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Found 67 results

  1. Hey Guys, So, my kind of favourite Orbiter right now is the space shuttle. After I found some good ones in the internet that fly reasonably well to orbit, I have problems reentering Kerbin. So I have a few questions. I'm reentering Kerbin at about 2500-3000 Km/h. Where should I do a manuever node to safely land at the "Main Base", you know, the rollway. I'm always missing the rollway for about a few hundred kilometers every time (or I crash). Is there a kOs Script you guys have that'll do something like that? Because I believe the whole landing thing is complicated.
  2. Every time I try to add a parachute to a spacecraft I have no option to deploy it or set altitude parameters, I only have the ability to change the name tag . The deploy and altitude parameter functions have always worked in the past but suddenly this seems to happen. In the recent time I have installed a few mods such as kOS, Procedural Parts and Module Manager, but because of this error I am now forced to do propulsive landings. I just wanted to know if anyone else has/had this problem or if I'm doing something wrong. Thanks!
  3. LaserDist LaserDist v1.3.0 for KSP 1.8.1 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. Hey, where'd the pictures go? This post used to contain some embedded images illustrating what LaserDist looks like. They no longer appear because I no longer want to support the IMGUR site due to their awful willingness to let advertisers run whatever Javascript they feel like without properly vetting it for safety. So I pulled my albums off that site. Too many random ad redirects and browser-hijackings on that site for me. If KSP forums support some other image hosting site, I may put the images back but I don't know at the moment how to get the forum to use anything other than IMGUR.\ KSP 1.8 update. No changes to Laserdist except API usage with KSP 1.8. KSP 1.8 deprecated some API calls, replacing them with alternate versions. In particular, the shader used with LineRenderer to draw the laser lines needed to be built with a new kind of constructor. The V1.1.0 update: Another go at fixing the phantom hits bug. See: 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) 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.
  4. I found a potential bug in kOS, where I try to create a maneuver node from a list of four values, and it returns the error "Cannot iterate on an object of type kOS.Safe.Encapsulation.ScalarIntValue. What's going on?
  5. I have been trying to figure out the exact landing burn altitude for my hoverslam script and I can't work it out accurately. I've looked at others' script but does not seem to work well with my script. lock burnAlt to (ship:velocity:surface:mag^2)/(2*(ship:sensors:acc:mag)). This is what I use to determine the landing burn altitude. And my condition is: if trueRader <= burnAlt { set autoThrottle to hoverslam. } else { set autoThrottle to 0. } From what i understand from this condition, the throttle should be never 0 whenever it is below and equal to burnAlt unless otherwise. But that's the problem, the burnAlt decreases as the rocket throttling up. Do I need to use constant to find my landing burn altitude or something else that is more efficient? P.S: This does not account for aerodynamic drag nor that it need to be accounted for as I'm playing stock and not RSS/FAR.
  6. I'm trying to revive someone else's kOS code for rover pathfinding using A*, but their code is so messy I can't make heads or tails of it. Can someone help me? The Reddit post featuring the code is here:
  7. The title kind of explains itself. I was trying to figure out if my ship had a radiator, but apparently SHIP isn't a variable, despite it saying so in the documentation. Does anyone know what's going on? Here's the image (I don't know how to link it to a URL): Thanks!
  8. Backstory I started a mission report a few months back. I liked sharing my missions and people liked reading them. But then my computer died and for a while I couldn't recover the data. And during that period of time, I started playing @Galileo's Planet Pack. And I love it. So I've discontinued my initial save, even if I may recover the data someday (TM), and started another save. Boring! Do you have anything else to say? I am playing on Moderate mode, but I have increased the science! returns so that I can do whatever I want as soon as I want. Moderate mode means that I have to pay to unlock new parts. Still boring! How about a modlist? I have: This continues to be boring! A chapter list? I only have 1 chapter at the moment, but... Chapter 1 started with this post. Still quite boring! Some launch scripts? Here's my Google Drive. But there are no ships to launch them with! Fine! Here are the first pages of Starwind (in GPP): The Ceti Campaign Oh yes, I kept the Original Four Gaelans and added the Original Four Kermen. So I have Eight. Tune in next time for Val making orbit, and an Iota flyby!
  9. Hi all, I'm searching for a while how to calculate the duration of a burn required to change orbit both for the Hohmann transfer maneuver and for circularization maneuver. I'm using KOS in KSP and after launch I have periapsis at about 85km and apoapsis at around -200km. At this point I want to write code for orbit circularization. So from my understanding I should burn until my speed at perigee will be equal to the speed at apogee and this will mean that I have close to 0 eccentricity. I wasn't able to find the calculations needed to get the deltaV needed and the burn time. Can anyone help please? Thanks
  10. Designed a new Launch vehicle in KSP using KOS. This is the testing of the Launch Escape System.
  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. Got a problem with flacon heavy script, its saying "Cannot find sensor for ACC", and sending to this lines of script: SET vertAcc TO sProj(SHIP:SENSORS:ACC, UP:VECTOR). SET dragAcc TO g + vertAcc. //vertical acceleration due to drag. Same as g at terminal velocity What is ACC, and how to fix this error ? KSP version 1.5.1 (macOS), and latest kos. P. S. Its not my script I just download it so don't be very mad for my stupidness.
  13. Cough cough. **Starts speaking in a dull narrator voice This mission report documents the history of the Automated Space Program, lead by none other than the fearless HAL 9000, the A.I designed to run a space program. Why didn't a Kerbal of remarkable talent step up to the plate instead of this automaton? Because the Kraken banned space travel from kerbals. If a single cell of kerbal flesh escaped the upper atmosphere, then the Kraken would slaughter the population of Kerbin! Or so our several hundred mages/witch doctors/wizards kerbs state after coming out of intense trances huddled together in their holy places. Everyone knew that they spoke the truth. After all, they said that sensibility was an evil not to be practiced, which we have followed up to the extreme. We have NO cities whatsoever, and yet we built a magnificent space center. There are literally no other structures on the planet, except those which were related to the space program of the distant past. Also, our mages/witch doctors/wizards have spawned in green monoliths in random places, because they were being insensible in accordance with the Kraken's laws. Anyway, enough backstory, lets get into the meat of this story. **Changes to a scholarly voice, full of appreciation for his subject I have been messing around with the KOS mod for a little while, and I have decided to create this mission report series so that I will practice this to hopefully great effect. I will make this series primarily about the substance, that is, how I programmed X to do Y and not Z, but pop in the occasion joke, as seen above. I will launch NO kerbals, not one, doing everything with KOS. I will use kerbonauts inside the atmosphere, and rescue them from orbit, but nothing else. My install of KSP is 1.4.4, so mods that work for me probably won't work for those in KSP 1.5+. I have installed a fairly large mod pack, roughly 30 mods, seen below. And with this, I wish all comers, Happy Explosions!
  14. 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.
  15. It took me a while but my autopilot is finally finished. Download file here:
  16. 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.
  17. 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?
  18. 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.
  19. 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.
  20. 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
  21. 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.
  22. 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
  23. 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: