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Spacecraft Engineer
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I had a couple of runs at low altitude because I could test it after a 9s launch, ~10km altitude about Mach 1. But I get about the same results above 80km. I'm beggining to suspect the problem is that the decoupler staging itself makes that thing unstable. Then there's this other thing I noticed, that I once had an engine successfully ignited about 100km altitude, with fumes and TWR and stuff, and then 2 seconds after ignition it got vapor in the lines and shut down. I didn't try to reproduce it, and I'm sure it had TWR below 1, but that never happened to me before or after. I've been using low TWR engines for the last stages a lot in 1.0.5, taking for granted they worked without problems. Another thing I noticed is whenever fuel goes unstable the best way to make them stable is turn the ship retrograde. Works every time, I'm not sure if it's the centrifuge force when spinning or what. Dynamic pressure at this point is always very low, and we're talking centre of mass acceleration < 0.1 according to KER (70-100 km altitude usually). I still have a couple of things to check before finding the culprit.
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I'm having issues with igniting engines, it's probably me not doing the right thing but now I can't get to orbit without having problems with fuel stability. How do I deal with it? I tried adding small rockets to help with ullage when going from flameout to next stage, I tried igniting the next stage when the previous was still burning, and other creative approaches but still no luck. I don't remember it being that hard on ksp 1.0.5 (now on 1.1.2 with RO), and it doesn't look like a bug.
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Wow just the reason I needed to spend the free time that I don't have™
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
Qigon replied to erendrake's topic in KSP1 Mod Releases
Very cool, never though of looking into body properties. I'll be honest, although I've been over this for quite some time I couldn't get more than 60 seconds without at least one person nagging me about something, so my mind couldn't possibly be more foggy. I can do the math for the present time and get altitude ok, but whenever I use the same formula for positionAt I get weird things. Shold I expect big displacements in bodt:position? Becaus e I can't get reasonable numbers. local dB to positionAt(ship:body,TIME+10) - ship:body:position. print db:mag. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Qigon replied to erendrake's topic in KSP1 Mod Releases
Thanks guys, it worked like a charm. Now I'm looking for predictions, I'd like to know what will my altitude look like within a few seconds. Problem is, I can't find a way to call predictAt and convert its format (vector) into anything that can compute either altitude, alt:radar or terrain height, like geocoordinates do. For this problems sake I don't feel like cheating since it's totally reasonable to have GPS maps pre stored for any planet. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Qigon replied to erendrake's topic in KSP1 Mod Releases
I've heard about it but never really knew what it was about, I'm gonna try when playing next time. It really doesn't matter if -1 or359 since I'll deal about targeting a desired heading. Another thing that occurred to me is having a Geo point at North Pole and using point:bearing, Although it's not as good because I'd like multiple ships loaded at a time. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Qigon replied to erendrake's topic in KSP1 Mod Releases
I feel I'm overcomplicating something, How do I get the compass heading of an airplane as a scalar? I'm doing vang with facing and north, but this always gives me a "small" positive number. I'd like something that returns -1 when pointing to 359 degrees, or at least something equivalent. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Qigon replied to erendrake's topic in KSP1 Mod Releases
I could successfully upgrade all my critical mods and make it to 1.0.5 today, and it worked like a charm as you predicted. Much smooth, very awe. I love this mod. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Qigon replied to erendrake's topic in KSP1 Mod Releases
Hi, After upgrading the latest kOS from github (ksp 1.0.4) I started having the following error: Method not found: 'GameVariables.UnlockedActionGroupsCustom'. At fdrill on archive, line 18 D:DOACTION(deployDrill,true). This is the complete method that is failing: declare function deploy { print "drill " at(2,3). DECLARE DRILLS to SHIP:MODULESNAMED("ModuleAnimationGroup"). // MKS drills DECLARE deployDrill to "Deploy Drill". DECLARE drillCount to 0. FOR D IN DRILLS { if D:HASACTION(deployDrill) { D:DOACTION(deployDrill,true). set drillCount to drillCount+1. } } print ("Found " + drillCount + " " + "undeployed drills") at (12,5). } Any clues? Or this version simply cannot run on 1.0.4? BTW I would be surprised if I have any issues with control groups this deep into the career. -
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
Qigon replied to Whitecat106's topic in KSP1 Mod Releases
About the lag issues, what if you updated one vessels orbit per X seconds? You'd get a few frames dropped, but by avoiding batch operations you're mitigating lag. And same as with batch operations, you'd get all 200 vessels updated after the same time span. X could be set in some configuration file for so that we can change it for laggy computers. -
Funny thing is that this science error started happening to me all of a sudden. I'll check for more details later but I guess it's only happening in my Mks academy which is like the stock lab. It's full of science and can't transmit anything. I'll try uninstalling science alert and getting the latest remote Tech. BTW I'm still in 1.0.4
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Yep, but now it's maintained by Angel-125. Please have some patience so that he gets a chance to check your problem. Are you sure you got the latest version released by Angel-125? The OP on this thread may contain an obsolete link.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
Qigon replied to erendrake's topic in KSP1 Mod Releases
I'm glad to know it works like this, it just feels like any other internal behavior is asking for trouble. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Qigon replied to erendrake's topic in KSP1 Mod Releases
What is it that you're trying to accomplish? Is it something that is doable by typing in kos commands every once in a while, or do you need to feed it constantly like a joystick? If it's the first choice I'd go with the telnet choice. You can probably find many telnet clients in github in your preferred language and rig it to a) connect to kos read serial port from atmel and C) issue commands to the kos through telnet. You'd probably pre write kos scripts that implement those commands. That is a way to avoid messing around with ksp linking and docs. I'd try to stay away from rewriting .ks files on the fly. Maybe it works but I'd never be comfortable with that. What if some part of the file is getting written while it's being read? You have to assume lots of things for it go smoothly. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Qigon replied to erendrake's topic in KSP1 Mod Releases
What about a telnet client? Never heard of teensy but it looks like atmel or pic. One way to do it is rs-232 or equivalent -> customized telnet -> kos And you can write a c# gui to configure code -> script pairs to be read by telnet client. Did you actually buy/build a dsky? Send us some videos