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GabeTeuton

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Everything posted by GabeTeuton

  1. @any of the devs, i usually use notepad ++ to mess with most games files, and i just realized there's a way to load a "languages", it asks me for xlm file, is there such a file for the language kOS uses? Will loading such a file, if it exists, help not make mistakes when coding? TY PS: i'm still developing the precise autopilot, though the answers flow is very low right now haha, but i believe i have what i need... still testing! In regards to this, how to calculate Vertical Acceleration? I know it's the change of speed in vertical Speed, but i don't know how to calculate it, tried to look on google but it was not clarifying...
  2. Guys i'm already working in the FAR's thread and it's not very good, the way FAR's work is quite complicated, in terms of my knowledge, and it's not that easy to make a kOS script calculate this unless a mod gives me the numbers i need from FAR... But there is a workaround to it, i'm still asking them for help on that... Now i have another question for you guys, under FAR's in flight GUI, under Flight Data, one of the items is AoA, the current AoA, is that value gettable?
  3. Thanks for the clarification, so in other words i won't be able to calculate what i need unless i learn how to "really" code and make a plugin to get that number i need, right? This value i was trying to calculate it to make the user of the autopilot select an altitude and get the air density calculated, so the script can later calculate the level flight AoA, now if under FAR i can't calculate the air density, how can i make FAR stability analysis calculate the AoA needed for level flight for a X altitude?? I mean when i do the analysis for SSTO's, as you guys told me i use 0.5, 0.04 and 0.01, mmmmm i believe i'm confused, is air density what i need to calculate the AoA? the inputs for that chart are "temperature", "air density", and "speed (in mach)"... Speed is selected by user, temperature and air density are related to height, how do i tell the user of the autopilot to input under FAR's chart X temperature and X air density if the want a cruise altitude of 5km?, as an example. I'll go a little further here and may be find a work around... provided i need AoA for level flight for my autopilot... i need just that so i can achieve that AoA during the flight and maintain altitude... instead of making my script calculate it i can just use the FAR stability data and make the script use that AoA provided there, and set the altitude and speed inside FAR's editor... so that solves the problem in a less sofisticated way... but it works nonetheless... the next problem is going to be to translate the pitch (which goes from -1 to 1) into a usable data, in other words the AoA for said pitch, now is there a way to calculate that? I'm confident enough to say that the pitch value will change by the amount of elevons you have, the design of them, and the position in the plane as well, but rather than tweaking it until it gets there (which my current script kind of does) i would like to be able, if possible, to calculate that exact pitch number, is it possible? And last but not least, i just don't remember this haha... but does far show the current AoA? it does right? under flight data? (i believe it is, so to save time i'll go ask the kOS devs if that value is gettable, if it's not, then there it comes the previous question, is it possible to calculate it, if it's not, then hmmmmmmm... will have to think a work around! Thank you once again for the support, i have been receiving so much support from the kOS thread, and from this thread that i do need to make this happen! I will end up with a altitude holder that holds the exact desired altitude!
  4. edited previous poist! If you can check it to see if i did the math correctly, ty!
  5. Okay... Found this under FARAeroData.cfg= //Kerbin BodyAtmosphericData { index = 1 specHeatRatio = 1.4 gasMolecularWeight = 28.96 } So e is constant and easy...//-heightinkm is the desire altitude i'm guessing...//planet_ScaleHeight i have no idea what that is, or where to find it...// After Wanderfound suggestion (THANK YOU), i can now calculate air density at any height, should it be= Air Density (5km) = e^(-5/5) = 0.3678794411714423 right? This still stands as unknown if someone can explain further= Temperature is giving by evaluating? (evaluating like apply the pressure curve function for kerbin???) (english is not my native language) If so, where do i find that function? (i'm saying function 'cause that's the translation for spanish if i'm understanding correctly, a function like "f(x) = 2x + 1", so evaluating 4 would be "f(4) = 2*4 +1=9", though i don't know which "function" is CelestialBody.temperaturecurve gas constants is what? and what do i use it for?, i know it should be 28.96, according to FARAeroData.cfg, right? I'm sorry that i didn't get half of what you said... please keep in mind that i'm not a modder, i know nothing about actual coding, and i don't know much about specific aerodynamics... the code i'm writing is for kOS, which actual "code" was made for people like me, with no previous knowledge on programing... Thank you once again, and i hope you don't find my ignorance bothering...
  6. After starting the development of the precise autopilot (PAP) i believe i will only need (things i don't have or know if i do)= -level flight AoA for user selected Altitude and Speed. -Relation between Altitude and Air Density. -Conversion of Pitch (in terms of -1 to 1) to AoA. I already asked those in the FAR thread and already have some answers, once i have all the data i need it's just a matter of making the script do the calculation with the provided data, assuming is static data and not something that varies from time to time, and if I can't make the script read that data by itself, it's just a matter of asking the user to input those by hand, again as long as it's a static value, yeah it's not that fun to have to be writing data, but if it works, it will work for me haha!
  7. awesome, now is there a chart of pressure/altitude or a way to calculate the pressure at said altitude? and what is R_air? (same as pressure, is there a chart for temperature/altitude or a calculation i can do? (this questions are related to the fact that what i'm trying to do is going to be based on the desired altitude of flight, so i need to calculate the AoA at the desired altitude and speed, i need to word everything in terms of altitude and speed pre selected by the user.. and so far the other question i have for ferram4 is (and I think this is the most important question): is there a way to calculate what AoA will give me said pitch (pitch as a number between -1 and 1)? Thank you for you help NathanKell!
  8. @ferram4 i need to ask you a few questions on how some of the values in your mod are calculated, in order to replicate them for my autopilot system, should i ask here or do you prefer a PM? (in the case you are willing to answer me of course)... Also if anyone else knows how this mod works I'm all ears, and i have 2 simpler question... -what's the math behind the Air Density and Altitude (in other words how can I relate X altitude with Y Air Density, as shown in the far gui while in flight? -the speed the static analysis show, is surface speed, angular momentum, or angular velocity? TIA (all those questions are in regards to FAR, not NEAR, just in case...)
  9. then i believe my script is already done haha, i just need to write it, and test it... and maybe still talk to ferram for some math...! how do I use that .cs?? do i need to compile it? please don't tell me i need to compile it haha!
  10. Sorry about this, but stupid question coming, is Q some reserve variabled from kOS, or is just a random to-be variable??
  11. In regards to this, I already have a basic idea of what i will need, I just need to write it somewhere other than my memory, and start ordering the data needed... I imagined that most of the FAR data I may need was not going to be accesible from kOS, but if those values are static it's just a matter of having the user of the autopilot set them... Once I have a clear idea of what i need, i'll post it here and also ask ferram how the math works... At first, (let's say a couple of days ago), everything was pure chinese to me (native language for me being spanish), but now I kind of find it easier to understand code, and to even write it, (once it works haha), it's not that I have everything clear at all, 'cause that won't be true... but I feel I'm learning a little bit a time thanks to practice and of course thanks to you guys!
  12. Another tweak... pitch down just means the amount that the pitch will go down, but specially at high altitudes and speeds it's rare that you will need to pitch actually in a negative angle, unless the airplane AOA for level flight is near 0 at those altitude and speed... so i change the min rule for the pitch down setting to if it's > 1 then reset it to 0, 'cause in my new plane the pitch down is 0.23 and the pitch up is 0.25 (at around 20,3k), (which is really small, so it wobbles a tiny bit only...)! i would say this is the final version 'cause it's really working, MAYBE if AGX is implemented i can add more ag to tweak U and D by 0.001 and keep the 0.02, to make it wobble even less, or nothing ! LOCK VS to verticalspeed. SET THT TO 1. SET U TO 0.23. // The pitch up value. SET D TO 0.23. // The pitch down value. clearscreen. // Trim up when losing altitude WHEN VS < 0 THEN { SET SHIP:CONTROL:PITCH TO U. PRESERVE. }. // Trim down when gaining altitude WHEN VS > 0 THEN { SET SHIP:CONTROL:PITCH TO D. PRESERVE. }. // Action group 5: reduce effect of up trim ON AG5 { SET U TO U - 0.02. IF U < 0 { SET U TO 0.}. PRESERVE. }. // Action group 6: increase the effect of up trim ON AG6 { SET U TO U + 0.02. IF U > 1 { SET U TO 1.}. PRESERVE. }. // Action group 7: increase the effect of down trim ON AG7 { SET D TO D - 0.02. IF D < -1 { SET D TO -1.}. PRESERVE. }. // Action group 8: reduce the effect of down trim ON AG8 { SET D TO D + 0.02. IF D > 1 { SET D TO 0.}. PRESERVE. }. // Action group 9: reduce throttle ON AG9 { SET THT TO THT - 0.02. IF THT < 0 { SET THT TO 0.}. PRESERVE. }. // Action group 10: increase throttle ON AG10 { SET THT TO THT + 0.02. IF THT > 1 { SET THT TO 1.}. PRESERVE. }. UNTIL ALT:RADAR < 0 { SET SHIP:CONTROL:MAINTHROTTLE TO THT. PRINT "<Altitude Holder v0.1a>" AT (15,0). PRINT "Radar Altitude= " + ALT:RADAR AT (0,3). PRINT "Current Pitch= " + SHIP:CONTROL:PITCH AT (0,5). PRINT "Vertical Speed= " + VS AT (0,7). PRINT "Pitch Up Setting= " + U + " Pitch Down Setting= " + D AT (0,9). PRINT "Current Throttle= " + THT AT (0,11). PRINT "Program made by GabeTeuton with tweaks by madlemur" AT (0,30). WAIT 0.001. }. Here's the video from the first version, the one with the "until" loops... I'm already thinking in a way to make it perfect... i mean it shouldn't be that hard right? I just need to make some variables that the pilot (user) can input according to the flight plan they want and with a little bit of help from ferram (to do the math) i should be able to make the program calculate the AoA for the desired conditions set by the player, and if this plugin can read data from FAR, that's it, it's just a matter for the player to input the altitude and speed desired, and then the program should calculate the AoA, for those values + the values it needs from far, and set the pitch to the correct AoA for those values... the software will take care of the throttle to maintain the desired speed all the way and that's all it needs...!!! omg... this is turning into an ambicious project that may end up being awesome!!!! So let's start by asking the relevant questions... can kOS read all the values from FAR?
  13. I made some tweaking as i was trying to use it and some syntax errors showed up... the "when" doesn't go with {}, it needs "THEN" after the condition... IF on the other hands, does need {} instead of THEN... and the {} for when, in order for it to include the preserve goes after the THEN... some variables on the action group part where "set d = 0", i replaced the "=" with TO hehe, and action group 0 is actually action group 10... and then it works!!!!! Now i'll test it! (btw also moved the "by" me and you clause because as it's longer now it wouldn't fit the screen!) SET THT TO 0.66. SET U TO 0.16. // The pitch up value. SET D TO -0.075. // The pitch down value. clearscreen. // Trim up when losing altitude WHEN VS < 0 THEN { SET SHIP:CONTROL:PITCH TO U. PRESERVE. }. // Trim down when gaining altitude WHEN VS > 0 THEN { SET SHIP:CONTROL:PITCH TO D. PRESERVE. }. // Action group 5: reduce effect of up trim ON AG5 { SET U TO U - 0.02. IF U < 0 { SET U TO 0.}. PRESERVE. }. // Action group 6: increase the effect of up trim ON AG6 { SET U TO U + 0.02. IF U > 1 { SET U TO 1.}. PRESERVE. }. // Action group 7: increase the effect of down trim ON AG7 { SET D TO D - 0.02. IF D < -1 { SET D TO -1.}. PRESERVE. }. // Action group 8: reduce the effect of down trim ON AG8 { SET D TO D + 0.02. IF D > 0 { SET D TO 0.}. PRESERVE. }. // Action group 9: reduce throttle ON AG9 { SET THT TO THT - 0.02. IF THT < 0 { SET THT TO 0.}. PRESERVE. }. // Action group 10: increase throttle ON AG10 { SET THT TO THT + 0.02. IF THT > 1 { SET THT TO 1.}. PRESERVE. }. UNTIL ALT:RADAR < 0 { SET SHIP:CONTROL:MAINTHROTTLE TO THT. PRINT "<Altitude Holder v0.1a>" AT (15,0). PRINT "Radar Altitude= " + ALT:RADAR AT (0,3). PRINT "Current Pitch= " + SHIP:CONTROL:PITCH AT (0,5). PRINT "Vertical Speed= " + VS AT (0,7). PRINT "Pitch Up Setting= " + U + " Pitch Down Setting= " + D AT (0,9). PRINT "Current Throttle= " + THT AT (0,11). PRINT "Program made by GabeTeuton with tweaks by madlemur" AT (0,30). WAIT 0.001. }. LOCK VS to verticalspeed.
  14. Depending on what you mean by pre trim there may be a way... i'm not sure if while the aircraft is just a .craft file the trim variables will show... but once the aircraft is loaded on the runway, make a quicksave, go edit it with a notepad (i recommend notepad++) and look for "trimpitch", "trimyaw", "trimroll"... all of those are together with pitch, yaw, roll, there you can set it to whatever (max 1, min -1)... The stock trim system is awful, depending on how much time (to the microsec) you are pressing the key, that's the modification it will suffer... In case you are interested i'm working in an Autopilot that Holds Altitude, yesterday i tested it in a flight to the north pole and worked almost flawlessly, though it has to be tweaked by adjusting the values while in flight, due to the different aircarft settings available... (http://forum.kerbalspaceprogram.com/threads/68089-0-25-kOS-Scriptable-Autopilot-System-v0-14-2-2014-10-08?p=1513717&posted=1#post1513717) that's a modified version by a more advanced user on kOS, make sure you make the correction i noted at the end of the post (the original version i tested is some posts back)... and you'll need kOS mod, it's an amazing mod but it will work with only the Altitude Holder if you can't be bothered in learning the scripting the modder created... The kOS modders are working in adding the trim feature to kOS, when that happens i may be able to make a more accurate altitude holder, currently depending on the settings you make it will wobble a little up and down increasing or decreasing altitude until the settings you selected reach the "natural" altitude, on that thead there's one or two comments on how to guess the correct (or more accurate) D and U variables, and you can always ask me!
  15. Awesome to hear your kid is interested and it's great you are teaching him all those things haha, (i say those things cause i don't know for instance what procedural flow is). Changelog: Got rid of nested UNTIL loops. Added ability to fine tune U and D using action groups 5-8. Added ability to fine tune throttle using action groups 9 and 10. Added WAIT statement to UNTIL loop so that information is only updated once per update. Notes: There is no check for VS == 0, since it's unlikely that will ever be the case. The system will always be fluctuating. The best that could be done is to reduce the magnitudes of U and D until the fluctuations are minuscule. I believe that under decrease throttle you meant "IF THT < 0 THEN SET THT = 0" right? 'cause if it's more than 0 you don't want it to be set to 0 just by pressing once! Also nice way to use IF, quite interesting, never thought about that.- As you said accurately i doubt VS will ever be 0 until the trim feature is added at least, so the "0.02" step should work, i will definately give this a try... though I was asking if there was a way to while executing the program still be able to write commands, like for instance "SET U TO "arbitrary number". Thanks for the suggestion! (btw i'm uploading the video, as soon as it's finished i'll post it here) Edit: OMG I spelled write, like RIGHT! HAHA
  16. I did a hard test for this program I came up with... got a new designed airplane, set 5 waypoints to different flyby places asked to be flown by by a fine prints contract... took off... got at around 17k above sea level started the script after some tweaking thanks to the sfs file and the stock trim for guidance... and made it back... AWESOME FLIGHT... I was going to post the statics (Flight Results) but as i quicksaved and had to quickload as i screwed up the landing the first time (hahaha) the statics were reset... The script behaved perfectly, i'm really happy with this result... the airplane needed a little bit more pitch authority as i was around the 0.9 (+/- 0.05) pitch range for U and D, but still it was amazing... I'm really happy and grateful for the support the people here gave me! Thanks! PS: I recorded 2 minutes of the flight, when I was returning from the last checkpoint, but I can't upload it as of now, maybe later or tomorrow! And I'll link it here if anyone is interested in watching it in action!!!!!! Once again THANK YOU!
  17. Well guys, after several hours of not doing the laundry I managed to get a primitive Altitude Holder to work as desired... it can be further tweaked but it will need nearly constant tweak as ship Level Flight AoA will change as CoM changes due to fuel consumption, and if the vehicle is perfectly balanced to have the dCoM at the same point than the CoM it will still need tweaking as speed will change due to mass decreasing with fuel consumption... HOWEVER, it does its job onces the basic tweak is set... By basic tweak I mean that the needed U and D variables are set to a specif point according to plane, I have no idea if it's possible to calculate those based on plane specs... EDIT= in order to get an estimate of U and D, you need to flight to your desire height and at the desired speed (or throttle), then manually trim the airplane with the stock system, until you are more or less satisfied, let's say when VS is more or less 5 m/s (positive value), then quicksave... pause the game, go to the quicksave, search "trimpitch" (the one for your vessel) and there you have a rough estimate of the values of U and D, if the trim gets you 5 m/s VS, then your U is around that pitch... you'll probably want less than that... but not much! I proudly present= LOCK VS to verticalspeed. LOCK THROTTLE TO 0.66. // Throttle also affects U and D, // 0.66 was selected randomnly... SET U TO 0.16. // The pitch up value. SET D TO -0.075. // The pitch down value. clearscreen. UNTIL ALT:RADAR < 0 { if VS < 0.1 { UNTIL VS > 0 SET SHIP:CONTROL:PITCH TO U. } ELSE { UNTIL VS < 0 SET SHIP:CONTROL:PITCH TO D. }. PRINT "<Altitude Holder v0.1>" AT (13,0). PRINT "Radar Altitude= " + ALT:RADAR AT (0,3). PRINT "Current Pitch= " + SHIP:CONTROL:PITCH AT (0,5). PRINT "Vertical Speed= " + VS AT (0,7). PRINT "Pitch Up Setting= " + U + " Pitch Down Setting= " + D AT (0,9). PRINT "Program made by GabeTeuton" AT (20,30). }. Currently for my plane gains 1 meter every 30 seconds... which doesn't bother me up to this point... {guys is there a way to allow me to change U or D values while the program is executing????? (that would make the tweaking waaaaay easier)} I believe the trim feature to be added may make this program easier and waay more precise, but i'm not sure... If any of you want to test it and help improve it go for it, i'm just starting so this is reaaaaally basic, (though for me it was hard haha)... I'm not sure if I should post it in a new thread somewhere to make people test it... I'm not even sure if anyone may find it useful... But for long trips it works, at least for me... Thanks to all those who helped me get here! Certainly now i comprehend the power of kOS and with time I may script other things if I'm in need of its infinite power again!! Next project... fully automatic sattelite deployer, w/RT.
  18. I'm currently working in a kind of "altitude holder" similar to the code i made to "trim" the airplane, as it's not as precise as i expected it... I pretend it to work very much like the trim program but automaticaly let's say... to add pitch whenever the vertical speed is less than -1 (until vertical speed is +1) and to susbstract pitch whenever the vertical speed is +1 (until it goes back to -1), so it will go up and down in a loop but never loosing more than whatever altitude changes at that speed thru those vertical speeds between -1 and +1... So far i got this= declare o. declare p. set p to 0.01. set o to 0. until alt:radar < 0 { print "this is the current pitch= " + o at (0,1). print "this is the current vertical speed= " + verticalspeed at (0,2). set SHIP:CONTROL:PITCH to o. when verticalspeed <-1 then set o to o + p. preserve. }. wait until false. but when i run it it says that preserve is only used inside triggers like when and on, so i added {} to when and then it says that there's a syntax error at the first {}... declare o. declare p. set p to 0.01. set o to 0. until alt:radar < 0 { print "this is the current pitch= " + o at (0,1). print "this is the current vertical speed= " + verticalspeed at (0,2). set SHIP:CONTROL:PITCH to o. when {verticalspeed <-1 then set o to o + p. preserve. }. }. wait until false. the until alt:radar < 0 is a condition i use to make it work until program ends (by user) as i can't think of another one... open to suggestions on this one aswell... so How should i work around this to make it keep adding p to o?, o being the pitch, until the verticalspeed > 1, in which case i'll add another line that will do the opposite, when that condition is met (verticalspeed > 1), another line will susbtract p from o until verticalspeed < -1, going back and forth i hope... PS: i looked on several wikis articles and couldn't find an example on how to use when with preserve.
  19. As you may or may not know, i'm totally new to this mod, but i guess you could use a vector, which i tried but still don't fully understand how they function, but i believe vectors work with coordinates z,x,y of the game, so i guess that's absolute coordinates... just need to guess once in space, which ones correspond to the sun, does this make any sense? http://ksp-kos.github.io/KOS_DOC/summary_topics/ship_control/index.html maybe the cooked controls work... http://ksp-kos.github.io/KOS_DOC/structure/vector/index.html here's vectors information... http://ksp-kos.github.io/KOS_DOC/structure/direction/index.html directions info... From my point of view there should be a way to do what you need fairly easy, but i have no idea how to do it as of now, i guess you could also lock the steering to the sun's prograde point? you could set the sun as your target and point at the prograde of that body which should be facing the sun, i guess? I'm not sure but al least you have some ideas, it shouldn't be more than a single command, (provided there is any sense in my idea, and if you just want it to be pointed at the sun and not to also be taken to orbit by the software)! EDIT: by prograde towards the sun, you mean kerbin's prograde in relation to it's orbit around the sun? does the sun have a prograde by itself?
  20. OMG i'm so happy, it doesn't do it's job perfectly just yet... but it works... every intended thing works as inteded more or less... i can't believe it... i feel like a little genius! haha declare o. declare p. declare u. set u to 0.01. set p to 0.001. set o to 0. until alt:radar < 0 { set SHIP:CONTROL:PITCH to o. print "this is the current pitch " + o at (0,1). print "6 increase by 0.01." at (0,2). print "7 decrease by 0.01." at (0,3). print "8 increase by 0.001." at (0,4). print "9 decrease by 0.001." at (0,5). print "5 resets Pitch to 0." at (0,6). on AG5 {set o to 0.}. on AG6 {set o to o + u.}. on AG7 {set o to o - u.}. on AG8 {set o to o + p.}. on AG9 {set o to o - p.}. }. i just have one question... as you can see i make it print at line 0,1 "this is the current pitch" now whenever i hit 5 it resets back to zero, but all the numbers to the right of zero stay there until those decimal "places" are needed again... like let's say= this is the current pitch 0.00001123131231434... (not sure how it gets that far, but when i start to decrease it sometimes gets those numbers... not sure why...) [(then i press 5...)] this is the current pitch 0.00001123131231434 (still shows those because the only "place" it needs to show the pitch is the first 0 to the left of the dot... is there a way to "erase those from showing once i hit 5??????
  21. I started using it not that long ago, i currently have verion 1.18, and i just realized there's a new one... but hey, if i have to uninstall it for my script to work, i will certainly do haha, i mean i've been working with only 10 ag since i started playing, i can bare with the limited amount haha... will version 1.18 and maybe 1.19 stop the code i posted above from working? EDIT: I deleted agx and it works fine... it gives me strange numbers from time to time, instead of the small 0.001 increment but it works... with 8 and 9... i need to tweak it a little bit and add another key to reset it... can i also add a key still run the program but like release the controls????
  22. Okay then why wouldn't my code work then when i press 8 or 9? if i understood what you meant, i should be able to use ag 8 and 9 regardless of having AGX installed, as it's the only current flight in the entire save (testing it on default sandbox before using it for the career)... btw i don't know what hardcode means
  23. Can i lock or set SHIP:CONTROL:PITCH to a variable i created? and then modify the variable in order to modify the pitch? 'cause it won't let me do it... i tried "lock ship:control:pitch to o." with caps on, off... and it won't let me do it, it will tell that there's a syntax error at the first ":", this one "SHIP ":" CONTROL... EDIT: okay i managed SET it using that... but it will only set it once... is there a way to keep setting SHIP:CONTROL:PITCH to a variable until i say it to stop? do i need to use until and some condition that never until i stop the program? why isn't this working????? i press 8 and 9 and nothing happens........... (though when i run there is no error and the screen shows "this is the current pitch 0") declare o. declare p. set p to 0.001. set o to 0. until alt:radar < 0 { set SHIP:CONTROL:PITCH to o. print "this is the current pitch " + o at (0,0). on AG8 {set o to o + p.}. on AG9 {set o to o - p.}. }. can Action Groups Extended mess with this?????? ('cause it's a great mod, it would be awful to have to uninstall it...) I've seen a thread where Diazo was talking to Steven Mading and they were trying to implement AGX with kOS as far as i understood... which was mainly code haha! But i didn't find a conclusion...
  24. Okay now it works, but how do i make like a resource panel to show me that those resources are being consumed... in other words, the full liquid fuel tank has 300 units, how do i make it stay on screen printed while updating??? 'cause the preserve command tells me it's just for when and on... the whole point of this is to know how to keep the print on screen so i can see when i'm affecting L by adding I to it on the previous script.
  25. Guys i'm trying really hard to make it work haha, but i believe i'm too much of an idiot to understand it... not sure what i'm doing wrong... i'm trying to learn how print works, and specifically how to keep a value printed as it changes... so i went to the wiki and first tried to print the resources, specially liquidfuel to then try to make the print stay there while consuming it... the wiki had the following example: PRINT "THESE ARE ALL THE RESOURCES ON THE SHIP:". LIST RESOURCES IN RESLIST. FOR RES IN RESLIST { PRINT "Resource " + RES:NAME + ": value = " + AMOUNT + " which is " + ROUND(100*RES:AMOUNT/RES:CAPACITY) + "% full.". }. it says variable amount it not defined... I want it to show me the liquid fuel while it's being consumed... nothing fancy, the goal is to learn how to make the print liquidfuel to stay there until the program ends... HELP! haha
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