ColKlonk
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Everything posted by ColKlonk
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
ColKlonk replied to erendrake's topic in KSP1 Mod Releases
Not to worry.. all fixed ! I placed a Wait 0.01 statement between the IFs and all works fine. Next trick is to move the Bit-Bang control to discrete APO_Time differentials. I recently read somewhere that this is indeed one of the methods used on some spacecraft - interesting! 18 metres difference isn't too bad... https://www.dropbox.com/s/97jiv3prtugkfpt/ISS_delivery.mp4?dl=0 (9.2MB) -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
ColKlonk replied to erendrake's topic in KSP1 Mod Releases
A question mark... ?? Does KOS maintain it's code position on from the last physics freeze frame. ? ( I take this as yes) I'm getting wierd results from this function... which loops until it's flagged to exit Global variable CntEngs is an integer ranging from [0..12] It controls the ON/OFF functions of 12 pairs of engines via Action Groups, which doesn't work as planned. Could it just be too many IF statements.. as it certainly loses control as if it's lost track of the code ! HgtApo and HgtPeri are just altitude locks. //************************************************ // DO_STAGE3 //************************************************ Function DO_STAGE3 { local Diff is 0. local mT is 0. CLEARSCREEN. Set SASMODE to "Prograde". PRINT "STAGE 3" AT (14,0). PRINT "=======" AT (14,1). PRINT "APO TIME :" AT (2,4). PRINT "APO HGT :" AT (2,5). PRINT "PERI HGT :" AT (2,6). Set myTrottle to 1. Set mBoolProc to TRUE. UNTIL mBoolProc = FALSE { IF HgtPERI < 0 { set mT to 120. } ELSE { set mT to (120 * ((HgtAPO - HgtPERI) / HgtAPO)). } IF mT < 6 { Set mT to 6.} Set myTime to ETA:APOAPSIS. IF myTime > mT { Set mT to CntENGs - 1. IF mT < 1 {Set mT to 0.} } ELSE { Set mT to CntENGs + 1. IF mT > 11 {Set mT to 12.} } Set CntENGs to mT. IF CntENGs > 0{ Toggle (AG20). } ELSE { Toggle (AG32). } IF CntENGs > 1 { Toggle (AG21). } ELSE { Toggle (AG33). } IF CntENGs > 2 { Toggle (AG22). } ELSE { Toggle (AG34). } IF CntENGs > 3 { Toggle (AG23). } ELSE { Toggle (AG35). } IF CntENGs > 4 { Toggle (AG24). } ELSE { Toggle (AG36). } IF CntENGs > 5 { Toggle (AG25). } ELSE { Toggle (AG37). } IF CntENGs > 6 { Toggle (AG26). } ELSE { Toggle (AG38). } IF CntENGs > 7 { Toggle (AG27). } ELSE { Toggle (AG39). } IF CntENGs > 8 { Toggle (AG28). } ELSE { Toggle (AG40). } IF CntENGs > 9 { Toggle (AG29). } ELSE { Toggle (AG41). } IF CntENGs > 10 { Toggle (AG30). } ELSE { Toggle (AG42). } IF CntENGs > 11 { Toggle (AG31). } ELSE { Toggle (AG43). } Set Diff to HgtAPO - HgtPERI. if Diff < 5000 { Set myTrottle to 0. set mBoolProc to FALSE. } PRINT ETA:APOAPSIS AT (15,4). PRINT HgtAPO AT (15,5). PRINT HgtPERI AT (15,6). WAIT 0.001. } } -
Heavy Memory Leaks
ColKlonk replied to Cocox's topic in KSP1 Technical Support (PC, modded installs)
Cocox.. I have similar situation, but once moving to VAB/Launch memory usage is not as bad as yours - allow me to run a leetle bit longer. This is actually a simple thing to remedy.. I do it all the time with my development, and it's a 'no-brainer' !! Using Process Viewer I watch my programs use up memory and then come back down to the base memory allocation.. all the time. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
ColKlonk replied to erendrake's topic in KSP1 Mod Releases
KOS ? or the example ? KOS - as in any mod, install it... make sure you add a KOS part to your craft - program it. The Example - It'll be hard to find a general program that works 'perfectly' for all rockets. You have to study the methods used and modify them to suite your rocket. The example makes extensive use of Action Groups, Stage design in the VAB and .. with RSS/RO/RealFuel mods you have to be more precise with your DeltaV design as very few motors are throttleable. (you should try not pancake the nauts) Lots of toys for you to play with - good luck. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
ColKlonk replied to erendrake's topic in KSP1 Mod Releases
A quick little ( RSS/RO ) KOS video and example code. Video :- https://www.dropbox.com/s/1df0y8076bplpx0/KosSat.mp4?dl=0 (95MB = 09:45)) Code :- https://www.dropbox.com/s/8lp55fs86705r17/SatKOS.zip?dl=0 Edt: It seems consistent with another launch.. ( set it running.. went down the road on chores.. came back and all was fine ) A slight change in the code in the final stages.. UNTIL mPERI > 4999900 { Set mTIME to ETA:APOAPSIS. Set mAPO to ALT:APOAPSIS. Set mPERI to ALT:PERIAPSIS. Set mT to (140 * ((5000000 - mPERI) / 5000000)). // Apoapsis time for motor limit //*********************************************************** if mT < 10 { set mT to 10. // Hold it at a minimum of 10 secs Toggle (AG9). // Engines 1206 OFF to extend other Engines ON time } //*********************************************************** IF mTIME > mT // Motor toggle { Set myTrottle to 0. // Engines OFF } ELSE { Set myTrottle to 1. // Engines ON } PRINT mTIME AT (16,4). PRINT mAPO AT (16,6). PRINT mPERI AT (16,8). } -
Try some reverse srb's on the upper stages to bring it down in the ocean... https://www.dropbox.com/s/kvpyufpgrw7rxno/Backfire.mp4?dl=0 (1.5MB.. a sec or two)
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(Err.. placed in wrong section.) No external views... fairly long so can be boring for those with ADD.. Buttons and lights, Spinning chair, external/internal cams, action groups, MFD screens with tons of status info, personal ascent profile (works wonders). Rocket weighs only 785 tons with 50 ton payload, inclusive - I find this a bit odd, but it works. https://www.dropbox.com/s/ilures18372arza/Alcor_ToOrbit.mp4?dl=0 (286MB, 00:29:24, 1024x756)
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
ColKlonk replied to Halban's topic in KSP Fan Works
Ah.. OK! maybe a Mod can move it to the appropriate topic. Maybe it should be in tutorials.. if necessary -
Orbiter Level 11 Mars detail... come incredible stuff here....
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
ColKlonk replied to Halban's topic in KSP Fan Works
Gone... -
network funnies... ?? Somehow my Orbiter videos got deleted in posting... A message to Kiwi not to get despondant about KSP - the minecraft of space. For reality.. Orbiter.. https://www.dropbox.com/s/leurifd5814rfhk/ZZZ.mp4?dl=0 https://www.dropbox.com/s/vopqv1bikiubtea/NedsDustbin.mp4?dl=0 https://www.dropbox.com/s/sfniph5et4ahfg6/ISS.mp4?dl=0 Let's see if this works :-)
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Ohhhh.. that's good to know How's Deadly ReEntry coming along ?
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RSS/RO TAC Life Support Equipment spreadsheet for when you're trying to workout what the 'dingis' you're doing.. at design time https://www.dropbox.com/s/7nif4b85kdc8zok/RSS_RO - TACLS-Dec2015.pdf?dl=0 The RSS/RO mod guys can place this where appropriate, if necessary.
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Can one land on the MKS 'carrier' deck with RSS/RO... (Still building an automated ISS system - so not sure about this idea) Just thinking of this type of 'space deck' where you can land/refuel, and have a cup of tea while in moon transit. :D [img]http://i.imgur.com/1BD7m3S.jpg[/img] [img]http://i.imgur.com/onINlqV.jpg[/img] [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] MaxDreamLand... Nah.. I don't think its RSS/RO.. as I have a GTX 560 with 1MB with KSP mods = 11336 patches + Ships with 130-150 parts and have no problems. you might have some incompatible mods that are spamming the log file... this is usually the cause of Frame Rate [I]failure[/I].
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[quote name='MaxL_1023']Is there a way to negate all liquid hydrogen boiloff? I tried using active radiators and a cryogenic tank but I still lost everything within a couple months. I wanted to use a radioisotope rocket for probes and need liquid hydrogen for fuel.[/QUOTE] Not that I know of, at the mo... maybe you can use one of those TAC sabatier carbon converters that produces hydrogen as a waste product. I don't think there is an thermally controlled 'thermoflasks' to store LQH.. would be an idea though. :)
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I was under the Impression that firing up Hydrogen and Oxygen produced a water vapour cloud.. that one sees at the shuttle launches I'll have a quick check at the launch videos again, for the correct sequence of smoke :) Edt: At 48/9 secs, just before SRB ignition.. I suppose it's water from the tower... [URL]https://www.youtube.com/watch?v=4FROxZ5i67k[/URL]
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I seem to have lost my smoke at launch.. when installing RO which I'm not whether it connected to my cloud loss in enhanced environment This happened after installing just the required RO mods.. has this happened to anyone else ? Mods.. [img]http://i.imgur.com/efeO1qP.jpg[/img] Engines on before releasing clamps.. [img]http://i.imgur.com/BQyVTcb.jpg[/img] Going up... no smoke... I think that's the right plume for LHO [img]http://i.imgur.com/cCdpnV1.jpg[/img] Further up the road .. plume looking good.. but no trail.. [img]http://i.imgur.com/XQbqdaf.jpg[/img] Ullage SRBs [img]http://i.imgur.com/etkZG0g.jpg[/img] Beaming down the 'home stretch' [img]http://i.imgur.com/8QiXzG8.jpg[/img] [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] Forgot to add.. the engines are BobCats RD-120s (Soviet Engines) I also installed Stock plumes with the RealPlumes mod. :)
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[quote name='NathanKell']I have not seen this. Are you sure you selected fairings, not shrouds from the structural tab?[/QUOTE] Ag.. sorry :blush: My Bad... it's been a while since I've launched :cool:
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I can't seem to dump my fairings in 105... no staging icon appears when loading a fairing. Running Real Solar without RO at the mo.. all other mods are 105. Have to hang on a bit ;.;
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[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
ColKlonk replied to tajampi's topic in KSP1 Mod Releases
[quote name='ObsessedWithKSP']I don't use the CKAN and I never will - to drop AVC support (which is literally just a text file) would be, to me, stupid and short-sighted. On an objective and discussion-based note: what advantages would dropping AVC support bring?[/QUOTE] I say make mods JSGME compatible.. a lot less annoying than mini-avc or CKan. For those who like to control their mods.. that is.. :wink: -
Realism overhaul, no parts
ColKlonk replied to MetalBeast's topic in KSP1 Technical Support (PC, modded installs)
Well, RO104 certainly doesn't load here with 105..even without the 'hack'.... so I'm curious if you have it working with 105. :D -
Brilliant.. that is the best comeback I've seen in years :D My 105 doesn't even load without hanging .. so I'll wait. Hey.. FAR guy.. (no I'm not gay)