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ToukieToucan

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Posts posted by ToukieToucan

  1. So, the USpaceProgram is going pretty disastrous...

     

    Still getting to orbit and Jebediah and Valentina are already dead...

     

    Jebediah flew in the Atlanta V and died due to overheating (caused by faulty KOS script.) 

    Valentina flew in the Atlanta VI and almost had the same fate as Jebediah, travelling at 1000 m/s the drogue chutes broke off due to aerodynamics (undeployed) and short after the main chute as well. (Also caused by the very same KOS script.)

    These two crashes have indicated the danger of KOS and has led the Atlanta space program to end.

     

  2. 58 minutes ago, Steven Mading said:

    Well, I assumed that was the effect, not the cause.  (i.e. "I tried to type 'print', and got `^int instead.  It's complaining because `^int isn't understood.")

    Here's something to try:  Can you open up any *other* part of the game that has you typing text into a field?  For example, put a kerbal in a capsule on the launchpad, EVA the kerbal and have them plant a flag.  Try to type some text as the flag's message.  Do the letters work right in that input field?

    I can't think of anything at all that would be causing this weirdness.  Did you edit GFX/font_small.png perhaps so the pictures don't match the letters??

     

    You can work around this by editing the .ks files with a text editor.

     

    As long as you can type 'Run (program name).' you should be alright. 

  3. 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. }

    WAIT 0.

    }

    UNLOCK STEERING.

    UNLOCK THROTTLE.

  4. I'm pretty new to KOS so I have a few questions:

     

    Lets say we use this code

    Spoiler
    
    //hellolaunch
    
    //First, we'll clear the terminal screen to make it look nice
    CLEARSCREEN.
    
    //Next, we'll lock our throttle to 100%.
    LOCK THROTTLE TO 1.0.   // 1.0 is the max, 0.0 is idle.
    
    //This is our countdown loop, which cycles from 10 to 0
    PRINT "Counting down:".
    FROM {local countdown is 10.} UNTIL countdown = 0 STEP {SET countdown to countdown - 1.} DO {
        PRINT "..." + countdown.
        WAIT 1. // pauses the script here for 1 second.
    }
    
    //This is a trigger that constantly checks to see if our thrust is zero.
    //If it is, it will attempt to stage and then return to where the script
    //left off. The PRESERVE keyword keeps the trigger active even after it
    //has been triggered.
    WHEN MAXTHRUST = 0 THEN {
        PRINT "Staging".
        STAGE.
        PRESERVE.
    }.
    
    //This will be our main control loop for the ascent. It will
    //cycle through continuously until our apoapsis is greater
    //than 100km. Each cycle, it will check each of the IF
    //statements inside and perform them if their conditions
    //are met
    SET MYSTEER TO HEADING(90,90).
    LOCK STEERING TO MYSTEER. // from now on we'll be able to change steering by just assigning a new value to MYSTEER
    UNTIL SHIP:APOAPSIS > 100000 { //Remember, all altitudes will be in meters, not kilometers
    
        //For the initial ascent, we want our steering to be straight
        //up and rolled due east
        IF SHIP:VELOCITY:SURFACE:MAG < 100 {
            //This sets our steering 90 degrees up and yawed to the compass
            //heading of 90 degrees (east)
            SET MYSTEER TO HEADING(90,90).
    
        //Once we pass 100m/s, we want to pitch down ten degrees
        } 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).
    
        //Each successive IF statement checks to see if our velocity
        //is within a 100m/s block and adjusts our heading down another
        //ten degrees if so
        } 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).
    
        //Beyond 800m/s, we can keep facing towards 10 degrees above the horizon and wait
        //for the main loop to recognize that our apoapsis is above 100km
        } 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".
    
    //At this point, our apoapsis is above 100km and our main loop has ended. Next
    //we'll make sure our throttle is zero and that we're pointed prograde
    LOCK THROTTLE TO 0.
    
    //This sets the user's throttle setting to zero to prevent the throttle
    //from returning to the position it was at before the script was run.
    SET SHIP:CONTROL:PILOTMAINTHROTTLE TO 0.

    from here .

     

    When it enters space I want to add some code:

    lock steering to prograde.
    wait until eta:apoapsis < 30.
    lock throttle to 1.
    wait until eta:apoapsis > 50.
    lock throttle to 0.
    wait until periapsis = 100000.

    How do I make this a loop and how do I deactivate the loop when Periapsis is = 100000?

  5. 5 hours ago, Steven Mading said:

    We've never heard of this happening from *anyone else*, ever.  This is really strange.  What kind of keyboard do you have?  Is it one designed for non-English language, in which the key layout isn't the common "QWERTY" style but is something else? (I sort of hope not, because if it is, there's going to be just about no way we could reproduce it ourselves to figure out how to fix it).

     

    English keyboard with qwerty, running Ubuntu, there was a message about parsing and tinyPG.

  6. 17 minutes ago, DaMachinator said:

    Isn't a socialist someone who believes in being social?

    What happens when you land on the helipads on top of the VAB?

    Your vehicle and kerbalnauts turn into baby helicopters, I believe that's how they multiply.

     

    How deep do we need to dig into the mantle of the sun before we find a hollow-sun thingy?

  7. 1 hour ago, PB666 said:

    Not as near or far as it actually once was. 

    What do you get when you homogenize prune juice with fermented goats milk?

    The elixer of life... (plz dont tell alchemists)

    I heard the moon doesn't have an atmosphere, could we make one by playing some jazz music and dimming the lights?

  8. 2 hours ago, cubinator said:

    Because it's underground, and you can't fit a big enough lander in a mine.

    Does Saturn have an evil overlord?

    I think Saturn does have one because it didn't work hard enough so it needed an overlord.

     

    Do planets disappear if they are classified as a dwarf planet or they become just as big as a dwarf?

    Also what if earth becomes a dwarf planet, will we (humans) all disappear or become tiny?

  9. Most of these pictures come from https://www.reddit.com/r/AccidentalRenaissance/, which provides pretty interesting dramatic Renaissance-y, mostly consisting out pictures of (dramatic) riot police and refugee pictures but also many other themes (of course). 

    So far this is my "collection" of Accidental Renaissance pictures and I'll add some more riot police pictures soon-ish.

    Fitting (serious) captions would be very appreciated: 

     

    http://imgur.com/a/MqJND

  10. 1 minute ago, ShotgunNinja said:

    @ToukieToucan It is in the Profiles/ directory. If you don't have it, you have to also install the CKAN package 'Kerbalism-Default-Profile'.

    ckan doesnt really like linux, or atleast the last time I tried. I have A parts, patches and textures folder and some .dlls

  11. 17 minutes ago, ShotgunNinja said:

    This is the list of planned features and changes:

    - multiple modifiers support in rule
    - scale EC producer/consumer/storage by 4
    - input resource support in greenhouse
    - recycler module
    - inter-planetary CME
    - simulate lab in background
    - background resource simulation respect stacks
    - advanced per-internal-space calculations in planner
    - rename Entertainment to Comfort
    - remove old parts
    - a new undisclosed mechanic :sticktongue:

    // comment this line, like this:
    // @Settings:FOR[DisableMalfunction] {} 

    Like this?

     

    Also are you planning on adding connection lines for relay sats?

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