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Everything posted by -ctn-
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
-ctn- replied to erendrake's topic in KSP1 Mod Releases
That's awesome! Are you using if-else loops to turn on the throttle under a certain altitude and if it's over 2 m/s? -
Well, according to the original post - 0.625 and 1.25m, with TweakScale support so you can make them any size you want. Nope. The bottom of the cubes are open so that you can stack parts inside. Like fuel, reaction wheels, engines. Again, see original post for a picture None, mod currently only includes two cubesat bodies in different sizes and their matching solar panels.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
-ctn- replied to erendrake's topic in KSP1 Mod Releases
I found out the problem, and it's a little embarrassing. I have two copies of KSP installed, one slimmed down for development work on my own mods, and the other filled out with a bunch of mods I like. I developed the rocket launch code in the DEV copy and built the other code in the PLAY copy. Then I copied the code for the rocket launch from DEV to PLAY and that's when my rockets began to flip. Turns out, PLAY is KSP version 1.0.5 and DEV is KSP version 1.0.2. I've edited the code to make the pitch maneuvers smaller (5 degree increments) and thus no flippage. Thanks for taking the time to look through the code, though. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
-ctn- replied to erendrake's topic in KSP1 Mod Releases
Well, the rocket flips because of aerodynamic forces - the first 10 degree pitch is too much and the whole thing ends up somersaulting. But I'm confused as to why it didn't do this during the dozens of times I was testing the code as I made it, and then ran the completed code three times in a row to make sure it was good. Here's the entire code: -
Yes, be sure to use the angle snap when attaching the panels. I haven't had anything explode using stock aerodynamics.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
-ctn- replied to erendrake's topic in KSP1 Mod Releases
Just wanted to pop in here and say that I love this mod. I've spent entirely too much time this week coming up with scripts for a rocket and rover. I love the challenge and the feeling when it "just goes right." However, I am a bit frustrated. Using a modified version of the tutorial code, I created a simple script that will launch my rocket into a 100km orbit and then circularize it. I spent around 10 hours on the code, learning and tweaking. Once finished, I took a break and worked on a rover-sky crane code, then went back and tried the rocket again. Exact same craft, exact same code - but instead of pitching 10 degrees after reaching the first threshold (100 m/s), the rocket flips and breaks apart. I'm curious as to why this never happened in the dozens of times I tested the code earlier, but now it happens consistently with every launch. I know it's not a problem with the code because I didn't touch it, but does KSP create slight variations in the parameters of every launch? I figured once coded, it would work perfectly every time. Has anyone else had a similar issue? I'm nervous now that my sky crane code may randomly decide to not work, and I've probably spent another ten hours working on that one, too. -
As far as I know, that requires re-orienting the model in Unity, and can't be done with a config. The work around you describe is what I've done in the past. As for the solar panels, I would love if anyone else reported problems. They seem to work well on my machine.
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[1.2.2] Phoenix Industries: Boosters! (0.625 and 2.5m SRBs) (v.2.1)
-ctn- replied to -ctn-'s topic in KSP1 Mod Releases
Ha! I like it. Sidekick it is. -
[1.2.2] Phoenix Industries: Boosters! (0.625 and 2.5m SRBs) (v.2.1)
-ctn- replied to -ctn-'s topic in KSP1 Mod Releases
The texture was just because I didn't want a plain white nose cone on the booster. The texture follows a straight seam line so it may be a trick on your eyes. And the SEM-24 doesn't have a nickname simply because I wasn't feeling clever at the time I released the mod. I'm open to suggestions? I totally forgot about it until you brought it up. It's called the SEM 24 because it's based on the GEM46 booster, which stands for "Graphite Epoxy Motor" and the 46 means inches in diameter, I believe. The SEM means Solid Engine Motor and the 24 would stand for the diameter being somewhere around 24 inches. -
[1.2.2] Phoenix Industries: Boosters! (0.625 and 2.5m SRBs) (v.2.1)
-ctn- replied to -ctn-'s topic in KSP1 Mod Releases
Thanks! I'm glad someone other than myself uses these boosters, lol -
[WIN] the kOS IDE - Current version 0.33
-ctn- replied to SolarLiner's topic in KSP1 Mod Development
This may be a long shot, but is there any way of getting this adapted into a mobile app? It would be great to work on kOS scripts while out and about and not at a computer. -
[1.2.2] Phoenix Industries: Boosters! (0.625 and 2.5m SRBs) (v.2.1)
-ctn- replied to -ctn-'s topic in KSP1 Mod Releases
Update, download is now available on SpaceDock. -
That's what I was going to do in the meantime, but wasn't sure if DropBox has bandwidth allocations and I need it for work related space.
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Oh, huh. That's what I get for not testing it out first before replying. I'll include that with the next update.
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I appreciate any help with cost balancing or tech tree balancing. I don't play Career mode, so anybody that does can help me with balancing. I wanted to keep these very cheap to reflect the comparison in real life between cubesats and more "space program sized" satellites. You're talking $10-100k USD for a cubesat versus 100-500 million for a regular satellite. I can add them to the four sides, but adding a bottom stack node would ruin the ability to put things inside of them. I may make separate models, with everything integrated (i.e. Closed on all sides, no internal stacking) as it seems to be what most users want from this mod. With KerbalStuff closed down, it will take a little while to get the most recent version of all of my mods hosted somewhere. Pity. Loved that site, almost takes the fun out of modding.
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This is very sad to me. I loved KerbalStuff and the layout, and the automatic emails that would send out when a mod you followed was updated. And the automatic CKAN integration. Curse is laid out much more poorly. As a modder, my CRS mod has literally almost ten times as many downloads on KerbalStuff as it does on Curse. That makes me sad, because I loved seeing how many people were downloading and enjoying my little mods that I share with the community.