Jump to content

leviathan01

Members
  • Posts

    31
  • Joined

  • Last visited

Everything posted by leviathan01

  1. I made a script that will adjust the thrust limiters of any engines with the tag "vtol" to balance the center of thrust under the center of mass. there by making a unstable craft, relatively stable. https://github.com/leviathan01/KOS-vtol.git this is just the first version, next I am going to make it work while in fight.
  2. I am still trying to wrap my head around the reference frames in the game. so I don't even know if this is possible, but is there a way to like rotate two vectors so that one of there axis's points up. I am trying to get the distance between two parts as if they were 2d and you were looking at them from the top-down.
  3. Thank you your formulas, I needed both prograde and retrograde, and they both worked.
  4. Is there a way to get the retrograde vector of the relative velocity to the target.
  5. when you press quick load it saves the game as it is now just like if you went to the space center, hit Esc and saved, then it loads the quick save the same way the game does it now. So if you quick load accidentally (like you forget which one is quickload and quicksave) you have a save to reload from. the game still loaded the quicksave the same way it has always done, it just made a save (not quicksave) before it did it.
  6. like the title says, when you hit the quickload button it saves and names it something like 'quickload' THEN it loads the quicksave. this way if your like me and sometimes go days with out quick saving and then at 2am hit the quick load button and find yourself not even on the mun yet, you can just reload your save instead of throwing your computer out the window.
  7. i dont know where to find the error log. i just tried it this morning and it worked, so maybe restarting my computer fixed it or it was just my 2am brain that was the problem all along. thanks for both of your help.
  8. lib_PID: i got it from the community examples library. yes there is a perfectly good reason for me not to use the built-in pidloop. that reason is i totally forgot that KOS had a built-in pidloop. i am rewriting my code to use it now.
  9. when i try to run my code i get this error. code: i cant find how to post photos so i linked to my dropbox. photo of the file where i put the lib: https://www.dropbox.com/s/9tlby2q2ai5yaqv/file.PNG?dl=0 photo of the error: https://www.dropbox.com/s/l5xkwpscojqlt0s/kos.PNG?dl=0
  10. is ship to ship communication a planned feature that we can look forward to in the (hopefully) near future?
  11. You did not give a link. Thank you for taking the time to help me.
  12. how would I find the location/time tell of the ascending node between my orbit and the orbit of my target (ship or moon)?
  13. if that does happen it would be cool if kerbals could have there own cpu when on EVA. that way if you don't want to walk back to your ship, then write a script to send it your gps location and have it fly to you. maybe don't let it control walking but a scriptable jetpack would be great!
  14. thanks. is this a good place for suggestions I have a few: #1. ship to ship communication. (like rednet from computercraft) #2. string parsing.
  15. Will b9 support KSP new aero model when it gets updated? ( hopefully soon)
×
×
  • Create New...