Jump to content

airbus a320

Members
  • Posts

    17
  • Joined

  • Last visited

Everything posted by airbus a320

  1. got it... i was thinking in the end user point of view... a couple of days ago we were talking with, if i recall right, steven about the realism of the size limit. Kerbal is set in a fictional apollo era. The programs were at architecture level, the limits were on overall number of istructions/vars and vars lenght so a var named "x" and a var named "ILoveWhenGoofySpanksMyArse" are totally the same in size. Changing the subject: if i have two processor (sry, i don't remember the actual part name) on my vessel running two different programs, there is a way to pass a variable between them? vars defined in one is not accessible in the second, is it possible to use a file like a socket? in the wiki on git there is no mention on reading files...
  2. IMHO, the best is to choose an easy language like lua or python ... the final user may not be nerd enought to figure out what is a source code or a compiled byte-code or a machine code ("wtf, i can't run my script! this game is crap!!" - "you have to compile it in order to launch it!" - "have i to what? i wanna play! gimme my game!!") ... an interpreted script is much easier, i had tons of fun in Minecraft with Computercraft mod programming turtles! ... but with an interpreted language we will encounter again the "realism issue", it's a trade-off: - interpreted language: or an unrealistic space limit (crappy code without a single line of comment) or a limit on the max vars and lines of actual code - compiled code: a realistic space limit on compiled code unless with the upcoming new GUI it would be possible to implement a something-like-an-SDK directly into kerbal interface... if it's possible to write, debug and compile in the vab it will be awesome!
  3. Autorun is not implemented yet, devs said it's a planned feature. If you have to download and run many script you can write another script that copies all "dependencies" and runs them.
  4. Hi guys, yesterday I've installed RT2 and I'm having some issues: every one or two launches everything disappears! Is it a known bug or maybe an incompatibility with other mods?
  5. yea, i know it's not low level programming, but we need some kind of limit ... maybe a limit on vars number or maximum program lines but this should be a low priority thing on developing!
  6. It's not unrealistic, the lunar descent script on the Apollo was written in a cryptic language similar to assembly https://code.google.com/p/virtualagc/source/browse/trunk/FP8/FP8.s?r=258 http://www.ibiblio.org/apollo/Pultorak_files/FP8Listing.pdf
  7. Since most of people prefer to use external text editor they removed the in game editor. Archive is a drive without space limitation (the KSC data server), while 1 is the disk on your vessel... You have to download your programs into 1 (copy [script_name] from 0.) . if you prefer you can edit kos config file, there is something like "start from archive" but remember that you can access to the archive only if you are in communication range!
  8. Thank you, right now i'm rewriting the same equation turning the sqrt into an exponential (something like (altitude-10000)^(1/4)) so the coefficients' roles are more intuitive... i'll try to lock the apo-alt difference to the lean angle with a negative feedback (PID algorythm) Do you know if someone has already wrote an alternative script for the LOCK STEERING function? When i tried by myself i broke everything! The direction i want to follow is in the navball's vector basis, the error as well, but the pitch/yaw/roll adjustements are in the vessel vector basis, so i think there should be a rotation/translation. It doesn't look that hard but what will happen if i try to steer around the 0°/360° direction? i'll get a wrong error reading, i'm not sure if i can just do something like IF error>half_range THEN error=(error-half_range) ... i'm using this tool for writing (http://forum.kerbalspaceprogram.com/threads/62834-Saturn-yet-another-kOS-IDE)
  9. Does anyone have a good formula for calculating the ascent lean angle? I'm writing an ascent script. Initially i tried to bind lean angle to altitude linearly, but it was too "slow", so i tried sqrt(altitude) that is "faster" around 0, then sqrt(sqrt(altitude)) ... but i think it's still far to optimal. Here is my code. There is a nice PID controller for the throttle that lock ascent speed to the terminal velocity, a staging loop that works with asparagus (i found here on the forum i guess) Without comments and indentations it's about 1600kb [COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]thr [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#FF82FF]1[/COLOR][COLOR=#0080FF].[/COLOR] [COLOR=#0080FF] [/COLOR][COLOR=#249B24][B]lock [/B][/COLOR][COLOR=#C0C0C0]tv [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#AFAF76][B]ship[/B][/COLOR][COLOR=#0080FF]:[/COLOR][COLOR=#C0C0C0]termvelocity[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#9BC89B][I]// disc space economy! [/I][/COLOR][COLOR=#249B24][B]lock [/B][/COLOR][COLOR=#C0C0C0]vs [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#AFAF76][B]verticalspeed[/B][/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#9BC89B][I]// [/I][/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]trg [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#FF82FF]100000[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#9BC89B][I]// Target altitude [/I][/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]dt [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#FF82FF]0.1[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#9BC89B][I]// [dt] is "delta time" for integration/differntiation in PID controller. [/I][/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]prerr [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#FF82FF]0[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#9BC89B][I]// [prerr] and [int] are starting values for PID loop [/I][/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]int [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#FF82FF]0[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#9BC89B][I]// [/I][/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]Kp [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#FF82FF]0.0018[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#9BC89B][I]// [Kp] is the proportional response. It's 1/6th of the critical gain (Ziegler–Nichols method) [/I][/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]period [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#FF82FF]10[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#9BC89B][I]// [Period] is the oscillation frequency at critical gain. [/I][/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]Ki [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#FF82FF]2[/COLOR][COLOR=#0080FF]*[/COLOR][COLOR=#C0C0C0]Kp[/COLOR][COLOR=#0080FF]/[/COLOR][COLOR=#C0C0C0]period[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#9BC89B][I]// [Ki] and [Kd] are the integral and differential response. [/I][/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]Kd [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#C0C0C0]Kp[/COLOR][COLOR=#0080FF]*[/COLOR][COLOR=#FF82FF]10[/COLOR][COLOR=#0080FF]/[/COLOR][COLOR=#C0C0C0]period[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]clearscreen[/B][/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]lock [/B][/COLOR][COLOR=#AFAF76][B]throttle [/B][/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#C0C0C0]thr[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]lock [/B][/COLOR][COLOR=#AFAF76][B]steering [/B][/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#AFAF76][B]up [/B][/COLOR][COLOR=#0080FF]+ [/COLOR][COLOR=#B48045][B]R[/B][/COLOR][COLOR=#0080FF]([/COLOR][COLOR=#FF82FF]0[/COLOR][COLOR=#0080FF],[/COLOR][COLOR=#FF82FF]0[/COLOR][COLOR=#0080FF],[/COLOR][COLOR=#FF82FF]180[/COLOR][COLOR=#0080FF]). [/COLOR][COLOR=#249B24][B]stage[/B][/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#9BC89B][I]// Let's go! [/I][/COLOR][COLOR=#249B24][B]print [/B][/COLOR][COLOR=#FF8040]"All aboard!"[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]Print [/B][/COLOR][COLOR=#FF8040]" "[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]print [/B][/COLOR][COLOR=#FF8040]"There are some issues with the LOCK STEERING"[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]print [/B][/COLOR][COLOR=#FF8040]"function. If your vessel starts oscillating"[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]print [/B][/COLOR][COLOR=#FF8040]"without control try to recover it with SAS"[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]Print [/B][/COLOR][COLOR=#FF8040]" "[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#9BC89B][I]//lock gLoc to body:mu/((altitude+body:radius)^2). //lock twr to maxthrust/(gLoc*mass). //lock curtwr to twr*thr. [/I][/COLOR][COLOR=#249B24][B]wait until [/B][/COLOR][COLOR=#C0C0C0]tv[/COLOR][COLOR=#0080FF]-[/COLOR][COLOR=#C0C0C0]vs [/COLOR][COLOR=#0080FF]< ([/COLOR][COLOR=#FF82FF]-1[/COLOR][COLOR=#0080FF]). [/COLOR][COLOR=#9BC89B][I]// Wait until speed is close to terminal velocity for the first time before starting PID controlling. [/I][/COLOR][COLOR=#249B24][B]until [/B][/COLOR][COLOR=#AFAF76][B]altitude [/B][/COLOR][COLOR=#0080FF]> [/COLOR][COLOR=#FF82FF]10000 [/COLOR][COLOR=#0080FF]{ [/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]err [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#C0C0C0]tv [/COLOR][COLOR=#0080FF]- [/COLOR][COLOR=#C0C0C0]vs[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#9BC89B][I]// PID controller algorithm based on pseudocode found on wikipedia [/I][/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]int [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#C0C0C0]int [/COLOR][COLOR=#0080FF]+ [/COLOR][COLOR=#C0C0C0]err[/COLOR][COLOR=#0080FF]*[/COLOR][COLOR=#C0C0C0]dt[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#9BC89B][I]// [/I][/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]der [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#0080FF]([/COLOR][COLOR=#C0C0C0]err [/COLOR][COLOR=#0080FF]- [/COLOR][COLOR=#C0C0C0]prerr[/COLOR][COLOR=#0080FF])/[/COLOR][COLOR=#C0C0C0]dt[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#9BC89B][I]// [/I][/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]out [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#C0C0C0]Kp[/COLOR][COLOR=#0080FF]*[/COLOR][COLOR=#C0C0C0]err [/COLOR][COLOR=#0080FF]+ [/COLOR][COLOR=#C0C0C0]Ki[/COLOR][COLOR=#0080FF]*[/COLOR][COLOR=#C0C0C0]int [/COLOR][COLOR=#0080FF]+ [/COLOR][COLOR=#C0C0C0]Kd[/COLOR][COLOR=#0080FF]*[/COLOR][COLOR=#C0C0C0]der[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#9BC89B][I]// [/I][/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]prerr [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#C0C0C0]err[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#9BC89B][I]// [/I][/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]thr [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#C0C0C0]thr [/COLOR][COLOR=#0080FF]+ [/COLOR][COLOR=#C0C0C0]out[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#9BC89B][I]// [/I][/COLOR][COLOR=#249B24][B]if [/B][/COLOR][COLOR=#C0C0C0]thr [/COLOR][COLOR=#0080FF]> [/COLOR][COLOR=#FF82FF]1 [/COLOR][COLOR=#0080FF]{[/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]thr [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#FF82FF]1[/COLOR][COLOR=#0080FF].}. [/COLOR][COLOR=#9BC89B][I]// [/I][/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]numOut [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#FF82FF]0[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#9BC89B][I]// When an engine flameouts probably it's out of fuel, it's staging time!!! [/I][/COLOR][COLOR=#249B24][B]list engines in [/B][/COLOR][COLOR=#C0C0C0]englist[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#9BC89B][I]// Works with asparagus staging. [/I][/COLOR][COLOR=#249B24][B]for [/B][/COLOR][COLOR=#C0C0C0]eng [/COLOR][COLOR=#249B24][B]in [/B][/COLOR][COLOR=#C0C0C0]englist [/COLOR][COLOR=#0080FF]{[/COLOR][COLOR=#249B24][B]if [/B][/COLOR][COLOR=#C0C0C0]eng[/COLOR][COLOR=#0080FF]:[/COLOR][COLOR=#C0C0C0]flameout [/COLOR][COLOR=#0080FF]{[/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]numOut [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#C0C0C0]numOut [/COLOR][COLOR=#0080FF]+ [/COLOR][COLOR=#FF82FF]1[/COLOR][COLOR=#0080FF].}.}. [/COLOR][COLOR=#9BC89B][I]// [/I][/COLOR][COLOR=#249B24][B]if [/B][/COLOR][COLOR=#C0C0C0]numOut [/COLOR][COLOR=#0080FF]> [/COLOR][COLOR=#FF82FF]0 [/COLOR][COLOR=#0080FF]{[/COLOR][COLOR=#249B24][B]stage[/B][/COLOR][COLOR=#0080FF].}. [/COLOR][COLOR=#9BC89B][I]// // print "vs-tv = " + (vs-tv) at (0,3). // Debug strings // print "out = " + out at (0,4). // [/I][/COLOR][COLOR=#249B24][B]wait [/B][/COLOR][COLOR=#C0C0C0]dt[/COLOR][COLOR=#0080FF]. }. [/COLOR][COLOR=#249B24][B]lock [/B][/COLOR][COLOR=#C0C0C0]lean [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#FF82FF]-1 [/COLOR][COLOR=#0080FF]* ([/COLOR][COLOR=#B48045][B]sqrt[/B][/COLOR][COLOR=#0080FF]([/COLOR][COLOR=#B48045][B]sqrt[/B][/COLOR][COLOR=#0080FF]([/COLOR][COLOR=#AFAF76][B]altitude[/B][/COLOR][COLOR=#FF82FF]-10000[/COLOR][COLOR=#0080FF]))*[/COLOR][COLOR=#FF82FF]6[/COLOR][COLOR=#0080FF]). [/COLOR][COLOR=#9BC89B][I]// Ascent path. I couldn't find a better formula... [/I][/COLOR][COLOR=#249B24][B]when [/B][/COLOR][COLOR=#C0C0C0]lean [/COLOR][COLOR=#0080FF]< [/COLOR][COLOR=#FF82FF]-90 [/COLOR][COLOR=#249B24][B]then [/B][/COLOR][COLOR=#0080FF]{ [/COLOR][COLOR=#249B24][B]unlock [/B][/COLOR][COLOR=#C0C0C0]lean[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]lean [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#FF82FF]-90[/COLOR][COLOR=#0080FF].}. [/COLOR][COLOR=#249B24][B]lock [/B][/COLOR][COLOR=#AFAF76][B]steering [/B][/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#AFAF76][B]up [/B][/COLOR][COLOR=#0080FF]+ [/COLOR][COLOR=#B48045][B]R[/B][/COLOR][COLOR=#0080FF]([/COLOR][COLOR=#FF82FF]0[/COLOR][COLOR=#0080FF],[/COLOR][COLOR=#FF82FF]0[/COLOR][COLOR=#0080FF],[/COLOR][COLOR=#FF82FF]-90[/COLOR][COLOR=#0080FF]) + [/COLOR][COLOR=#B48045][B]R[/B][/COLOR][COLOR=#0080FF]([/COLOR][COLOR=#FF82FF]0[/COLOR][COLOR=#0080FF],[/COLOR][COLOR=#C0C0C0]lean[/COLOR][COLOR=#0080FF],[/COLOR][COLOR=#FF82FF]0[/COLOR][COLOR=#0080FF]). [/COLOR][COLOR=#249B24][B]print [/B][/COLOR][COLOR=#FF8040]"Woah dude! Is it leaning?!"[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]Print [/B][/COLOR][COLOR=#FF8040]" "[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]wait [/B][/COLOR][COLOR=#FF82FF]5[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]thr [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#FF82FF]1[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#9BC89B][I]// Full throttle toward infinity! [/I][/COLOR][COLOR=#249B24][B]until [/B][/COLOR][COLOR=#AFAF76][B]apoapsis [/B][/COLOR][COLOR=#0080FF]> ([/COLOR][COLOR=#C0C0C0]trg [/COLOR][COLOR=#0080FF]+ [/COLOR][COLOR=#FF82FF]500[/COLOR][COLOR=#0080FF]) [/COLOR][COLOR=#9BC89B][I]// Staging ... [/I][/COLOR][COLOR=#0080FF]{ [/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]numOut [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#FF82FF]0[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]list engines in [/B][/COLOR][COLOR=#C0C0C0]englist[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]for [/B][/COLOR][COLOR=#C0C0C0]eng [/COLOR][COLOR=#249B24][B]in [/B][/COLOR][COLOR=#C0C0C0]englist [/COLOR][COLOR=#0080FF]{[/COLOR][COLOR=#249B24][B]if [/B][/COLOR][COLOR=#C0C0C0]eng[/COLOR][COLOR=#0080FF]:[/COLOR][COLOR=#C0C0C0]flameout [/COLOR][COLOR=#0080FF]{[/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]numOut [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#C0C0C0]numOut [/COLOR][COLOR=#0080FF]+ [/COLOR][COLOR=#FF82FF]1[/COLOR][COLOR=#0080FF].}.}. [/COLOR][COLOR=#249B24][B]if [/B][/COLOR][COLOR=#C0C0C0]numOut [/COLOR][COLOR=#0080FF]> [/COLOR][COLOR=#FF82FF]0 [/COLOR][COLOR=#0080FF]{[/COLOR][COLOR=#249B24][B]stage[/B][/COLOR][COLOR=#0080FF].}. [/COLOR][COLOR=#249B24][B]wait [/B][/COLOR][COLOR=#FF82FF]0.1[/COLOR][COLOR=#0080FF]. }. [/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]thr [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#FF82FF]0[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]print [/B][/COLOR][COLOR=#FF8040]"Wait for circularizing burn..."[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]Print [/B][/COLOR][COLOR=#FF8040]" "[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]wait [/B][/COLOR][COLOR=#FF82FF]1[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#AFAF76][B]warp [/B][/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#FF82FF]3[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#9BC89B][I]// Warping to apoapsis [/I][/COLOR][COLOR=#249B24][B]wait until [/B][/COLOR][COLOR=#AFAF76][B]altitude[/B][/COLOR][COLOR=#0080FF]>[/COLOR][COLOR=#FF82FF]70000[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#AFAF76][B]warp [/B][/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#FF82FF]0[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]wait [/B][/COLOR][COLOR=#FF82FF]2[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#AFAF76][B]warp [/B][/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#FF82FF]3[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]wait until [/B][/COLOR][COLOR=#AFAF76][B]eta[/B][/COLOR][COLOR=#0080FF]:[/COLOR][COLOR=#C0C0C0]apoapsis [/COLOR][COLOR=#0080FF]< [/COLOR][COLOR=#FF82FF]60[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#AFAF76][B]warp [/B][/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#FF82FF]0[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]wait until [/B][/COLOR][COLOR=#AFAF76][B]eta[/B][/COLOR][COLOR=#0080FF]:[/COLOR][COLOR=#C0C0C0]apoapsis [/COLOR][COLOR=#0080FF]< [/COLOR][COLOR=#FF82FF]25[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]lock [/B][/COLOR][COLOR=#AFAF76][B]steering [/B][/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#AFAF76][B]prograde[/B][/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]wait until [/B][/COLOR][COLOR=#AFAF76][B]eta[/B][/COLOR][COLOR=#0080FF]:[/COLOR][COLOR=#C0C0C0]apoapsis [/COLOR][COLOR=#0080FF]< [/COLOR][COLOR=#FF82FF]7[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]set [/B][/COLOR][COLOR=#C0C0C0]thr [/COLOR][COLOR=#249B24][B]to [/B][/COLOR][COLOR=#FF82FF]1[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]print [/B][/COLOR][COLOR=#FF8040]"Burn like hell!"[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]Print [/B][/COLOR][COLOR=#FF8040]" "[/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]wait until [/B][/COLOR][COLOR=#AFAF76][B]periapsis [/B][/COLOR][COLOR=#0080FF]> ([/COLOR][COLOR=#C0C0C0]trg [/COLOR][COLOR=#0080FF]- [/COLOR][COLOR=#FF82FF]500[/COLOR][COLOR=#0080FF]). [/COLOR][COLOR=#249B24][B]unlock all[/B][/COLOR][COLOR=#0080FF]. [/COLOR][COLOR=#249B24][B]wait [/B][/COLOR][COLOR=#FF82FF]4[/COLOR][COLOR=#0080FF]. [/COLOR] I tried to fix the LOCK STEERING weirdness with the PID controller but it's too hard for me!
  10. With Engineer Redux you can read the current Thrust to Weight Ratio, if it's 1 (reasonably close to 1) the gravity force and the thrust are balanced assuming that you are thrusting in the vertical direction... well, reasonably balanced! If the engine on your lander/mothership/cruisemissile is too powerful it could be hard to find the exact throttle position and even a small error could lead to a big TWR variation. Touchdown without "Unespected Spontaneus Disassembly"â„¢ shouldn't be too difficult (< ~10m/s down at the touchdown)
  11. A pair of weeks ago i started a station... the core module was manned, then i sent two unmanned fuel-o-plenty modules... the manned module was settled by Jeb, when i noticed it: "oh noes, Jeb is locked up there, in the sky, i have to bring him back down!!", so i sent a rocket to the station, but i forgot to leave Bill on kerbin... i swapped Bill and Jeb. Bill is returned yesterday, 16 in-game-years after!!
  12. The first time i sent an unmanned rover to mun i messed up the descent breaking a wheel. I edited the savegame to mend the wheel. ... therefore i felt guilty and sent another rover!
  13. Once you dock something to the station it becomes a single spaceship. If there is at least one powered unmanned command module (remote guidance unit, probocowtfcodyne, stayputnik...) attached to your station you can control it.
  14. If I recall right, it works like "ground fission power plants". The core generates heat during the fixing reaction, the heat expands the liquid hydrogen and then liquid hydrogen escapes through the exhaust, generating thrust... So there should be only a tank with some kind of fluid.
  15. Maybe there could be different starting solar system. When I start a new game I'll be asked the "gameplay difficulty" ... Something like: easy-all orbits are nearly equatorial and circular; medium-some orbits are quite inclined and/or eccentric;...
  16. (sorry for my crappy english) Fantastic, very useful! I didn't realise how many points are on Mun and Minmus!! I was trying to find a way toward Duna and back... It will be good if you add a column showing the situations, eg.: [TABLE=class: grid, width: 500] [TR] [TD]KERBIN [/TD] [TD]Global [/TD] [TD]Badlands [/TD] [/TR] [TR] [TD]Space High [/TD] [TD]xxx [/TD] [TD]xxx[/TD] [/TR] [TR] [TD]​Space Low[/TD] [TD]xxx[/TD] [TD]xxx[/TD] [/TR] [TR] [TD]Flying High[/TD] [TD]xxx[/TD] [TD]xxx[/TD] [/TR] [TR] [TD]Flying Low[/TD] [TD]xxx[/TD] [TD]xxx[/TD] [/TR] [/TABLE] [...] And maybe it's useful if it would be possible to show only or highlight certain experiments ... If i haven't a barometer yet, all pressure dependent points will be greyed
×
×
  • Create New...