sarkun
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Posts posted by sarkun
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The SpacePlaneProgram - Play the game as normal... but do not use VAB, only SPH. All crafts must take off like planes (so no cheating and building rockets in SPH). Prioritise tech that focuses on aerodynamics and plane parts. Try to fill entire tech tree, launch interplanetary missions, etc.
I did not invent this, saw a forum thread a while back - so it can be done (at least could be before contracts). I'm planning to try this for my new 0.24 career save.
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Just wanter to pop in and say I enjoy your KSP stories very much. Double points for tastefully done female Kerbals.
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So great that we have progress on kOS! I'd very much like to get back to coding my missions will try this after I get home from work.
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Great mod, I made something similar to Grasshopper. Rocket launched to something about 3000m and then safely landed on the launchpad. I wish someone made a mod like this but using Lua or Python though.I have more experience with those languages.
You can try Selene: http://forum.kerbalspaceprogram.com/threads/69249-WIP-Selene-Lua-based-autopilot-general-purpose-scripting-layer-for-KSP
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Space is really, really big.
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Did anyone ever add the natural log function: ln(x) ? It's needed to answer the math problem: "Given the scale height and sea level pressure of the body's atmosphere, and a desired air pressure P, calculate A, the the altitude above sea level at which the air pressure will be P." My ascent script uses this to calculate the altitude at which to begin tipping over. At the moment it resorts to calculating it by approximating ln(x) by a series calculation in a loop prior to liftoff, which is a bit clunky but works.
Sensor reporter adds a few math functions, ln(x) among them. Don't know if it works in 0.23 though, I kind of abandoned kOS until it gets stable again.
http://forum.kerbalspaceprogram.com/threads/51211-Sensor-Reporter-for-kOS
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I can't believe anyone would have anything against female Kerbals (regardless how they make them - adding hair or eyelashes or just making their heads more round...).
The way I see it, more diversity is always better.
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Maybe Sensor Reporter could be of use
Oooh, that looks awesome! Will try when I get home.
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Hi guys, does anyone have a good (meaning fast) natural logarithm script lying around?
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That problem is this: The longer KOS has been running a loop, the more KSP gets lagged - the commonly known stutters in sound and simulation problem (that people have been reporting with a lot of other mods too) seems to be really common with KOS if you've been running an UNTIL loop a long time.
I'm working around this by minimising loop usage - in many cases, you can calculate how much time will pass until a certain condition is met - thus instead of using UNTIL or WAIT UNTIL I just wait a set amount of seconds while warping. Not perfect, but so far it works.
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And here is the craft file and all of the scripts. They're of poor qualisty, they're literally the first scripts I wrote in kOS ever, but maybe the'll prove useful to someone.
https://www.dropbox.com/s/zsivo6xtlg9e9vx/kos%20challenge.zip
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Ok, here is my entry:
A probe, that:
1) Enters stable Kerbin orbit.
2) Enters Mun SOI.
3) Enters stable Mun orbit.
4) Lands of the Mun.
5) Enters stable Mun orbit again!
6) Goes back to Kerbin.
7) Lands on Kerbin (via parachutes).
Gallery:
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Craft and scripts:
https://www.dropbox.com/s/zsivo6xtlg9e9vx/kos%20challenge.zip
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Thrfoot,
how adamant are you on the "no mods allowed" rule? I've got a rocket able to land on the Mün and go back to Kerbin, and the only mod it uses is Procedural Fairings - after those got introduced I just can't fly anything without them
Seeing that posting the craft file is listed as optional - is it ok? If not I'll take em out.
Will post the required screenshots and code after I get home from work tonight.
And another thing - how reliable must the mission be to count? My lander code does not take slope information into account - so sometimes it will land on the Mün, topple and break apart But other times it is fine.
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Hey guys!
I\'m not dead yet - just super busy - even more than usual - I started a new full time job this week.
Shame about the 0.15 breaking the plugin, but hey, the plugins were experimental as hell
I\'ll be traveling this weekend, maybe I\'ll be able to take a look at it on the train.
Sorry but I currently have no idea when an update will happen - between my new job and BF3 addiction, there\'s not much time left for Kerbals.
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As excited as I am for new rocket parts, I\'m curious about the possibility of landing gear for Hope...
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I used the .craft, and what I mean is that when I do a turn to bring it into orbit, it tries to flip end over end.
You mean when it\'s still attached to the carrier rocket? Yes, there seems to be a problem in some configurations - decrease throttle to around 85-90% and she\'ll be stable.
It tends to do that to me also when I decouple the launch stage, but when I turn off the ASAS and turn it back on it works.
Common problem in KSP - sometimes the ASAS systems doesn\'t take into account a dramatic change in the crafts mass.
Sarkun when do you do the next update? Able´s second stage woho 8)
The next update will be a cleanup for the last experimental - better plugin for cargo bay, maybe a new satellite? :>
I\'ll be working on second stage and Fuji after that.
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Hey guys, back from my holidays
As for the plate thing, the cargo decoupler works for a specific part or set of parts (aka things that are designed to fit on it, or happy accidents that somehow fit.) IF you want a bit more adaptability, you might be able to place a plate, which would allow versatility. E.G. things could be mounted side by side, and things that aren\'t meant to be put in would not turn awkwardly when placed.
The cargo decouplers collider is a perfectly flat plate. The \'awkward\' rotation is not a result of some weird collider - it\'s the result of KSP engine rotating parts in accordance to the center of the part. So as I said - what you propose is exactly what is already in place. That it doesn\'t work as good as it should is a separate matter.
Is it just me or has the HOPE shuttle gotten extremely unbalanced now that the body is empty after satellite deployment?
The center of mass could have shifted a bit, but not by much. I did not notice any dramatical effects.
i tried out the HOPE cargobay but i ran into 6 problems
1.cannot put stuff other than decoupler,wings etc...on it
2.can only fit single decoupler on it
3.sticky-outy bit on decoupler
4.when using it, the satellite exploded
5.restricted to only 1m parts, why not use 0.5m parts e.g.Probodobodyne parts
6.can only launch 1 satellite at a time...WHY!
1) So what\'s the problem?
2) See above.
3) What?
4) You must have placed it inside other colliders. Place it in the middle of the bay.
5) You can use any parts you want.
6) Again - attach as many satellites as you want.
It\'s unstable at launch with SAS and RCS on :s
Are you sure you constructed it properly? It seems to go straight up with ASAS & RCS turned on. I sometimes forget the cannards.
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Hey Sarkun, I edited the textur of the old Hope Tank and the Hope ASAS.
Now it´s a TourismBody and a TourismEntrance.
I´ve made some Textur and .cfg edit.
I\'d ask him before posting a download link in his thread.
Well yeah, I\'d appreciate some heads up warning next time, but no harm done really. Pretty nice job on the texture ;-) I\'m away on holidays this weekend, but after i return, I\'ll do an update on the pack. Will have some surprise too.
Hey Sarkun, I\'ve been trying all sorts of mods, many have crashed the game & had many bugs I found, I got fed up with a lot of mods, so I went back to vanilla. Then I saw your mod. I loved the look of it, it fits my style perfectly & it fits the Kerbal Space Program well. I love the Mun Lander, the rocket parts, but you had me at shuttle with a working cargo bay door.
I installed your mod 3 days ago & I\'ve been having a BLAST! Your mod is now the only mod I have & the only mod I need!
Awesome job! This is the best mod I\'ve seen yet! Even better than the Nova pack in my opinion!
Keep working on it, because you really have something special here! I\'ll be watching you from now on. AWESOME JOB!
10/10!!!
YOU RULE!!
I can\'t wait with what you come up with next!
(A space station with docking capability maybe? lol, keep up the good work!)
I\'m truly glad you like it Tanks for support!
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Only if their crash tolerance is fairly high, I\'d think. You\'d need to balance the door joints to resist impacts from normal landings but be torn off at high speed in the deployed state. So I guess it\'s a matter of balancing drag and impact tolerance.
Has anyone thought about doing a bulkhead with attachment points for the wobbly rockets revamp farings? You can already build a decent detachable, two-sided nose faring of arbitrary length. If the bulkhead part just rotated its attachment nodes then you;d have an instant door.
Working cargo bay:
Jump to 0:28 if you have ADD ;-)
You can download it with the rest of my pack.
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I like the cargo bay really good. You know that when you have MEEK attached and the doors are open that the doors are in the tanks.
May you can make a landing Gear for the shuttle.
Yeah I know about the doors - but there doesn\'t seem to be any easy solution. Just don\'t open them until you jettison the MEEK
As for the landing gear - it is planned.
since C7 has been adopted into the devteam, a landing gear part should appear with the next update (0.15). No point in pouring much effort into a part that will be obsolete within a month. I might do some simple extending skids, but final gear will probably happen only after 0.15.
Anyway, +1 to more rocket parts, -1 to more spaceplane parts. Just personal preference, never really got into the whole C7 flying thing. Between C7, Hope, Down Under, CSSP, we have half a dozen orbiters / space-planes alone. I guess we have more rockets, but meh.
Shuttles are cool. Rockets are cool too, the next thing I\'ll be doing is the Fuji Spacecraft - more traditional rocket department ;-)
Yeah, it is very well done. I wonder what would happen if you actually had a plane/plate to place things on in the cargo bay, would it make it easier to place parts? Basically make a custom plate that is the size of the bottom of the cargo bay and have it snap in. (would be a separate part) You might be able to more easily place parts in it. If you need to justify it realistically just call it a welding plate for decouplers to attach to without harming the shuttle structure itself. Just a thought as I am not exactly educated in this engine.
I\'m not exactly sure I understood you right, but isn\'t what you propose exactly what the current cargo decoupler does?
Anyway - I\'m open to all suggestions how to hack this part to make it better.
Another thing: I don\'t know what changed, but the new terrain seems... a lot harder on Hope when landing. On 0.13 I could land Hope in one piece no problem, right now I fragment almost all of the time. Did you guys notice it too, or is it that my landing skills just deteriorated?
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Sakurn, i\'m trying to attach the satellite to the radial decoupler inside the cargo bay but i can\'t do that. How did you do that?
Are you using the designated cargo decoupler?
If not, than you may have trouble getting anything to attach properly - KSP seems to hate the idea of attaching a part in the middle of another part. Hence the rather complicated setup with the cargo decoupler - but as a bonus, the cargo decoupler removes drag of the parts that are attached to it, until it is activated.
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This question is probably more in regards to your plans down the line with this pack seeing as you seem pretty busy working on this update to the Hope along with your plugins, but will you ever end up making an improvements to the Abel launcher in the way of engines or a second stage?
What I\'ve also been curious about for a while is if you\'ve had any plans to add the Fuji spacecraft to your pack, or something like it. If you hadn\'t heard about it, it\'s a proposed Japanese space capsule that looks a lot like their take on Orion, in some ways.
omg. OMG. I\'m totally in love with it.
No I didn\'t hear about it - not much on it outside of few japanese websites I\'ve found. Thank you so much for bringing this to my attention.
Yes, I\'m doing that.
Along with a larger second stage for Able.
Just need to finish a few things first.
Meanwhile:
Hope Promo Video:
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Shuttle deploying a satellite.
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Sigh. Sorry for that, forgot to add the damn panels to the release. Fixed now.
Note to self: Do not release in the middle of the night!
How long you play KSP i mean the version
in KSP1 Discussion
Posted
I've been playing since 1 or 2 updates before they added the Mun... 0.11 or 0.12 I think.