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  1. 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?
  2. 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](, 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: ZIP Download (See release page above): Source Code Hosting site: * License: * GPL v3 Copyright (C) 2014,2015,2016 Steven Mading (aka Dunbaratu on Github) [email protected] 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]( 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.
  3. 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.
  4. luizopiloto

    Hue-H7 Lynx

    This one have 2 variants Stock: kOS: kOS variant uses a set of scripts to enable full cyclic controls, enabling the helicopter to be way more responsive/maneuverable.
  5. 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
  6. 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.
  7. 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
  8. 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:
  9. 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..
  10. 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:
  11. 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
  12. 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.
  13. ATLUTD_741

    kOS Help?

    So i just installed kOS 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.
  14. 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: 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*
  15. 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?
  16. 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
  17. kerbinorbiter


    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:
  18. 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!
  19. 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
  20. 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
  21. 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!
  22. This is a very easy (but still hard), challenge, first and foremost the goals of the challenge. these are split into 5 levels. to progress onto the next level you must make an entry on all the levels before that e.g a level 5 entry needs a level 1, 2, 3 and 4 entry, if you get stuck go to the KOS documentation. the steps marked with an asterisk (*) are optional you do not need to complete that part of the challenge see below the goals of levels for the rules. level 1. 1. write a basic KOS script that gets a craft into orbit of kerbin, Gael or whatever kerbin-alike planet you wish. 2. write a KOS script to bring that same craft down from orbit. level 2. 1. write a script that can go to the Mun or any mun-alike body (hint: Vehicle must be like the saturn V with the conical fairing covering the LEM) 2. write a KOS script that can do a transreposition and docking (like on Apollo were they turned the CM around and docked with the LEM). 3. write a script that can do a insertion around that moon. level 3. 1. continuing on with the level 2 challenges you must write a KOS script that can land on the moon you are orbiting. 2. write a KOS script to ascend from that moon you have landed on. level 4. 1. write a KOS script to rendevous with the CM that is orbiting the moon (this level may qualify your name for a place in my signiture if it is a universal code). 2. create a KOS script that can dock. 3. retearn the spacecraft home from the moon. level 5. 1. create a KOS sciript that can go to Duna (or the planet packs equivelent) 2. land on duna. 3. go to ike (if it has a moon in the planet pack) 4. retearn to kerbin 4*. for extra credit, go to the moon. 5. re-enter safely and go home 5*. land near the KSC (100Km minimum) (Manley may be required ). secondly, the rules: (these are really simple rules). i know this challenge is possable because an old KOS dev did this challenge which is were insparation comes from this. 1. all parts mods are alowed (KOS is a requirement to complete this challenge). 2. don't cheat (no RO, or RSB without the stockalike patches) 3. KOS must control all aspects of the mission (Exept for EVA's and you actviating the scripts which is running the scripts from terminal). 4. most importantly, have fun coding these 5. you can use your old KOS scripts if you wish.
  23. 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!
  24. Know this would suck up my gaming time from my 0.235 rescue mission, I've started playing 1.2, and doing it with kOS to boot. R&D has just started studies on mixed cycle engine, and fuselages larger than Mk2. The latest production jet engine, the J-X4 "Whiplash" Turbo Ramjet has allowed the creation of a more efficient Single Stage to Orbit Spaceplane than The Reliant (powered by the "Panther" and "Reliant" engines). This along with the new Shock Cone intake lead to the design and production of the 3rd SSTO model, with the ability to accelerate at higher altitudes. In order to keep the CoM somewhat centered after the majority of the propellant mass was used up, the Whiplash engines were placed on the wingtips, as far forwards as possible. This gave the craft a distinctive shape, leading to the name, "The Diamond." Also, the Design Department was sick of SR-71 knock-offs. After many launch "simulations," a good ascent profile was developed for The Diamond. This was programmed into a kOS sequencer, and consisted of 10 steps, including a drop in altitude to accelerate past 400 m/s to "jumpstart" the Whiplash. The SSTO was able to achieve an 80km orbit with about 500 m/s delta-V to spare or 150km with 380 m/s. A new de-orbit program was created, and 2 launches were performed with orbital altitudes of 80km, and 150km (to match the Curie Space Station). The Automated Landing Program originally made for The Reliant was used successfully both times resulting in safe landings at KSC. (vaguely sung to the tune of "The Bonnie Ship the Diamond" made popular by The Corries, though I prefer the Gaelic Storm version). The Diamond's a spaceship me lads, To orbit straight she's boun', At KSC she is all garnished with auto-struts aroun' Jebediah gives the order, To orbit far and wide, Where the Sun it oft'n sets me lads, And darkness dims the sky And it's cheer up me lads, ne'r yer struts be breakin' For the Bonnie Ship The Diamond goes a fishin' for kraken! (sorry, out of lyrics. Also, got a bit of help from /u/morpheus1229 on that last bit on the chorus) After the two shake-down cruises, The Diamond's first real mission came up. To prepare for the first landing on Minmus, Gene wants to bring down veteran Scientist and Engineer Bill and Bob from Curie Orbital Akademy and Gas Station. Also, we need one other redshirt. To help finance this operation, a Tourist Contract was accepted for an Orbital Adventure. (that's The Defiant attached in this older photo) En route to the station, Jebediah is tasked to capture an empty capsule or cabin, which will be converted to a re-entry pod at Curie. The Diamond seats 2 in the cockpit, and 2 in the cargo hold. With the addition of the re-entry pod, there's enough space for everyone that needs to go planet-side. And to get one more thing in, a "Rescue a Part" mission was also accepted. Previous attempts to KLAW the PAL Humpback Truss with the standard sized KLAW were unsuccessful. Mission Control hopes the new "Baby KLAW" (Tweakscale) will have better luck. That totals 5 Mission Objectives Retrieve 3 kerbals from Curie Orbital Akademy and Gas Station Retrieve an empty pod from Kerbin Orbit and bring to Curie Station Release the converted pod for re-entry (Bill thrown in there) Give a Tourist an orbital adventure Rescue a module from Kerbin Orbit The two orbital retrieval missions will require a number of Hohmann Transfers, using up precious fuel. The plan was to do a partial refuel at Curie. As you can see, all mission objectives were accomplished! Looks like the Landing Script couldn't stick the landing. I suspect with manually pumping fuel in, and after the Part Rescue, too little fuel was left, compared to the previous successful landing runs. This lead to some instability, which fed into the ascent/descent PID Loop in the landing program, causing pitching oscillations. Eventually the craft did a back-flip, one engine flamed out, leading to an accelerating upside-down flat spin. This actually slowed the fall down, likely due to the left generated (like Helicopter?). Descent speed was less than 50 m/s until fuel ran out near the ground. Most of the expensive parts survived, and they made it within 35 km of KSC. Val likes to point out she did better in her SSTO crash landing from Orbit.
  25. I'm trying to use the KAS winch with harpoon using kOS. I've been able to use events to extend and retract the cable, and with a little searching, detach the head from the ground. When I click Eject, everything goes well. The hook/head and cable fire out and attach to the ground (assuming it's in range) and then I assume the action taken when you click instant stretch takes place, making the length equal to the distance. Before it hits, the length is the maximum. However, calling the event to Eject only sets the length to max and unlocks/releases the hook (it remains attached to the cable), it doesn't fire out. Probably I'm doing something stupid, but what's the best/real way to do this?