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postalbyke

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    Bottle Rocketeer
  1. I love this mod! I enjoyed a different docking alignment indicator, but it needed another window open on my (already crowded) screen. This has been such a blessing!
  2. So I have a question about this part: (my C isn't very good at all) Why is it returning an <enum 'LandingLegState'> LandingLegState.deployed instead of a string "deployed" or even just deployed? Can I fix this by just replacing it with ? Thank you very much for your hard work at making KSP more fun! edit: Just looked up enum, and it makes more sense now. Sort of. edit: edit: Just found enum.name fixes everything:
  3. Aha. I was calling it with parentheses, and it didn't like that. I called it like this: vessel.auto_pilot.target_roll = 0 and it automagically worked. Guess I'll be paying closer attention to the text in the GitWiki.
  4. Hiya! Just dropped by to say "Great Mod," and then ask a silly question: When I have autopilot on, my rocket rolls around like a dog. I tried setting "vessel.auto_pilot.target_roll() = 0" but it either hangs on that line, or does not affect the rolling problem at all. My setup is as follows: vessel.auto_pilot.engage() vessel.auto_pilot.set_pid_parameters(40,0,0) vessel.auto_pilot.target_pitch_and_heading(turn_angle, heading) vessel.auto_pilot.target_roll() = 0 then I set target pitch and heading in a while loop. I always get the pitch and heading, but (again) my rocket is rolling around. Recommendations?
  5. Does anyone else have a problem with losing electricity while paused? I turned off the CX-4181 and the problem stopped...
  6. Yes! I've been looking for a (hopefully) lighter-weight approach to kerbalizing my RPi, so I'll shoot questions while I'm building python 3.4 thereupon. 1) I have an idea regarding rudimentary communication between kOS and telemachus, which involves the use of action groups as bits. Is there a way (easy or no) to activate/deactivate action groups and receive the status of action groups through your mod? (if you're interested in kOS/telemachus interaction, I seem to be the first on this bus). 2) Can one interact with your mod (and thus telemachus) by python scripting? (pulling variables out of Kerminal, moving control surfaces directly, etc)? edit: Just like chaosservices (sp?), I'm freakin' pumped about this mod! Thank you so much for your service to the community!
  7. On the kOS docs page, specifically http://ksp-kos.github.io/KOS/bindings.html I see the charts of bound variable names as a paragraph of text rather than as a table of variables. Respectfully request some attention be given to this matter. Thank you very much for your hard work, and for the amazing update on the docs! You guys are awesome!
  8. Wow, got really distracted by all the stuff that's happened since I last logged into ksp.com! Okay, what I'm here for: I thought of a way to control kOS from Telemachus (stop me if you've heard this one before!) Create a script that iterates over the Action Groups, taking each one as a bit, and use one (I chose SAS) as a command bit. If you use all ten AG's, you would have 1024 possible commands. (2^10, right?) Well, 1023 if you reserve one for manual ship's control. Regardless, more than enough to keep you on course remotely. If you need something special, ssh in and build a script, then run it as above. Somebody check my math and logic, I'm pretty sleep-deprived... edit: more sense... So instead of "enter," activate SAS, which will cue kOS to look at the current AG setup.
  9. @MrOnak Thank you for your reply. I use kOS extensively, and have made many programs for it (creating nodes to circularize orbits based on orbital characteristics, four different ways to implement a node (thrust and time, fuel rate and time, mass, and orbital velocity), I'm working on implementing a more efficient surface-to-orbit curve from kerbin to space, etc, etc...) and I was hoping to bring some of that to bear on a completely new field to me, microcontrollers! I am most excited about this because I would like to work on code that can interact with "real" objects ( given the hardware, could I control a "real" rocket? ). Ultimately, though, my question was: //edited to improve friendliness of this line. Why is it when I tell the mod (through the config file in the mod folder) that I want the arduino to be able to control pitch, I can no longer control pitch from the keyboard?
  10. So I've installed this and started playing around, and am busy building an autopilot that I can point to in the real world (as well as get practice with microcontrollers)! I have noticed, however, that I cannot control any part of the game that I have okay'd my UNO to control. Because I'm testing a sort of drag'n'drop mission fileset, I was hoping to install one module at a time and test behaviors without exiting all of the way out of the game, then going all the way back in just to give myself throttle control or pitch/roll control for a mission. So! What I was hoping for was some sort of plugin that goes to Blizzy's toolbar or something that allows me to check/uncheck the controls I want the arduino to control, or perhaps some tribal knowledge of how to control this myself! Thank you all, and keep up the great work!
  11. Isp in KSP has unit (seconds). Squad uses the real-world definition. (which results in unit (seconds).) For rockets (in KSP), the amount of fuel used for thrust/deltaVee/Isp is both oxidizer and liquidfuel. I don't know why one would use dV for a jet, but you could see for yourself by calculating Isp using the thrust and liquidfuel rate to calculate it (don't forget little g = 9.81, and the conversion rate of 5 kg/unit liquidfuel), and compare that to the Isp printout from Engineer. edit: The wiki says in m/s, but I get very good results when applying the Isp as given in the unit(seconds) way.
  12. "It represents the force with respect to the amount of propellant used per unit time." (Wikipedia, specific impulse). I would hope that makes it easier to calculate. In fact, the loop method could come up with a close approximation for this. I know that Engineer has a readout under "Vessel" that shows current Isp, I wonder if they couldn't be asked how it was accomplished.
  13. @Steven Mading: I couldn't focus once I'd quoted you so here goes without: I'm looking for "What is the (current effective) Isp for the current engine on the current stage?" I use Isp, Thrust, and little g to predict fuel rate of the engine I'm using (in kg/s) (which rules out the units used for fuel and oxidizer, and reduces calculations required to check how much of each I'm going to need) "Incidentally, you can calculate the rate of fuel loss that's occurring at the moment by, in a loop, comparing the current fuel left on the ship to the previous fuel left on the ship on the previous iteration, and compare that to the throttle setting you had during that moment and how long that moment took, to dynamically calculate your own ISP for the previous moment. I don't know if this suits your needs." Using loops and comparing fuel levels can be inaccurate in their own way. Also, it takes time and processor away from the burn, which I'm trying to make more accurate. "Now that I think of it, there's two types of fuel you're burning, liquid and oxidizer, and I don't even know which one the game's ISP numbers are calculating - the total sum of combined mass of both that's being burned? I guess if you're using it for DV calculations it would have to be that." The Isp is the ratio of the velocity of the exhaust products to the acceleration due to gravity ASL on Earth. This avoids all the confusion about fuel and oxidizer, all you need to worry about is the mass leaving the ship thru the engine. I try really hard to make rockets that are "realistic" or "practical." It hurts my head to see the asparagus and onion rockets fly. Typically I use the Isp while in orbit to ensure crisp burns. In the case I had more than one engine doing a burn, I would probably make a program that calculates the delta vee and delta em contributions of each engine, and runs a burn accordingly.
  14. Bummer. I had noticed that some other mods have access to the things I want (such as Engineer, etc.), and I had just hoped that I had missed something in the documentation. until then, I have a solution! LIST ENGINES IN myVariable. FOR eng IN myVariable { set Isp to eng:ISP. if Isp > 0 { break. }. }. (This only works for single-engine stages, or craft with all the same engine type.)
  15. So if I want the Isp of the engine I am currently using, I have to tell the program to go and get every engine, then figure out which one I'm using (by stage or ignition), then get the Isp for that engine? Or just scan the list for a non-zero Isp... hmm... edit: messy but effective. I try not to loop "unnecessarily," but I will accept this begrudgingly
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