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AndreZero

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Everything posted by AndreZero

  1. What is the best way to detect that a solid booster is spent so one could trigger a stage? Here is my attempt at it SET twr to MAXTHRUST / (MASS * 9.81). SET firstStage TO 1. UNTIL firstStage = 0. { SET previousTwr to twr. IF previousTwr > (twr * 1.3) // if TWR drops by 30% assume the booster just stopped { PRINT "Solid boosters exhausted. Staging.". STAGE. SET firstStage TO 0. } } This works, but I feel like there has to be a more graceful way to do it, especially since the 30% is a totally arbitrary number. Also, how would you suggest rolling a given amount? I'd like to be able to say "roll 90 degrees" but I'm having a hard time figuring out how to do that. I can use the LOCK STEERING TO R(0,0,90) but that assumes I was going 0,0,0 prior to the roll. I'm thinking I might need to use the "raw" controls, but I don't know how to detect how far I've rolled so I can know when to stop.
  2. I'm not unable to reproduce this but I've been messing with the scripts so you may be right. Odds are I shortened my test scripts and now I'm not filling the drive up. UPDATE: scratch that. My problem was I was trying to do this from a boot script. It looks like KOS sometimes kicks off the boot scripts before everything is initialized. Sorry for the mis-attribution. I found the scripts on a youtube video on a post from KK4TEE so I assumed that KK4TEE was the source of the scripts. The part I was interested in was the getting into orbit part but I'll try to find more basic scripts that do that. Thanks!
  3. I'm not sure that "SET BodyName to Kerbin" gets set to a string but I'm pretty sure it doesn't get set to 1 since you initialize the Kerbin variable in the second script but you do the set before that script gets run. Why don't you use SHIP:BODY to find out what sphere of influence you are in rather than prompt for it? That should make your script a bit more robust...
  4. I think you are getting stuck in the "Until BodyName = 0" loop.* The problem is BodyName is initialized to the string "Kerbin", not the variable Kerbin. So the IF blocks inside that loop never get executed. Try changing those to use an If/else block where you show an error message if it doesn't meet any of your expected values. To debug this, I'd also suggest adding a print statement into that loop so you know what BodyName is. if BodyName = 1 { // do BodyName 1 stuff } else if BodyName = 2 { // do BodyName 2 stuff } else { // handle unexpected values... } but even better yet would be to stop using the numbers something like set Space to 0. Until BodyName = Space { if BodyName = Kerbin { // do Kerbin stuff set BodyName to Space. } else if BodyName = Mun { // do Mun stuff set BodyName to Space. } } * - I've only been looking into kOS for a few days so this may all be wrong (but I program for a living)
  5. I assume you are running these both at the command line since it doesn't look like either script runs the other. Could you post a screenshot of the terminal where you run these along with the error message?
  6. Hi everybody, Great work on this mod! It's really expanding the types of projects I'm planning on doing in KSP. I'm trying to learn from but I can't get them to start. It seems to be complaining when I try to copy exenode.ks to the local volume. The above screenshot shows what I've done to troubleshoot this so far. - exenode.ks exists - I can copy other files (aponode.ks went over without any problems) - I tried both with and without the .ks extension. Both seemed to complain. I'm thinking exenode is a reserved word. Has that been turned into a built in function/command or something like that?
  7. Ah... so even though the second time you do the experiment it is worth little (or no) science, it still produces data that can be used to produce science in the lab? For some reason I was thinking that you needed an experiment that yielded science for the lab to useful.
  8. Does this mean that once you have sufficient science to unlock the mobile processing lab, you should do never transmit your results (because they can't be processed after they have been transmitted) and you should not allow your results to be recovered with your craft (for the same reason)? What is the difference between processing (the yellowish beaker icon) and having your processing lab "researching?"
  9. JDP, I updated my config with the one you pointed me to and now every station has a red dot and establishes connections. Thanks!
  10. I'm not sure if I should ask this here or in the Realism Overhaul thread but I'm having a problem with the KSC location after installing the RO mod with RemoteTech. I installed both using CKAN and I installed the RemoteTech->RealismOverhaul config file (removing my original settings file first). I'm getting the extra ground stations, but the red dot indicating the KSC (or whatever you call the equivalent in RO) is in the wrong place. When I put an unmanned probe on the launchpad, I get the red "no connection" from the start. Am I missing a package or do I need to edit the config to relocate the red dot?
  11. Ah. That makes sense. I guess it makes sense that there are certain nodes that can't be attached by but it's not intuitive/obvious, is it? Thanks for the answer.
  12. I can't quite figure out what the rules are for when you can and can't connect things in the VAB. I was trying to connect two Rockomax HubMax Multi-Point Connectors and the new one was highlighted in red. I rotated it and it turned green. As far as I can tell, all six sides of the multi-point connector are identical but apparently there is something different that was preventing them from joining. Here is a sample of them not matching: and here they are after I rotated the new part Am I doing something wrong or is there something obvious I'm missing?
  13. I installed the latest version from dropbox and it all works correctly now. Thanks again Ratzap!
  14. Did a quick check before heading off to work and sure enough, that line is in my log! I installed both RT2 and FuseBox via CKAN. Guess I'll have to manually install them since it appears to have given me incompatible versions. Thanks for pointing me in the right direction!
  15. I'm seeing some strange behavior with this mod and I'm wondering if I've got something misconfigured or just not understanding how it is supposed to work. I'm using Remote Tech 2 and MechJeb. My standard communications satellite is usually an OKTO, a few batteries, a mechjeb unit, solar panels, and an assortment of antennas. Fusebox reports a drain of 0.03 before I activate my antenna array, and after it reports a drain of 0.03. Ok... so I'm thinking maybe the antennas are draining an insignificant amount. But once I get into Kerbin's shadow (where my solar panels stop generating charge), the time estimate of remaining charge starts dropping at a rate of 1 minute per second (and I don't have time acceleration on). Is this normal? I've been compensating by slapping a bunch more batteries onto my satellites.
  16. I'm pretty new to KSP and as soon as I saw the light on the battery, Z-100, I assumed it was an indicator. Thanks to this mod, it is! Thanks!
  17. Thank you for this thread. Lots of things I wouldn't have even known to ask (like struts act as heat sinks). Does the terminate option clean things up? The wiki says it will destroy the vehicle but I don't know if that means it is removed from the game or that there is a bunch of (now untracked) debris where it was previously orbiting.
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