MrOnak
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Everything posted by MrOnak
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In 3.03 when I have the Thrust Plate Multi-Adapter in a stage above where I put my Fairing Base, the fairings only go up to the Thrust Plate, not all the way up to cover the top of the vessel. Is this a known bug or maybe even fixed in the later versions? Any workarounds available? Thanks in advance. Picture for clarification: update: Hmm... rebuilding that top part with the Thrust Plate and the Service Compartment fixed that.... maybe it was just a glitch.
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Oooooooh yeah thats a lot better, thanks so much for this! Could the map resize tweak also applied to the maps on the small monitors? I see you fixed the velocity display bug in the large orbital view, very nice. There are two (new?) straight lines now on that view that I can't really interpret: Any hints as to what they are? Thanks also for the lighting fix for the flight directors desk. You mentioned "Fixed Map monitor pages so they are useable (needs some fixing)" - I can't seem to find a difference. What exactly did you change?
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
MrOnak replied to erendrake's topic in KSP1 Mod Releases
Hmmm, the small kOS part fits neatly above/below the 0.6m probe cores in my opinion. Its true, the service compartment only are 1.25m and 2.5m (although somewhere in the thread someone provided other sizes) but I find little need for compartments on tiny probes to be honest. But thats me -
On the discussion of where kOS is or should be heading: As it is there are a lot of low level features missing in kOS (see my github feature requests for what I mean). Simple tools to get stuff done. Before that area hasn't been tidied up (and I applaud the progress the team is making) I think the discussion whether or not high level functionality or info x, y or z should be provided is premature. I'm not saying it shouldn't be done, I'm saying for me personally its not as important as getting the low level issues ironed out. That said, I love the way that kOS enables (or forces) me to actually understand the math behind orbital mechanics and solving the engineering problems with automatic ascend, descend, executing Hohmann transfers precisely etc. For me personally, that joy I'm having with kOS would probably be a lot diminished if I could write a two-liner to execute a maneuver node perfectly (just an example). Writing scripts for maneuver node execution, Hohmann transfers etc is relatively trivial once I figured out the math required to do so. kOS isn't lacking much in that regard for me. But that's me. I'm missing a way for other mods to hook into kOS, information where the ascending-/descending nodes of an orbit are, parameter passing between scripts and cores and stuff like that much more, and bugs with vectors and directions hurt me much more than high-ish level functions. Once those things are rectified, yeah! Why not, add high level stuff to make things easier for people who want it. Nothing wrong with that. But I don't think the time has come yet. A quick example why I think solving engineering problems are fun here, a script that executes a maneuver node that's given thru parameters: // calculates the burn time for a given maneuver node // save as executenode.txt // // call as run executenode(ETA, m/s prograde, m/s radial out, m/s normal). // i.e. run executenode(30, 200, 0, 0). declare parameter Neta, Nprograde, Nradialout, Nnormal. sas off. rcs off. // calibrate throttle lock throttle to 1. wait 0.1. lock throttle to 0. // calculate TWR lock F to (body:mu*(ship:mass*1000)) / (body:radius+body:distance)^2. lock grav to F / (ship:mass * 1000). lock TWRmax to ship:maxthrust / (ship:mass * grav). // calculate maximum acceleration of the craft in m/s lock maxAcc to ship:maxthrust/ship:mass. set burnAcc to maxAcc. // save this, since maxAcc will increase as TWR gets better during the burn // set up the maneuver set N to node(time:seconds+Neta, Nprograde, Nradialout, Nnormal). add N. // calculate burn start and end set burnTime to N:deltav:mag / burnAcc. // this assumes a constant acceleration as in burnAcc lock burnStart to time:seconds+(N:eta-(burnTime/2)). lock burnEnd to burnStart+burnTime. lock steering to N:burnvector. wait until time:seconds > burnStart. until time:seconds > burnend { // manipulate the throttle to maintain constant acceleration lock throttle to burnAcc/maxAcc. } lock throttle to 0. unlock throttle. unlock steering. remove N. While the script really isn't rocket science I'm very happy how it turned out, I learned quite a bit while writing it and it is really quite precise. That's the joy of kOS for me.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
MrOnak replied to erendrake's topic in KSP1 Mod Releases
@Crown: On the off-chance that you're using the Module Manager configs which cause the issues here to get rid of the parts like MechJeb, kOS and the like, this here might be an alternative: Aside from just "hiding" parts inside the compartment tube, I found that this setup offers lots of options for "storage" if you're using KAS. Nice for a bit of role-playing as well, if you're into that sort of thing. The only slight downside is that you need to remember to assign action groups to parts inside the tube since you can't open the hatch unless through an EVA. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
MrOnak replied to Nereid's topic in KSP1 Mod Releases
You sir, are a rocksta... wait what?! ...nevermind. Have some rep! -
The SCANsat map thing is not a big deal if its hard to fix actually. Its only a bit irritating to use it as vessel position overview when the vessel isn't on the map half the time - but again, thats a luxury problem, really. If you're working on the lighting anyway, I have one glitch for you: If you have lights on the craft (in my case its the red glow from MechJeb but its probably all lights) and you timewarp the flight directors desk gets lit up during warp. Its fine for 1x warp though so its not a big issue at all but it seems like the control rooms back wall lets light in during warp
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Yay! *click* [edit] OK VesselViewer works flawlessly now, thats superb, thanks. But the main monitor still only shows about half of Kerbins surface: I did delete the whole ProbeControlRoom folder before unziping the new one. Any hints? Also I noticed that the flight directors desk is now quite a bit darker, is that on purpose? Makes me want to switch on his desk lamp
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
MrOnak replied to Nereid's topic in KSP1 Mod Releases
Yay, goodness! Thanks for the continuous updates Nereid. BTW is there any reason why the changelog in the OP hasn't been updated in a while? That was very convenient for deciding whether to update or not. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
MrOnak replied to erendrake's topic in KSP1 Mod Releases
How about sh-style backticks? log "some text" to filename. // logs to the file called filename log "some text" to `filename`. // logs to the content of the variable "filename" [edit]Yeah, I know, in sh backticks actually do something different. But it might be a non-breaking addition to kOS nonetheless. ...and its useful for other situations where I want to combine the contents of a variable with other commands.[/edit] -
Thats good news, thanks Albert I have to issues / questions to report for the SCANsat incorporation, maybe I can post them both here: 1. I believe the SCANsat map doesn't quite fit into the big screen of the control room? It looks like its a bit more than half of the whole surface area. Maybe it would be possible to move the mission flags on the far sides of the wall up and shrink them a little so they fit neatly next to the mission time / vessel name displays, then move the four smaller monitors to the sides and expand the big monitor? Now that I'm writing that I realize that there might be an issue with the changed aspect ratio and the RPM monitor config.... hmmm... maybe keep the aspect ratio and size of the big screen as it is and have a black top/bottom frame instead. Anyway, food for thought 2. Is there a way to have the big SCANsat map update in intervals just like the small one already does? For the normal SCANsat operation it doesn't really matter but in the ProbeControl Room it really makes a difference for the first few missions when the body isn't fully scanned yet. This is from the view of a full-IVA-while-recording-video point of view, to be honest I'm not sure how big the difference for other people would be .
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
MrOnak replied to erendrake's topic in KSP1 Mod Releases
@Camacha yes it works perfectly by now: log "my concatenated datastring with variables in the middle" to logfile. Very useful for debugging OR load other scripts dynamically with this trick: // loads a script based on the name given declare parameter scriptName. log "copy " + scriptName + " from archive." to tmpcmd. log "run " + scriptName + "." to tmpcmd. log "delete " + scriptName + " from 1." to tmpcmd. run tmpcmd. delete tmpcmd. -
I end my scripts by using "break" to exit the main loop. Of course that assumes that your script runs in a loop, but mine tend to do that. Alternatively I use "until AG10=on {}" or something similar where I know that the action group in question is unused.
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I've just tried the Control Room out for the first time... Wow... amazing. Nice touch with the KSP-shaped cocoa foam coffee thingy by the way One question: Is there a way to disable the switching to the control room when I press C? I'm using the kOS console extensively and it is _very_ annoying to flicker between outside and probe controll room while I type tbh. Thanks
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
MrOnak replied to erendrake's topic in KSP1 Mod Releases
Not sure if I understand your question correctly the_bT but you can absolutely run a program that's stored on B from the console of A. If you do a list volumes. you get a list of all "harddrives". Now, important to keep in mind is that the harddirve of the console you have open at the moment is always volume 1. So console A lists itself as volume 1 and console B lists itself as volume 1 as well. That can be confusing at first, so keep that in mind (or use rename volume). In your example, say you have a program called "runme" on the disk of console B. Open console A and type this: switch to 2. // this is the disk from console B run runme. switch to 1. // return back to own disk. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
MrOnak replied to erendrake's topic in KSP1 Mod Releases
Got it to work by now, all I needed was the node:burnvector to get rid of the inprecissions in my code but thanks a bunch anyway baloan! -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
MrOnak replied to erendrake's topic in KSP1 Mod Releases
Ok thanks. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
MrOnak replied to erendrake's topic in KSP1 Mod Releases
Quick question about NODE: can it be used to automatically execute maneuver nodes or "just" to set them up? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
MrOnak replied to erendrake's topic in KSP1 Mod Releases
I just tried that approach... wow... that's much better. Definitely more reliable (although as I said I kinda got my approach to work) and also much shorter. I'm saving over 200 bytes with the flameout-based staging in my ascend script compared to my fuelflow-based staging. Thanks a ton