mideg
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Everything posted by mideg
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Full ack!
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Don't forget the horses... http://xkcd.com/1461/
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I learned that unmanned probe cores do not use the standard cockpits SAS. :-(
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Sending science as data. Help!
mideg replied to Marick73's topic in KSP1 Gameplay Questions and Tutorials
As an addition to the question of the OP: If I send a probe to the Mun, transmit it's science and then return the probe, do I get the amount that was not transmitted due to some transmitting cap? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
mideg replied to erendrake's topic in KSP1 Mod Releases
I don't know how Kerboscript initializes variables. IF they do reliably initialize variables, for example always letting them be FALSE or 0 at first, this could work. Another possibility would be something like IFNDEF known in some languages or rather, precompilers, I think. IFNDEF (read: IF NOT DEFINED) enables you to write a conditional code segment tha only executes if the variable followed by IFNDEF is not defined. Example: IFNDEF RUNSTEP THEN { DECLARE RUNSTEP SET RUNSTEP TO 0 } IF RUNSTEP = 0 { //initialization stuff here RUNSTEP = RUNSTEP + 1; } ELSE { //program stuff here RUNSTEP = RUNSTEP + 1; } IFNDEF is probably not compatible with Kerboscript, though. Maybe Kerboscript does set all variables to value 0 when declaring them? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
mideg replied to erendrake's topic in KSP1 Mod Releases
OK, I have to call of the alarm. Sorry. I just repeated the test from a couple days ago, making sure to document everything, using the latest versions etc. It seems to work perfectly. I launched a test rocket, basically an orange tank with probe core, kOS module and some batteries all the way to space without connection and with repeatedly switching thrust between 0.5 and 1.0 by an kOS-script running locally. Any one of these things might have been wrong the last time I tried: - not using the up to date version (I think I did but maybe not?) - not running the script on volume 1. (dito) - not setting the use rt-setting correctly (again I think I did that but who knows) Again, I'm really sorry to have caused a false alarm, it seems to be working as intended. Time to build my automatic satellite network. :-) -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
mideg replied to erendrake's topic in KSP1 Mod Releases
I'm not sure anymore, it's been some days. I'm sure though that if I wrote it on archive, I've copied it before running. I watched out for those things as that was what I wanted to test. :-) -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
mideg replied to erendrake's topic in KSP1 Mod Releases
Does setting this setting ingame work, too? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
mideg replied to erendrake's topic in KSP1 Mod Releases
I think so, yes. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
mideg replied to erendrake's topic in KSP1 Mod Releases
Thanks for the quick reply. I tested this, as said, thoug ofc I might have just done something else wrong. Here's what I did and what happened: Installed just Mechjeb, kOS and RT2. Launched sandbox game. Constructed simple rocket (without Mechjeb-module or antenna). Put rocket on launchpad, open kOS and enable the RT-setting. Write a program that locks thrust to 1.0 and changes heading back and forth every couple seconds to see something. At a certain height (once RT looses connection), the throttle cuts to 0.5. AFAICT the program is running but RT still prevents it from keeping throttle to 1.0 or changing the heading. Once the rocket drops back into connectivity range, kOS regains control. Rince and repeat until out of fuel. (Written down from memory, so there might be some inaccuracies in this report. As said, I can test this again, if needed.) -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
mideg replied to erendrake's topic in KSP1 Mod Releases
Hey everyone! I hope I'm not in the wrong thread. I started using kOS a couple days ago after reading about it for some weeks. Since I use RemoteTech in my main (career) game, I was hoping I could use kOS to automate the first couple satellites for my RemoteTech communications network. (I know how to do it without, but I figured it's more fun to do a truly automated launch.) Unfortunatly, after finally learning about the config-setting in kOS that's supposed to enable RemoteTech integration I tested that a couple days ago but kOS still looses control of the vessel after going out of range. Am I doing something wrong or does it currently not work? (It is supposed to override the lack of connection, right?) If needed, I can do further testing. I know that this was brought up before, but this is how I'd imagined it'd work: While in range, the control of a local run kOS-script circumvents the signal delay of RT. When not in range, a program that's running can still control the vessel without signal delay. Optionally program cannot be started while not in range and program starts are subject to signal delay, though the last two options are really just optional. I'd love to be able to make fully autonomous satellites with kOS and RT that don't require a satellite network to begin with or manned launches to start. :-) Thanks and again I'm sorry if in the wrong thread. -
Hey everyone! I hope I'm not in the wrong thread. I started using kOS a couple days ago after reading about it for some weeks. Since I use RemoteTech in my main (career) game, I was hoping I could use kOS to automate the first couple satellites for my RemoteTech communications network. (I know how to do it without, but I figured it's more fun to do a truly automated launch.) Unfortunatly, after finally learning about the config-setting in kOS that's supposed to enable RemoteTech integration I tested that today but kOS still looses control of the vessel after going out of range. Am I doing something wrong or does it currently not work? (It is supposed to override the lack of connection, right?) If needed, I can do further testing. :-)
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Rules to spice up your Career-Mode!
mideg replied to Farex's topic in KSP1 Challenges & Mission ideas
Great rules, I try to follow a similar set. Though I really love it if a mod requires them, such as RemoteTech for the communication or Construction Time for, well, Construction Time... . I'd love a mod that somehow models boredom and thus makes several Kerbals for longer missions somehow more profitable... -
I stranded a Kerman on the Mun with just his EVA suit. His rocket didn't have enough fuel for reaching a stable orbit, but he survived the emergency EVA evac. I had to hurry tu save him since TAC life Support is in place. (Also no reverts!) The first rescue attempt was a hastily build rocket that reached him in a timely Fashion - in fact, it was so quick to reach him it exploded no 1km distanced to him lithobreaking. I then figured I had to give up, since his life Support reserves were gone by then. But when the second rocket reached the Mun to fulfill his original Mission, he was still alive. It was decided that an attempt was to be made to save him after all. The rescuing lander approached him, closed to below 1km, carefully watching the approach speed this time. It killed horizontal velocity, started the final descent when ... he died. Well, since TAC doesn't leave any remains it was purely roleplay, but I like to think I returned his remains home. And I got the mission fulfilled. :-)