St4rdust

KSP Loading... Preview: KAL-1000 Actions

Recommended Posts

Now you will be able to assign actions to the KAL-1000 Controller. 

Look mum, no hands! 

 

 

Share this post


Link to post
Share on other sites
Posted (edited)

Good job as always

1. when will it come out?

2. So can we go both robotics and flight?

3. Will you be able to use this as deploying a base as it lands?

4. Can you test it in the VAB?

5. Do you program it in some way (Ex: Turn at 80 M/S)?

Great job @SQUAD or @Private Division. Whatever you're called now

Edited by The Doodling Astronaut

Share this post


Link to post
Share on other sites
43 minutes ago, The Doodling Astronaut said:

Good job as always

1. when will it come out?

2. So can we go both robotics and flight?

3. Will you be able to use this as deploying a base as it lands?

4. Can you test it in the VAB?

5. Do you program it in some way (Ex: Turn at 80 M/S)?

Great job @SQUAD or @Private Division. Whatever you're called now

1. We haven’t announced a date yet.

2. The feature is about controlling existing Part Action Window functionality with KAL.

4. Some things can be tested and some can’t  

5. In this example turning was achieved by rotating a probe with a hinge. 

 

 

 

Share this post


Link to post
Share on other sites

at first i thought the nav ball was bugged out but it makes way more sense that you turned by literally tilting the probe core relative to the rocket. really ingenious way to do that and i am very exited for this. robotics parts was great but automating rockets is better.

Share this post


Link to post
Share on other sites

We are getting closer to a programmable autopilot in stock KSP.

Though will we be able to add KAL-1000 tracks to action groups as well? It’d be really good to make custom landing gear and be able to deploy them using the gear action group.

Share this post


Link to post
Share on other sites

Incredible features.

The list of ideas and possibilities grows :)

Thank you very much!

Share this post


Link to post
Share on other sites
Posted (edited)
8 hours ago, RealKerbal3x said:

We are getting closer to a programmable autopilot in stock KSP.

Though will we be able to add KAL-1000 tracks to action groups as well? It’d be really good to make custom landing gear and be able to deploy them using the gear action group.

This works by now. I use it for my big tankers landing on Minmus to refuel. Just edit the "Gear" action group, add the KAL-1000 and set it to togle play/paused and togle forward/reversed. Et Voilá, nice big 5m long landing legs controlled by the "G"-key. :cool:

Edit: The landinglegs will work even better with the new Girp Pads (I hope).

Edited by Jacky_Rabbit

Share this post


Link to post
Share on other sites
Posted (edited)

Wow :D , peeeeeeerfect!More awesome content!Thank you!

Edited by Boyster

Share this post


Link to post
Share on other sites

Just add the ability to lock/unlock the robotic parts via KAL-1000 and it will be priceless. 

Share this post


Link to post
Share on other sites
Posted (edited)

Big YES, to having a lock toggle of robotic parts as an action for action groups!

Edited by Enceos

Share this post


Link to post
Share on other sites
8 hours ago, nestor said:

5. In this example turning was achieved by rotating a probe with a hinge. 

A truly Kerbal solution!

Share this post


Link to post
Share on other sites
4 hours ago, dok_377 said:

Just add the ability to lock/unlock the robotic parts via KAL-1000 and it will be priceless. 

Based on what nestor said earlier in the thread, this should be possible with this upcoming update.

Quote

2. The feature is about controlling existing Part Action Window functionality with KAL.

Since you can lock/unlock parts with the Part Action Window, this should be doable with the KAL.

Share this post


Link to post
Share on other sites
7 hours ago, Jacky_Rabbit said:

This works by now. I use it for my big tankers landing on Minmus to refuel. Just edit the "Gear" action group, add the KAL-1000 and set it to togle play/paused and togle forward/reversed. Et Voilá, nice big 5m long landing legs controlled by the "G"-key. :cool:

Edit: The landinglegs will work even better with the new Girp Pads (I hope).

I didn't know that! I haven't really been using the robotics that much since BG's release (because with so many possibilities, I couldn't think of anything to do :P) but I think with the grip pads and KAL-1000 improvements in 1.7.3 I'm going to have to give the robotics some serious use!

Share this post


Link to post
Share on other sites
7 minutes ago, The Doodling Astronaut said:

@nestor I noticed the navball didn't move to the spacecraft?

That's because the KAL-1000 has been programmed to tilt the probe core on a hinge to steer the rocket.

Share this post


Link to post
Share on other sites
16 hours ago, St4rdust said:

Now you will be able to assign actions to the KAL-1000 Controller. 

Great! So can we have a tutorial now please? :D

Share this post


Link to post
Share on other sites
25 minutes ago, Nigel J. Cardozo said:

Is it an autopilot too? 

No,  just a carefully timed set of manuevers. Essentially, someone timed the actions that needed to happen on that exact size/shape ship, and set those timing to actions in the KAL controller.

Share this post


Link to post
Share on other sites
3 hours ago, Gergorik said:

Does this mean you can use one KAL to controll other KALs?

Yes, that's correct.

Share this post


Link to post
Share on other sites
4 hours ago, Gergorik said:

Does this mean you can use one KAL to controll other KALs?

 

1 hour ago, nestor said:

Yes, that's correct.

Do you want a sKynet?

Because this is how you get a sKynet.

Share this post


Link to post
Share on other sites
Posted (edited)

that's what you had to do and you did it! this is so cool .

this small update announces great potential.

thank you @SQUAD !

I would like to be able to eject a kerbal from a cockpit with action groups lol :)
Edited by jojo5144

Share this post


Link to post
Share on other sites

I really hope, this update finds its way into the public, as what the dev-team is currently doing and adding to the game is worth not only recognition, but a good number on the bank account. I mean, the game changed in a lot of positive ways, even for experienced players and those on board for years... :)

Share this post


Link to post
Share on other sites
On 7/3/2019 at 7:01 PM, 5thHorseman said:

 

Do you want a sKynet?

Because this is how you get a sKynet.

Can we get conditional statements and sensor based inputs? 

Share this post


Link to post
Share on other sites
This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.