Jump to content

ToukieToucan

Members
  • Posts

    252
  • Joined

  • Last visited

Posts posted by ToukieToucan

  1. It's pretty obvious that cool names for your space ships are important "Houston, the untitled space craft has landed." sounds weird, almost like aliens little green men would've landed on the moon :0.0:.

    So what are some cool naming schemes that you use?

    I personally like names of major cities or states.

     

  2. 17 minutes ago, Lo Var Lachland said:

    I'm kind of near you. I sent a probe to Ike, because I screwed up the Duna transfer, and then my save file corrupted. Oh well! :)

    Haha same here, couple hundred hours but only kind or got to Duna, I keep seeing new mods which I feel like I should start a new save with, anyways, welcome Talos!

  3. After some time working on my KOS script I was able to make a 100% automated Relay System set-up.

    Craft file will be up soon.

     

    AALAUNCH:

    http://pastebin.com/6ymKdmRK

    What it does:

    • Countdown
    • Can detect when asparagus staging stage needs to be staged
    • Gravity Turn
    • Circularization (100 x 100 km)

    ABORBIT:

    http://pastebin.com/VHnVAab2

    What it does:

    • Calculate how much Dv is needed to go from current orbit to desired orbit (750 x 100 in this case)
    • Burn to exactly desired orbit (with margin of 0.1 meter)
    • Calculate how much Dv is needed to go from current orbit to desired orbit (750 x 750 in this case)
    • Burn to desired orbit, kinda... (due to not being able to burn all the Dv at once at the Ap +0 results will vary: Margin +- 500 m)
    • Activate Relay Sat's solar panels and Omni
    • Stage Relay Sat (Force of decoupler has been taken into account, roughly)

    ACORBIT:

    http://pastebin.com/5jv3YZkM

    What it does:

    • Decrease orbit so the orbital period is lower, spacing the sats evenly (roughly)
    • Increasing the orbit to a circular 750 x 750 orbit again (And ofcourse calculate how much Dv is needed)
    • Stage Relay Sat (Force of decoupler has been taken into account, roughly)

    ADORBIT:

    http://pastebin.com/B9EFF7th

    What it does:

    Same as ACORBIT:

    • Decrease orbit so the orbital period is lower, spacing the sats evenly (roughly)
    • Increasing the orbit to a circular 750 x 750 orbit again (And ofcourse calculate how much Dv is needed)
    • Stage Relay Sat (Force of decoupler has been taken into account, roughly)

     

    I'm sure I could improve some things (feel free to say what could be done better), but anyways, this was tougher to make than I thought it would be it kind of succeeded.

    Ps, ran a test and visible separation occurred after ~100 days which isn't that bad, right...

  4. 26 minutes ago, stibbons said:

    Comsat 2 should have a dish pointed back to Comsat 1. Likewise Comsat 3 should have a dish pointed back to Comsat 2.

    I'm actually a little bit surprised you've got any connection between satellites at all. But that might just be because you got lucky with the angles.

    Wouldn't this be possible too?

     

    ComSat 1. Antenna #1: ComSat 2. Omni #1 (you might need to set up a simple Omni relay system if Ap exceeds max omni height).  Antenna #2 / #3 future use.

    ComSat 2. Antenna #1: ComSat 3.  Omni #1 (automatic KSC connection). Antenna #2 / #3 future use.

    ComSat 3. Antenna #1: ComSat 1 (or 4 if in orbit). Omni #1 (automatic KSC connection). Antenna #2 / #3 future use.

    ComSat 4. Antenna #1: ComSat 1. Omni #1 (automatic KSC connection). Antenna #2 / #3 future use.

  5. So I downloaded SVE pack with tons of visual mods. My poor little laptop ran at about 5 FPS in the KSC area.

    Are there any non demanding visual mods (nicer looking planets, clouds (don't have to be moving if you ask me), planetshine. I'd be happy with those improvements.)

     

    Also is there a way to improve the FPS?

  6. 5 hours ago, sal_vager said:

    Were they white when you staged them? If yes then they should have survived, though it's possible your Physics.cfg is bad and needs replacing, try renaming it, KSP will make a new one.

    If you're starting KSP via a shortcut or ckan make sure the target directory is the KSP folder, or put ckan inside the KSP folder.

    Also try starting the KSP.exe directly.

    I believe they were white, I'll rename it as soon as it happens again.

  7. 20 hours ago, sal_vager said:

    Parachutes can be activated but not deployed, as long as they are not activated that won't be damaged unless the part itself is destroyed.

    But your mods could have changed this, if you have not activated your chutes then try looking through your mods for any that change parachute behaviour, and adjusting their settings or removing them.

    Probably, parachutes on other crafts work fine, haven't tried it with crashed vessel.

  8. 4 hours ago, Nexis said:

    1000 m/s is much too fast. That are 3600 km/h or 2237 Miles per hour.

    It says: "Chutes destroyed by aero forces and heat". That means: you was too fast in the thickest part of Atmosphere. The aerodynamic Pressure and Friction was too high.

    And let me guess: Your Ship had Heat-effects while start?

    At start keep your speed lower than 300 m/s, until you've left the thickest Part of Atmosphere.

    After you have left the thickest part, just accelerate to a speed, which does not generates heat-effects. And do not use physical timewarp while start. It does additional increase the physical forces to the ship-parts, not only the timespeed.

    Can you record a Video of the start and upload it? :)

    Well they weren't deployed soooo... 

  9. Still a noob to KOS (and scripting in general), what are some good places to start learning scripting (so far I can (kind of, if 'ignore max temp is on) go into a 100km orbit).

     

    Could you see what I could improve?

    Spoiler

    CLEARSCREEN.

    LOCK THROTTLE TO 1.0.  

    PRINT "Counting down:".
    FROM {local countdown is 10.} UNTIL countdown = 0 STEP {

    SET countdown to countdown - 1.} DO {
        PRINT "..." + countdown.
        WAIT 1.
    }

    WHEN MAXTHRUST = 0 THEN {
        PRINT "Staging".
        STAGE.
        Preserve.
          }.

    SET MYSTEER TO HEADING(90,90).
    LOCK STEERING TO MYSTEER. 
    UNTIL SHIP:APOAPSIS > 100000 { 

        IF SHIP:VELOCITY:SURFACE:MAG < 100 {
            SET MYSTEER TO HEADING(90,90).

        } ELSE IF SHIP:VELOCITY:SURFACE:MAG >= 100 AND SHIP:VELOCITY:SURFACE:MAG < 200 {
            SET MYSTEER TO HEADING(90,80).
            PRINT "Pitching to 80 degrees" AT(0,15).
            PRINT ROUND(SHIP:APOAPSIS,0) AT (0,16).

       
        } ELSE IF SHIP:VELOCITY:SURFACE:MAG >= 200 AND SHIP:VELOCITY:SURFACE:MAG < 300 {
            SET MYSTEER TO HEADING(90,70).
            PRINT "Pitching to 70 degrees" AT(0,15).
            PRINT ROUND(SHIP:APOAPSIS,0) AT (0,16).

        } ELSE IF SHIP:VELOCITY:SURFACE:MAG >= 300 AND SHIP:VELOCITY:SURFACE:MAG < 400 {
            SET MYSTEER TO HEADING(90,60).
            PRINT "Pitching to 60 degrees" AT(0,15).
            PRINT ROUND(SHIP:APOAPSIS,0) AT (0,16).

        } ELSE IF SHIP:VELOCITY:SURFACE:MAG >= 400 AND SHIP:VELOCITY:SURFACE:MAG < 500 {
            SET MYSTEER TO HEADING(90,50).
            PRINT "Pitching to 50 degrees" AT(0,15).
            PRINT ROUND(SHIP:APOAPSIS,0) AT (0,16).

        } ELSE IF SHIP:VELOCITY:SURFACE:MAG >= 500 AND SHIP:VELOCITY:SURFACE:MAG < 600 {
            SET MYSTEER TO HEADING(90,40).
            PRINT "Pitching to 40 degrees" AT(0,15).
            PRINT ROUND(SHIP:APOAPSIS,0) AT (0,16).

        } ELSE IF SHIP:VELOCITY:SURFACE:MAG >= 600 AND SHIP:VELOCITY:SURFACE:MAG < 700 {
            SET MYSTEER TO HEADING(90,30).
            PRINT "Pitching to 30 degrees" AT(0,15).
            PRINT ROUND(SHIP:APOAPSIS,0) AT (0,16).

        } ELSE IF SHIP:VELOCITY:SURFACE:MAG >= 700 AND SHIP:VELOCITY:SURFACE:MAG < 800 {
            SET MYSTEER TO HEADING(90,11).
            PRINT "Pitching to 20 degrees" AT(0,15).
            PRINT ROUND(SHIP:APOAPSIS,0) AT (0,16).

        } ELSE IF SHIP:VELOCITY:SURFACE:MAG >= 800 {
            SET MYSTEER TO HEADING(90,10).
            PRINT "Pitching to 10 degrees" AT(0,15).
            PRINT ROUND(SHIP:APOAPSIS,0) AT (0,16).

        }.

    }.

    PRINT "100km apoapsis reached, cutting throttle".

    SET SHIP:CONTROL:PILOTMAINTHROTTLE TO 0.

    global throt is 0.
    lock throttle to throt.
    lock steering to prograde.
    until periapsis >= 100000 {
    IF eta:apoapsis < 30 AND throt <1 {
    SET throt to 1.}
    If eta:apoapsis >50 and throt >0 {
    Set throt to 0. }
    IF eta:apoapsis >1000 and throt <1 {
    Set throt to 1. }
    }
    unlock steering.
    unlock throttle.

    Print "check".

     

  10. 1 hour ago, TheDestroyer111 said:

    Do you mean the undeployed parachute part detached from your craft (might have a structural failure text in the mission log)? That might be the weirdest thing I've ever heard, at least in KSP!

    No structural failure, I'll provide pics.

    As you can see, the craft has 2 stages for parachutes at stage 0 and stage 1.

    The logs report that parachutes broke sometime during stage 3.

    http://imgur.com/a/nJPvK

    The weird thing is that even the mk16 broke...

     

    No overheating occurred during the flight.

  11. 12 minutes ago, TheDestroyer111 said:

    In what way did they break? Did the part just explode? If it exploded, then check the mission log (press F3 ingame, by default) and see what it was caused by. I think it will probably say either "[Insert parachute name] exploded due to overheating" or "[Insert parachute name] collided/crashed into [insert part name or "terrain" here]". If it didn't explode, then did any text appear on the screen or mission log? This can also be caused by you arming the parachutes at one point by attempting to deploy them in space. Did you stage them, or deploy via right click while in space?

    They just 'flew' off, destroyed by aeroforces (no overheating). They didn't stage/deploy. The parachutes were in 2 stages so that eliminates the accidental staging.

×
×
  • Create New...