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KSP2 Release Notes
Everything posted by blorgon
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Couldn't ESA buy KSP2 and continue funding and developing it?
blorgon replied to Dinlink's topic in KSP2 Discussion
What kind of educational outreach does ESA do? I could easily see a space agency funding KSP as an educational tool to help train kids in STEM. -
when were you when kerb spaic progrem was kil
blorgon replied to Second Hand Rocket Science's topic in KSP2 Discussion
It's a (very old) meme https://knowyourmeme.com/memes/john-is-kill -
totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
blorgon replied to Halban's topic in KSP Fan Works
Just re-uploaded my 2017 cinematic in 4K to try to get a better bitrate on YouTube. One of these days, I'd like to re-make this, and the other cinematics I'd had planned. -
+eiπ -1 + 8i
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banned for editing
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What is your favourite mod?[Megapoll]
blorgon replied to έķ νίĻĻάίή's topic in KSP1 Mods Discussions
Another vote for kOS -
procedural parts or in the style that we have right now?
blorgon replied to έķ νίĻĻάίή's topic in Prelaunch KSP2 Discussion
Another possibility would be to "lock" the procedural adjustments into specific intervals (much like how engine plates and fairing attachment nodes are implemented right now). At the very least, it's very clunky and annoying selecting between several very similar looking models in the parts list where the only difference is their diameter and length. I do like the idea of limiting part selections in career mode, and either having procedural be an "advanced manufacturing" tech upgrade, or limiting procedural to sandbox only. Not only would having procedural tanks and wings streamline the building process, but it'd cut down on loading times quite significantly. I hope to god we get procedural STRUCTURAL AND UTILITY parts, too. Procedural trusses would be an absolute godsend for station building. -
"friend"
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I've tried that a couple of times now. I never last more than an hour. The stock skybox and sunflare alone are enough to bring me to tears of frustration.
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Now that fall semester is over I've been working on a heavy rover delivery system for an unmanned ballistic aerocapture Duna mission. Heatshield + aerocapture, then drogues, then a short propulsive maneuver to bring the puck down to about 0.5 m/s, all using bits from an old kOS script I wrote last year. Now that I've done the proof of concept, I need to go through the Duna script and overhaul it because it's a mess and I'm using a new library system. Still lots of work to do.
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Would anybody consider tackling something like this? It'd be a drive-on/drive-off rover docking platform, with retractable ramps and an extendable docking port (the orange cylinder, shown in its fully stowed position). The idea would be to connect to a docking port attached to the undercarriage of a rover, and when it comes time to deploy, would retract out of the way to let the rover drive off. Ideally there could be a 3.75m and a 1.25m variant, for fitting rovers of different sizes. Here's a mockup of a potential use-case:
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
blorgon replied to Dunbaratu's topic in KSP1 Mod Releases
lol nope I misread. Inline maths is hard to read.... Can you post the relevant code?- 1,361 replies
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- autopilot
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
blorgon replied to Dunbaratu's topic in KSP1 Mod Releases
The bolded bit there should just be the unit position vector, I'm pretty sure (no factor of mu).- 1,361 replies
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[WIP] Restock: KSP Part Art Revamp (Released March 06)
blorgon replied to Nertea's topic in KSP1 Mod Development
I'm so glad this is happening. -
Well that is just adorable. But umm... how's the driver supposed to see?!
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Oh, sweet. I figured adding cameras to parts was a Unity thing. Thanks!
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That's what I figured. I removed the lights and drogues to no avail, then I moved the port itself up a little and the issue went away—the part underneath the port was clipping into the camera. If you ever find yourself messing around with the docking ports in unity, could you consider moving the camera a little further forward so that it's closer to the docking port face? I'm assuming the camera is just attached to the CoM of the part.
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@linuxgurugamer where is the "camera" located on the docking port jr? I have some very minor part clipping at the edges of the port, but the camera is still obstructed in flight.
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https://gfycat.com/MaleAnimatedBichonfrise https://i.imgur.com/8CC8NPc.png Inside that tapered fairing is my Munar lander. The debug console shows that the game engine is packing both the SKII (the whole ship), and the SKII Lander for orbit when my kOS script timewarps. So the game tries to pack the lander for timewarp, then I get a NaN orbit error in the debug console, and the game engine despawns that whole part of the craft. It seems like the game engine thinks it's dealing with two separate crafts, maybe? Packing SKII Lander for orbit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ObT : NaN M : NaN E : NaN V : NaN Radius: NaN vel: [NaN, NaN, NaN] AN: [297572.414810425, 777178.226544812, 0] period: Infinity (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [OrbitDriver Warning!]: SKII Lander had a NaN Orbit and was removed.
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I'm aiming for the specific geoposition. You using a PID to land the boosters?
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FINALLY finished tweaking my terminal descent guidance logic to put me on this spot every single time.