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Everything posted by Ziw
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
Ziw replied to erendrake's topic in KSP1 Mod Releases
set ship:control:pilotmainthrottle to 0. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Ziw replied to erendrake's topic in KSP1 Mod Releases
Can you post a screenshot of your rocket and point to it's root part? -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
First, if your IR parts were added in Radial or Mirror symmetry you can "clone" presets between them by pressing ApplySymmetry button. There are plans for arbitrary preset order (and much more than just that), but it would be an Addon to IR to be released alongside with full release. In the pre-release coming later this week we added the ability to set parts to preset positions in Editor and move them to arbitrary preset in Flight via GUI only (no action support). -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Ziw replied to erendrake's topic in KSP1 Mod Releases
JD_Tiger: Yes, if you have 3 antennas. But I see some of them are Dishes and you will also need to target them manually - there is no way to do it via kOS right now. Sonny_Jim: set fuelTanks to List(). for i in ship:parts { for i1 in i:resources { if i1:name = "LIQUIDFUEL" { fuelTanks:ADD(i). break. } } } I spent 3.5 minutes writing this, it is not that hard to create a workaround for CONTAINS -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Ziw replied to erendrake's topic in KSP1 Mod Releases
This means that Antenna in your script is not a Part, but a list of parts. To access a particular part use ANTENNA[0] , ANTENNA[1] and etc -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Ziw replied to erendrake's topic in KSP1 Mod Releases
Use FOR loop to look through PART:RESOURCES and set a flag if it contains the resource you need. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Ziw replied to erendrake's topic in KSP1 Mod Releases
Sorry, it works not for every type of asparagus staging, but only where engine flameout means there is need to stage. - - - Updated - - - Better post code here. In your code PRINT "Deploying Payload". STAGE. SET ANTENNA TO SHIP:PARTSTAGGED("Comms"). ANTENNA:DOEVENT("activate"). ANTENNA is not a PartModule, it is a Part. You need to get the PartModule corresponding to your antenna. If you are using RemoteTech that would be accessed as set antenna_pm to ANTENNA:getmodule("ModuleRTAntenna"). After that you may call antenna_pm:doevent("activate"). - - - Updated - - - http://ksp-kos.github.io/KOS_DOC/language/flow.html#for http://ksp-kos.github.io/KOS_DOC/structures/vessels/resource.html#structure:RESOURCE - - - Updated - - - I posted just a fraction of the ascend script as an example of how to keep the rocket pointing where you want it to, while keeping the roll stable. It is not that hard to figure out. Try finishing my second part by setting up missing variables. gt1 is the altitude of the first part of the ascend, during which you need to do the initial pitchover maneuver. It depends on your design and whether or not you're using FAR, but set it to say 5000 and set pitch0 to say 5 and see how your rocket behaves. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Ziw replied to erendrake's topic in KSP1 Mod Releases
There are a lot of ways to trigger stages, and not all of them require resource monitoring. For example see the next snippet: set stagemaxthrust to ship:maxthrust. when status <> "PRELAUNCH" and (ship:maxthrust<stagemaxthrust or ship:maxthrust<1) then { print "Stage!". stage. set stagemaxthrust to ship:maxthrust. preserve. } You remember ship's maxthrust and stage when it changes (due to engine flameout). The example I provided works with asparagus staging design - - - Updated - - - It seems you are confusing ROLL and compass. In HEADING(x,y) parameter x is the compass direction (http://ksp-kos.github.io/KOS_DOC/commands/flight/cooked.html?highlight=heading) It is not kOS way of handling, but more of a how UnityEngine handles directions. If you want your ship keep a steady roll during ascend consider the following code snippet: lock steering to lookdirup(up:vector, ship:facing:topvector). Or as a part of the loop: until altitude > ha or apoapsis > orbitAlt { set ar to alt:radar. // control attitude if ar < gt0 { set arr to ar / gt0. set pda to (cos(arr * 180) + 1) / 2. set pitch to pitch0 * ( pda - 1 ). set pitchvector to up + R(0, pitch, 0). lock steering to lookdirup(pitchvector:vector, ship:facing:topvector). } -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
It is a known issue/bug that is fixed (hopefully) in the next pre-release, which should be up soon. -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
In the next pre-release coming this weekend (I hope) we'll bring much more usable precise positioning in editor along side other cool features. - - - Updated - - - Thanks, will try to reproduce it. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Ziw replied to erendrake's topic in KSP1 Mod Releases
It has been done in the past, but your version may be more up-to date if you keep maintaining it. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Ziw replied to erendrake's topic in KSP1 Mod Releases
First check that the root part of your vessel is aligned with vessel's general axis and ideally is the part you are controlling from. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Ziw replied to erendrake's topic in KSP1 Mod Releases
Please enable RT button/light on KOS Panel (like here -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Ziw replied to erendrake's topic in KSP1 Mod Releases
Right-click a part in question and change it's tag. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Ziw replied to erendrake's topic in KSP1 Mod Releases
Like this? print "Activating mothership antenna". set antenna to ship:partstagged("MSOmni")[0]:getmodule("ModuleRTAntenna"). antenna:doevent("activate"). This page may help you http://ksp-kos.github.io/KOS_DOC/commands/parts.html -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
It will be all parts with IR Module. You know that you can drag and drop servos between groups, right? But creating group on top of everything can be something to look into. We'll try it out on our test build. -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
Thank you for the feedback! Some comments on your issues/suggestions: 1. We'll look into it. Do you want both of them return to As-Launched position or both to return to default position? 2. We're currently working on a tool for precise positioning in editor, but it will take some time (moving parts in editor is handled by completely different code than in flight). Right now you can position as close as you can and then use preset to fine-tune to desired position as soon as you leave the VAB/SPH. 3. It has the same roots as 2. and will be solved too when 2. is solved 4. It is not on our radar right now, and with new custom category filter (coming soon) there will actually be much less clutter in editor. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Ziw replied to sirkut's topic in KSP1 Mod Releases
That's a bummer. Here you go! http://forum.kerbalspaceprogram.com/threads/114014-WIP-MSI-s-Infernal-Robotics-Plugin-Rework-%28Updated-25-03-2015%29 -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
It is on our list right now, but the solution would be slightly different: we'll introduce an API and integrate it into KOS later so you will not have to do this stuff with part:doaction On a downside it may take some time, as kOS has different release cycle. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Ziw replied to sirkut's topic in KSP1 Mod Releases
Can you try this on pre-release version? If the behavior is the same, we'll look into it. On default movement direction: usually rotation for Move+ is clockwise, but if part is placed in Mirror symmetry (in SPH it is on by default) - your symmetry counterpart starting position will be mirrored, so you'll have to invert axis to make them move in the same direction. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Ziw replied to sirkut's topic in KSP1 Mod Releases
Have you tried pre-release version 0.20 of Infernal Robotics from Addon Development page? When you do, please make clean install and then add parts, to ensure all tweak scale configs are up to date -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
Thanks for the tip! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Ziw replied to sirkut's topic in KSP1 Mod Releases
I created something resembling your craft, but did not have any issues. Try re-attaching your Hinges to the craft and re-attaching your sats (or whatever it is) to hinges again or try using Zodius's hinges from Model Rework thread.