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fulgur

Starwind II - the Ceti Campaign - Ch1 P6

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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:

Spoiler

Airline Kuisine

B9 Part Switch

Breaking Ground

Community Category Kit

Community Resource Pack

Contract Configurator

DiRT with one of @JadeOfMaar's awesome skyboxes

EVE with GPP's bundled clouds

Galileo's Planet Pack

Kerbal Engineer

Kopernicus (obviously)

kOS

Making History

ReStock and ReStock+

Transfer Window Planner

Umbra Space Industries Life Support

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

bSLuyhF.png

kSiEe3y.png

nbuNmn8.png

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!

Edited by fulgur
kOS - if I fly an autopilot, it's the one I wrote myself!

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This is a very nice start and a very interesting and new take on mission pictures and log design. :) Keep the good stuff coming, yo.

Edited by JadeOfMaar

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Thanks for the compliment @JadeOfMaar!

Here are some more pages for your enjoyment. I'm planning on attempting a segment of mission every other day, and writing it up the day after that, but I will probably fail at some point due to my addiction to creating new SSTOs.

Z8B8NKp.png

emeYQ41.png

eFXJt1P.png

Tune in next time for some rescue missions and/or some form of orbital fuel depot! It's going to be in an equatorial orbit to make Iota transfers easier.

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It has been back since Monday. And it would continue to be back today had KSP not just quit while I was launching Arctic Fox I into an equatorial orbit of Gael. However I just reloaded it and Arctic Fox is still sitting on the pad.

EDIT: What have I done today? I crashed the Arctic Fox and reverted, then I improved my booster. I gave it more fins and a kOS computer.

Then I decided to write a program to deposit the craft into orbit, on my soon to be trusted Quartet booster.

Then I got hung up on using Wikipedia to work out a kOS function for the perfect(-ish) insertion burn.

Then I got hung up on using Wikipedia to work out kOS functions for loads and loads of formulae, for my insertion burn.

So I have launched nothing. But because I can do other things while kOS launches the Arctic Fox and other ships, I should in theory be able to launch more stuff.

Also, can anyone spot glaring errors in my script?

Spoiler

CLEARSCREEN.

LOCK shipVelocity TO ship:velocity:mag.
LOCK shipThrust TO stage:maxthrust.
LOCK u TO body:mu.
LOCK e TO ship:orbit:eccentricity.
SET safeMargin TO 10.

DECLARE FUNCTION findAcc {
    RETURN shipThrust / ship:mass.
}.

DECLARE FUNCTION findOrbitVelDiff {
    LOCK shipSMAAtAp TO ship:apoapsis + body:radius
    LOCK orbitVelocity TO sqrt(u / shipSMAAtAp).
    LOCK shipVelAtAp TO sqrt( ((1-e) * u)/ ((1+e) * a) ).
    RETURN orbitVelocity - shipVelAtAp
}.

PRINT "Launching in 10..."
LOCK throttle TO 1.
SAS off.
GEAR off.
SET w TO 4
until w=0 {
    WAIT 1.
    PRINT w+5.
    SET w TO w-1.
}.

STAGE.
PRINT "Hahaha! [T] [Z] [SPACE]! Woooooo!".

UNTIL stage:solidfuel = 0 {
    IF shipVelocity < 100 {
        LOCK steering TO heading(90, 90).
    } ELSE IF shipVelocity < 200 {
        LOCK steering TO heading(90, 85).
    } ELSE IF shipVelocity < 300 {
        LOCK steering TO heading(90, 80).
    } ELSE IF shipVelocity < 400 {
        LOCK steering TO heading(90, 75).
    } ELSE IF shipVelocity > 400 {
        LOCK steering TO heading(90, 70).
    }.
    WAIT 0.1.
    UNLOCK steering.
    SAS on.
    WAIT 0.2.
}.

STAGE.
PRINT "Staging! [SPACE]".

UNTIL ship:apoapsis > 75000 {
    IF shipVelocity < 100 {
        LOCK steering TO heading(90, 90).
    } ELSE IF shipVelocity < 200 {
        LOCK steering TO heading(90, 85).
    } ELSE IF shipVelocity < 300 {
        LOCK steering TO heading(90, 80).
    } ELSE IF shipVelocity < 400 {
        LOCK steering TO heading(90, 75).
    } ELSE IF shipVelocity < 500 {
        LOCK steering TO heading(90, 70).
    } ELSE IF shipVelocity < 600 {
        LOCK steering TO heading(90, 65).
    } ELSE IF shipVelocity < 700 {
        LOCK steering TO heading(90, 60).
    } ELSE IF shipVelocity < 800 {
        LOCK steering TO heading(90, 55).
    } ELSE IF shipVelocity > 800 {
        LOCK steering TO heading(90, 50).
    }.
    WAIT 0.1.
    UNLOCK steering.
    SAS on.
    WAIT 0.2.
}.

LOCK throttle TO 0.

LOCK shipAcc TO findAcc().
LOCK dVToOrbit TO findOrbitVelDiff() + safeMargin.

LOCK burnDuration TO dVToOrbit / shipAcc.
LOCK timeToBurn TO burnDuration / 2.

UNTIL eta:apoapsis <= (timeToBurn + 10) {
    SET kuniverse:timewarp:mode TO "physics".
    SET kuniverse:timewarp:warp TO 3.
}.

SET kuniverse:timewarp:warp TO 0.
PANELS on.

UNTIL eta:apoapsis <= timeToBurn {
    LOCK steering TO heading (90, 0).
    WAIT 0.1.
    UNLOCK steering.
    SAS on.
    WAIT 0.2.
}.

UNLOCK steering.
SAS on.
LOCK throttle TO 1.
PRINT "Engage! [Z]".

UNTIL ship:periapsis > 74000 {
    LOCK steering TO heading (90, 0).
    WAIT 0.1.
    UNLOCK steering.
    SAS on.
    WAIT 0.2.
}.

LOCK throttle TO 0.
PRINT "We have orbit! Break out the hydrazine!".

 

Edited by fulgur
kOS has distracted me

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So today I tested the Quartet booster, and the program quartet.ks. After figuring out bugs in the program, and a problem with the central booster's TWR, I have finally launched into an (elliptical) orbit, 75x130-odd kilometers. Next time, I'll program it for a better (larger) gravity turn earlier on.

Here's a Google Drive folder with my script (and future scripts).

Here's a picture of the launch. Look, no HUD!

Scea4ti.png

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Thanks @demon_313!

Update: so far today I have launched Lynx I and Aqua I refuelling station. Aqua docked to Lynx and made its way to Iota, testing out the execute node script I wrote, half of which was copied from the tutorial and the other half of which was copied from the kOS documentation. Next, Arctic Fox, the lander, will make its way to Iota. Then tomorrow I will have time to turn it all into several pages. I also improved the quartet.ks script, because the gravity turn was awful. Now it should be marginally better, although the booster itself can be improved.

Edited by fulgur

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