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Sonny_Jim

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Posts posted by Sonny_Jim

  1. Here's a couple of screenshots to show what I mean:

    This is what the output of "print tanklist" looks like when the bug hasn't been triggered, you can see it lists each item in the list, just by issuing "print tanklist"

    http://i.imgur.com/FvIgSD1.png

    Now this screenshot is after the bug has been triggered, you can see that it no longer lists each individual items via "print tanklist" and I have to setup a for loop to print them.

    http://i.imgur.com/tGvsOQr.png

  2. Hmm, I've noticed a very strange bug, the symptoms are that "print somelist" only prints "LIST of X ITEMS" rather than each individual item in the list. This then screws up my autostager in very strange ways, as it relies on lists of fuel tanks/SRBs. As far as I can tell the lists are being created properly, just that somelist:REMOVE(x) randomly stops working.

    I'm not sure what seems to trigger it, apart from maybe reverting to launch (which I do often). When it happens the only thing I can do is to close KSP completely and restart it, going back to the main menu and reloading a save doesn't seem to fix it. I'll try and figure out what seems to be causing it.

    But anyway, here's another quick question. How can I display the same figure as orbital speed in the navball? I've tried this:

    print +SHIP:VELOCITY:ORBIT but obviously it's a vector whereas I'd like to show m/s.

  3. Quick question, how do I set my throttle so it stays there after my program finishes? Right now my autolaunch program switches back to half throttle after it's finished :\

    EDIT: I came up with a hacky way to do it, which was to shutdown all engines.

    Oh and for what it's worth, this is what I came up with for an autostager that'll work with SRB/asparagus staging. It's a little CPU intensive though

    http://pastebin.com/gx0SpDSs

  4. Ok, so I've managed to figure out a way to check for resources in a partslist that's made up of fuel tanks:

    SET tanklist to SHIP:PARTSDUBBED("fueltank").

    for t in tanklist {if t:resources[0]:AMOUNT < 0.01 {STAGE.}}

    What I'd like to do now is to build a parts list containing all the fuel tanks by seeing if they have a LIQUIDFUEL resource, rather than finding them by a part name:

    for i in SHIP:PARTS {

    if i:RESOURCES:CONTAINS ("LIQUIDFUEL") {

    tanklist:ADD (t).

    }

    }

    But again I'm running into syntax problems. Could someone post a way to build a list of all parts that contain liquidfuel as a resource?

  5. list tanks in tanklist. for t in tanklist {if t:liquidfuel < 0.01 {stage.}}.

    Ah this was the sort of thing I was looking for, just couldn't get my head around it. Thanks. The 'standard' WHEN STAGE:LIQUIDFUEL < 0.001 only seems to work for very simple fuel setups.

    I'm still having trouble building a tanklist that contains a list of fuel tanks. I've tried this:

    set TANKLIST to SHIP:MODULESNAMED("fueltank")

    But it doesn't seem to match anything.

    So now I've got something like this:

    SET tanklist to SHIP:PARTSDUBBED("fueltank").

    for t in tanklist {

    if t:RESOURCES:LIQUIDFUEL:AMOUNT < 0.01 {

    STAGE.

    }

    }

    But apparently t:RESOURCES:LIQUIDFUEL:AMOUNT is wrong. How do I get the amount of liquid fuel left in a part?

  6. Well, I just watched my first squadcast (well, recorded). Two things struck me;

    1. Does Maxmaps make stupid ships on purpose?

    2. Shouldn't the squadcast be for demonstrating new features, rather than 50 minutes of someone playing KSP not very well, followed by 2 minutes of new features?

    Also, why they don't publish the recorded stream to their Youtube channel is a bit beyond me.

  7. I've noticed a small 'problem' (not really a bug). The waypoint marker for Rock Arch #2 in the Mun is about 450m away from the actual arch itself, it would be nice if it were a bit closer so I don't have to EVA my kerbals all the way over there after landing at the arch.

    Other than that, top work! I'd finished visiting all planets/moons so this gave me something to do whilst I'm waiting for v1.0. Thanks!

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