 900m. Once the ship reaches about 80000m this will stop. I got it to work by writing a line of code for each 1 degree change, but it was annoying to have to write that 80 times. I know there must be a way to automate this but have not figured it out yet. This is what I'm trying right now. After the ship lifts off the code is: { set X to 90. // Sets pitch set A to 900. // Sets altitude lock steering to heading (90,X). when ship:altitude > A then lock steering to heading (90,X-1). when ship:altitude = A + 1000 then loop. until ship:altitude > 79000 lock steering to heading (90,10). } It's not working the way I'd hoped. It starts to pitch over right away and really fast. It's nose is abot ten degrees above the horizon by the time it reaches a kilometer in altitude. Thanks in advance for any help.
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