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Found 54 results

  1. 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.
  2. It took me a while but my autopilot is finally finished. Download file here: https://github.com/Toukie/KSP/tree/master/GAPAPOV
  3. 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.
  4. MaltYebisu

    kOS Syntax Highlighting

    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?
  5. LaserDist LaserDist v1.0.1 for KSP 1.3.0 Why does this Mod exist? The intended purpose of this part is to be used in conjunction with scripted autopilots like [kOS](https://github.com/KSP-KOS/KOS/releases), to provide a way to for you to write scripted pilot software that can see the distance to the ground (or anything else like a ship) along the laser line. See the image in the picture album to see what its meant by this.The reason this can be useful is so you can detect things like terrain slope and mountains in the way. The default radar altimiter in KSP only shows you the distance directly under the craft. The V1.0.0 update: I believe I have finally fixed the phantom hit problems (I found that Squad changed a few of the layer numbers in 1.2.2. My raytracing calls were giving phantom hits to the UI elements and the map view's planets because the layermask that worked fine in 1.1 wasn't right for 1.2.2.) Since the phantom hits problem was the main thing making me consider the mod "not ready", and tha'ts been fixed - I now am moving it to version 1.0. (1.0 also includes a few minor tweaks to the laser visual animation you should barely notice.) Releases, from major download sites: http://mods.curse.com/ksp-mods/kerbal/246141-laserdist https://spacedock.info/mod/765/LaserDist https://github.com/Dunbaratu/LaserDist/releases ZIP Download (See release page above): Source Code Hosting site: * https://github.com/Dunbaratu/LaserDist License: * GPL v3 Copyright (C) 2014,2015,2016 Steven Mading (aka Dunbaratu on Github) madings@gmail.com 100x model This is a very small plugin. It makes a KSP Part that measures straight line distances by laser. The "Beamer 100x Disto-o-meter" Part aims a laser in a lin and then measures the distance in meters to the first object the laser hits. The result is displayed in the right-click menu for the part and can be read by kOS (and other?) script mods. 200x model The "Beamer 200x Bendable Disto-o-meter" Part is the same as the 100x part described above, but it lets you choose a deflection angle with the "Bend X" widget on the slider, (or by using SETFIELD in kOS on it), and the laser can dynamically change it's aim along this one axis. 500x model The "Beamer 500x Aimable Disto-o-meter" Part is the same as the 200x part described above, but it lets you bend the laser in two different axes, to aim it whereever you like within a zone, using both "Bend X" and "Bend Y" settings. All models: The laser can work over long distances - here it's measuring the distance from a Kerbin orbit vessel to the Mun: The direction of the laser is whichever way the laser gun is pointed when you mounted it on the craft. ### Information about the data fields the part displays: ![LaserDist Rightclick panel 1](rightpanel.png) KSPField: 'Distance' is a float - the number of meters being shown in the display. It's -1 if there is currently no hit. KSPField: 'Hit' is a string - the name of the object being hit. KSPField: 'Enabled' is a bool - true if the measuring device is on. KSPField: 'Visible' is a bool - true if the laser should be drawn when it's activated or false if it should be (realistically) invisible because, hey, it's coherent light and it's not supposed to be seen from the side. KSPField: 'CPUGreedyPercent' is a float (called "CPU hog" in the GUI) ranging from 0.0 to 20.0. It's how much of a single physics tick of time this mod will allow itself to consume during a single Update. If it hasn't gotten a good enough answer within that much time, it will wait until the next update to continue the calculation. KSPField: 'UpdateAge' is an integer - It's how many Unity Updates (animation frames, basically) it's been since the value you are seeing was calculated. Because of the logic of CPUGreedyPercent (see above) sometimes the value being displayed is stale by a few update ticks and shouldn't be trusted until the next time that UpdateAge becomes zero again. If you're in a situation where this mod needs to spend more than 1 update of time to get to a good answer for the distance, you'll see this value spinning a bit, quickly going 0,1,2,3,0,1,2,3,0,1,2,3...etc. When you see that, only when it hit the zeros was the distance value perfectly correct at THAT moment. KSPField: 'Bend X' is a float - the number of degrees the laser is deflected in its relative Yaw direction, if it's the type of laser that can be deflected. KSPField: 'Bend Y' is a float - the number of degrees the laser is deflected in its relative Pitch direction, if it's the type of laser that can be deflected. KSPField: 'Max Bend X' is a float - the range of bending the laser can do in its relative Yaw direction. If this is zero, then the laser cannot bend that way. The range is always centered at zero, plus or minus this number. KSPField: 'Max Bend Y' is a float - the range of bending the laser can do in its relative Pitch direction. If this is zero, then the laser cannot bend that way. The range is always centered at zero, plus or minus this number. Note: The higher that CPUGreedyPercent ("CPU hog") is, the less likely it is that UpdateAge will ever be nonzero, but the bigger hit your framerate might take. ### How to Mount it. ![icon of Electronics node](http://wiki.kerbalspaceprogram.com/w/images/d/dd/Electronics.png). The Beamer 100x Dist-o-Meter is located in the "Electronics" tech node of the career tech tree. It's a 300-point node on the tree so you might not have it yet in a new fresh career game. It appears in the science tab of the parts bin. The Laser can be mounted anywhere as a surface-mount item. Take care to note the orientation of the laser emiiter. (KSP lets you fine-tune the rotation of a part by using the SHIFT key while you hit the WASDQE keys.) The Laser will bounce back and give you a distance measurement when it encounters *ANY* object, including parts of your own craft. So take care to mount it somewhere where the laser beam will have a clear line of sight without obstruction. To ensure a good mounting point, you can use "tweakables" to enable the laser and make it show up in the VAB to look and see if you have it aimed well. ### Lightspeed Note that if you use it to measure the distance to a far away body (i.e. like aiming it at Duna from Kerbin), the mod does take into account lightspeed. You have to hold the laser on an object steady and unchange for the entire duration of time it takes for lightspeed delay to bounce the signal back or you won't get a measurement, so using it at that great distance will be very hard. ### How do I use it from my script then? Quick synopsis: Getting a handle on the laser, then turning on the laser using that module: SET laser_module TO SHIP:MODULESNAMED("LaserDistModule")[0]. IF not laser_module:GETFIELD("Enabled") { laser_module:SETFIELD("Enabled",true). } Getting a reading from the laser: SET laser_module TO SHIP:MODULESNAMED("LaserDistModule")[0]. PRINT "Laser distance is measuring " + laser_module:GETFIELD("Distance") + " meters." PRINT "Laser is hitting: " + laser_module:GETFIELD("Hit"). Transforming the laser reading into a 3-D co-ordinate: The part model is designed such that emitter of the laser line is located exactly at the part's local transform origin position, aimed along the part's ``facing:vector`` unit vector, allowing you to get its 3D vector position from a script like so, *Provided you haven't bent the laser with the ``"Bend X"`` or ``"Bend Y"`` settings. If you have bent the laser, then you need to apply these offset angles yourself with an ANGLEAXIS rotation in kOS*: SET laser_module TO SHIP:MODULESNAMED("LaserDistModule")[0]. set dist to laser_module:GETFIELD("Distance"). set emitter_position to laser_module:part:position. set emitter_unit_vec to laser_module:part:facing:vector. set laser_hit_position to emitter_position + (dist * emitter_unit_vec). Laser_hit_position is now a 3D vector position of where the laser hit something To do the same general thing but when the ``Bend X`` and ``Bend Y`` fields are nonzero, rotate the vector around the part's facing unit vectors: SET laser_module TO SHIP:MODULESNAMED("LaserDistModule")[0]. set dist to laser_module:GETFIELD("Distance"). set emitter_position to laser_module:part:position. set emitter_center_vec to laser_module:part:facing:vector. set x_bend to laser_module:GETFIELD("Bend X"). set y_bend to laser_module:GETFIELD("Bend Y"). set bending_rotation to angleaxis(x_bend, laser_module:part:facing:topvector) * angleaxis(y_bend, laser_module:part:facing:starvector). set emitter_unit_vec to bending_rotation * emitter_center_vec. set laser_hit_position to emitter_position + (dist * emitter_unit_vec). . ### Part modeling help? I am aware that the artwork on the model isn't pretty. I'm a programmer, not a graphic artist, and I don't have experience with things like Maya and Blender. In fact I just made the model by slapping together some stretched Cube and Cylnder objects in Unity itself, without the aid of a modeling program. The model is good enough to work with, but I'd be happy to have someone better at art redesign the model. I included the model in the github directory if you want to have a look.
  6. 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.
  7. luizopiloto

    Hue-H7 Lynx

    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.
  8. 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
  9. 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.
  10. 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
  11. 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 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 plane. You can even select a target in the map and launch to the exact plane of this object. Short list of what PEGAS can do, in the approximate order of when it will be doing it: automatic launch window and azimuth calculation, easy-to-use atmospheric ascent in 3 steps: vertical ascent for a given time, pitch-over by a given angle, hold prograde, event system, allowing you to schedule things like fairings jettison, throttle management, roll maneuvers, flexible automatic staging, allowing for even complex staging sequences requiring separation of a spent stage, ignition of ullage motors (SRB or RCS), ignition of the main engine, precise orbital guidance, able to target any elliptic orbit in any plane (provided the vehicle can physically reach it), including launching to a plane of an existing object, inter-CPU communication (credit to Patrykz94) system made with reusable boosters in mind (also see his Falcon-style landing script). For a general showcase, see my most recent video, where PEGAS controls an Atlas V ascent to a parking orbit for a rendezvous with an International Space Station: PEGAS is approximately 2000 lines of code long. How do I get it, run it, read more about it? You can get the code from my GitHub (current release: v1.1). You are strongly encouraged to read the tutorial and reference! PEGAS is not a straightforward "click this to fly" kind of tool and needs to be set up for your vehicle and mission. If you're interested in the mathematical details of the algorithm itself - check my prototype repository, especially its documentation. If you've spotted a bug or have a feature request - feel free to post either in this thread, or better yet on my GitHub issue tracker (read this, please). What is this thread? This thread carries a history of my development, from the first version of PEGAS that used a very basic formulation of Powered Explicit Guidance, through all my effort to implement the Space Shuttle guidance, to the release of a complete guidance script. History of progress: Summer 2015 - work on a MATLAB prototype using a basic form of Powered Explicit Guidance (read about the algorithm here). Late 2015 - MATLAB code ported to kOS. February 2016 - release of the first version of PEGAS (watch my video here, but bear in mind that this has very little in common with the current state of the project). Summer 2016 - I'm back at work on PEGAS, researching the Space Shuttle documentation. August 2016 - working MATLAB prototype of the Unified Powered Flight Guidance taken right from the Space Shuttle GN&C documentation - its Ascent Mode allows targeting orbits in a given orbital plane. Read more here. October 2016 - implementation of UPFG for multiple stages. November 2016 - verification of PEGAS' capabilities with several launch vehicles, sites, and targets, proving its great accuracy (plane error below one hundredth of a degree means correction maneuver of about 1m/s). February 2017 - the MATLAB prototype is complete, work on the kOS port begins. March 2017 - numerical consistency proven between MATLAB and kOS implementations of the key UPFG algorithm. May 2017 - basic version of PEGAS flies a simple rocket in KSP. July 2017 - first release of PEGAS! November 2017 - PEGAS version 1.1 is out! I will be updating this post with all new developments. Thanks
  12. Cheetah_stuck_in_space

    [1.4.1][KOS] Atmospheric Drag script

    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. Bluethunder198

    Kos script Project

    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. ATLUTD_741

    kOS Help?

    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. zeta function

    kos altitude trigger question

    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. kerbinorbiter

    KerbX

    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
  25. blorgon

    Ad Inexplorata

    I wrote a script to do a skycrane-style rover landing on Duna, and then decided to make a cinematic instead of my usual script-showcase-style videos. This is the first cinematic I've ever made, and I also intend to make one for my Mun landing soon! Music: The Force Awakens, Trailer #1, John Samuel Hanson The Mole, Dunkirk OST, Hans Zimmer No Place On Earth, The Heart of Man, Tony Anderson All scenes were filmed in KSP 1.3. Mods used: kOS Camera Tools Distant Object EVE FASA Hull Camera VDS Kopernicus KSPRC Planet Shine Reentry Particle Effect Scatterer Texture Replacer Replaced Real Plume ...and many, many config edits in Scatterer, EVE, KSPRC, and Real Plume Hats off to the modders that make this game bearable to look at (and film)! Thanks for watching!