wmvanvliet
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[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
version bumb to 0.34.5 as I recompiled Kerbulator against KSP version 1.0.5. Should not change anything. -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
thanks! What kind o equations are we talking about here? Has anyone ever managed to implement a Lambert solver in Kerbulator? It should be possible using the numeric optimizer. However, I never succeeded myself. -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
Actually... could you give Kerbulator a try with RSS? I think it should work. All globals such as the names of the planets and moons are drawn from the internal "Flightglobals.Bodies" variable, which should now contain "Earth", "Moon", etc. Only the "Sun" is renamed to "Kerbol" (a renaming I should actually remove). Same story with outer planets mod... it *should* work... but I never tested it. -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
can you explain a bit more about what you're trying to accomplish with this math software? Generally, KSPTOT provides a bridge between KSP and Matlab. So if you want to transfer numbers from KSP to mathematical software, that would be one way to go. Telemachus dumps out KSP numbers as a web service. Adding a "save to csv" button seems a really weird thing to add to Kerbulator... but maybe you have a very cool and valid use case. -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
No.If you want to program your ship, there are better ways to go about it then using Kerbulator. Use kOS, or if it's going to be really math heavy, use KSPTOT as an interface to MATLAB. -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
New version: 0.33, thanks to Diomedea. 1) Blizzy toolbar support is now fixed. 2) Kerbulator now saves functions at a different location Okay listen up. When you install the update, all your functions will appear to be gone! This is because Kerbulator now looks for them in a different location. Check the relevant doc entry and copy your functions to the new location. 3) tan2 and tan2_rad functions are now build-in and work like their C# counterparts. -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
thanks for sending in a pull request. I'll look into it. -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
The inclination of a body (including your craft) is exposed as {body}.Inc So the current inclination of the currently active craft is Craft.Inc It was missing from the documentation about globals (fixed). -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
New version: 0.32 Smoothed out a few things and added support for adding alarms if Kerbal Alarm Clock is installed. - - - Updated - - - Kerbulator now works in any scene, not just in flight. It still doesn't give access to numbers related to your engines and fuel, but feel free to use it in the VAB. -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
New version: 0.31 Recompiled it for KSP 1.0 and tested it with stock application toolbar. Haven't tried it yet with Blizzy's bar. -
I have a fully functional MATLAB 2014b installation. Can I run KSP TOT from the source code directly? (maybe I can even help in development a bit, squash bugs when I find them). Tried running mainGUI, but it gives me errors.
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[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
Adding globals to Kerbulator is easy. What is hard sometimes is digging out the corresponding variables from the KSP codebase... any help with that is always appreciated! -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
A variable to count the number of seconds since vehicle launch (the mission time) is missing though. Another support ticket (#20). -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
That is actually supported, it's the UT global variable. I just noticed it was missing in the docs... -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
Yeah, that's not a valid function name (relevant manual entry), but of course, Kebrulator shouldn't trip out like that. Another issue created Thanks for the feedback!. Saved windows is on my todo list as well. -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
I could easily enable Kerbulator in the VAB. I chose not to at the time because I didn't see a point as Kerbulator doesn't supply any data related to fuel and engines. What kinds of things are you planning on calculating in the VAB? I'll create an issue for it in Github. My aim is to enable access to any and all numbers in the GUI, that means engine stats, mass and fuel levels as well. -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
I fixed the download links. The binary is now also hosted on Github. -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
Aedile: why not plot a course to the Mun? Kosmo-not has written about calculating phase angles here: http://forum.kerbalspaceprogram.com/threads/16511-Tutorial-Interplanetary-How-To-Guide It deals with going from planet to planet, but can be used to go from anywhere to anywhere. -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
that's a line of the Makefile, only used for compiling the source code. Once Kerbulator is installed, it will automatically detect the location of KSP. -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
Creating a mod is a lot of fun. Good luck. Don't hesitate to ask questions when you get stuck. -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
I'm familiar with lua. It should indeed not be too hard to make a mod that executes arbitrary lua code and I welcome you to write one. However, Kerbulator is not meant to be a programming language. It's a 'math' language. Lua, as almost any programming language, sucks at producing readable math equations. Personally, if I were to bind a language into KSP, I would do Julia, that's one heck of a good programming language for math! KSPTOT has MATLAB interfaced to KSP, which is also really awesome (but MATLAB is $$$$$$ so less awesome as Julia). -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
Hey everybody, Kerbulator has received a major overhaul, namely that functions are now JIT-compiled. JIT compilation means that whenever a function is first ran, it is compiled to native .NET code. The second time you run the function, it runs at native .NET speeds. Editing the function will cause it to re-compile. Now why go through all this trouble? Why would anyone want to execute their functions thousands of times per second? Because it enables these two awesome features: Kerbulator now has a numeric solver. Many things in orbital mechanics can not be calculated directly, but have to be approximated numerically. Determining the true anomaly for a example. Or solving the lambert problem so you can hit anything (like astroids) in space. You can 'stick' functions to the GUI. Every frame the function is executed and the GUI window is updated with the result. This had been on the requested feature list for some time and I'm happy I can now offer an implementation with satisfactory speed. Some other improvements include support for matrix multiplication (comes in handy when performing coordinate transformations) and the fact that geometric functions now operate in degrees (*_rad versions have been added for the radian versions) which makes more sense, as the globals are all in degrees. Go grab your copy now and do even more cool math! -
I also don't have Matlab. It's expensive. How about a link to Python? That said. It's a cool idea.
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[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
Released a small update fixing an obscure bug related to whitespace. -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
Fixed Bob -> Bop. Good job noticing! Our sun's name is Sol. Their sun's name is Kerbol. I like the name Kerbol.