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Luovahulluus

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    Bottle Rocketeer
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  1. Create a file called boot.ks, type CORE:DOEVENT("Open Terminal"). in it and save it to [kerbal directory]\ships\script\boot\ In the editor, right click on the kOS computer part and in the appearing menu you can choose the boot.ks as a boot file. More info: https://ksp-kos.github.io/KOS/general/volumes.html#special-handling-of-files-in-the-boot-directory
  2. It works for me. You need to save the boot file to the boot directory, and then set the file as the boot file in the editor.
  3. That was cool! The next step is to lift off at the same time from the same runway, side by side, and land them to the other runway
  4. How often does Trajectories update the predicted impact position? (I'm doing a kOS script and when my rover has a lot of horizontal speed, the impact position seems to move along with the rover and then jump back.)
  5. This is for a rover script. I can't imagine the burn being more than a hundred meters at most. At that distance the difference doesn't matter, especially as I have a PIDloop doing a lot of the work. I figured out what was wrong with the formula I used. I was missing a minus sign. This gives the correct value: lock sBurnDistance TO abs(verticalspeed)*sBurnTime + 0.5*-maxVertAcc*(sBurnTime^2).
  6. A suicide burn: I'm trying to find the altitude where is should throttle up, but this code stops my rocket way too early (It should stop a little early as it doesn't take into account the lost mass, but I don't think the effect is this big). I can't figure out where my error is. clearscreen. set ship:control:mainthrottle to 0. SAS on. rcs off. LOCK LocalGee TO constant:G * BODY:Mass / (BODY:RADIUS+ship:altitude)^2. LOCK maxVertAcc TO SHIP:AVAILABLETHRUST / SHIP:MASS - LocalGee. //max acceleration in up direction the engines can create LOCK sBurnTime TO verticalspeed / maxVertAcc. lock sBurnDistance TO verticalspeed*sBurnTime + 0.5*maxVertAcc*(sBurnTime^2). until false { print "SHIP:AVAILABLETHRUST: " + round(SHIP:AVAILABLETHRUST, 5) + " " at(1,1). print "sBurnDistance: " + round(sBurnDistance, 5) + " " at(1,2). print "alt:radar: " + round(alt:radar, 5) + " " at(1,3). wait 0. If sBurnDistance > alt:radar and rcs = true { set ship:control:mainthrottle to 1. } } Edit: this line seems to work lock sBurnDistance to ship:verticalspeed^2 / (2 * maxVertAcc).
  7. I know how to pass parameters to a program. I haven't found a way to RETURN from program.
  8. A programming problem: I have a rover autopilot that has several driving modes: manual, go-to-coordinates, go-to-target, circumnavigate. It's all in one file, a loop that allows switching between different modes on the fly. It's designed to be always on the background, keeping the rover upright and safe even on manual mode. I found a pathfinding program on Reddit, that would be a great addition to my autopilot. I'm trying to combine the two scripts. The problem is, the path finding program is actually three programs: coordinate conversion, path finding, and execution. Those are designed to run one after the other, and then end. The path finding code would be great for me without any(?) modification, but how do I use it? Is there a way to pass parameters to it and have it return the solution to my main program? Or do I have to insert the code to my current file as a function?
  9. I have no idea what that means. Care to share the dlls?
  10. Which versions of kOS, KSP and Trajectories mod play nice together?
  11. Thanks! Somehow I didn't find it on Google, or realize this mod adds missions I have like 120 items in the gamedata directory, so it's kind of difficult to figure out what does what. Installing mods on ckan is too easy
  12. Hello everyone! I'm back playing the game! And, of course, I'm playing GPP (there is no going back) . Just wanted to say hi, and ask a non-gpp question I don't know where to ask. This is the question: I have a mission that says tourists should take photos on the surface of Iota. Does anyone know how to do that or know what mod gave me the mission so I can ask on the correct thread? Thanks!
  13. I have a heavily modded (133 folders in Gamedata) game where I can't hire any Kerbals. I have one Kerbal, Galileo Gaelan (courtesy of Galileo's Planet Pack, I assume). I have the Ship Manifest mod installed, but can't create a Kerbal with it. Nothing happens when I hit the create button. My astronaut complex says 10/12 crews, but no-one is to be seen there, not even Galileo. The issue seems to be very similar to this: https://forum.kerbalspaceprogram.com/index.php?/topic/93318-090-cant-hire-any-new-kerbals/ EXCEPT the proposed solution is not applicaple, as I have no kerbals on any ships. Any ideas which mods could have this effect? Edit: The problem persisted even with a new game, even with all the mods removed. Ended up re-downloading the game. That fixed it.
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