xel'lotath
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
xel'lotath replied to erendrake's topic in KSP1 Mod Releases
I found the problem, and it was really dumb. I had what I thought was ascent.ks saved under a different name, ascent_b.ks. The file saved under ascent.ks was an older version with a fourth parameter, newThrust. So when launch.ks ran ascent.ks, it didn't match up. Sorry for wasting your time with that one. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
xel'lotath replied to erendrake's topic in KSP1 Mod Releases
Thanks for your help. So how do I apply this to my script? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
xel'lotath replied to erendrake's topic in KSP1 Mod Releases
Wow, thanks for the quick response. The solution to the TWR issue worked great - I guess the lesson for me is to make sure sure I know exactly what terms like SET and LOCK mean before I use them. I'm afraid I don't know what you mean - CheersKevin's script starts off with a RUN command too, without parameters. How do I add these parameters? Sorry if I'm being dense. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
xel'lotath replied to erendrake's topic in KSP1 Mod Releases
I'm new to kOS and to programming and I'm finding the learning curve very steep. I've made a couple of simple scripts relating to launching to test myself, which don't work, and I don't understand why. The first one is designed to hold the ship to the launch tower until it has built up enough thrust to climb away. The terminal doesn't say anything but the second 'STAGE.' never gets executed and the rocket just sits on the launchpad burning all its fuel, even though the TWR goes as high as 4. SET g TO body:mu / (altitude + body:radius)^2. SET myEngine TO SHIP:PARTSTAGGED("Firststage")[0]. SET twr TO myEngine:THRUST / (g * ship:mass). STAGE. WAIT UNTIL twr > 1. STAGE. The second one (actually a pair of scripts - 'launch.ks' imports 'ascent.ks') is a modification of a launch script from CheersKevin's YouTube series (https://github.com/gisikw/ksprogramming/commit/380d9bbf3b19268da081aa17eb8ca3ff910ab1b6). The terminal says 'number of arguments passed in didn't match the number of DECLARE PARAMETERS. Called with not enough arguments', highlighting 'PARAMETER profile' and the corresponding variable 'ap'. I guess it doesn't recognize 'ap' as being the 'profile'? launch.ks: https://pastebin.com/VyxZGfR3 ascent.ks: https://pastebin.com/0kQh83we If anyone could help with either of these I'd be very grateful. I've spent a long time trying and failing to understand how these things work. -
I'm having trouble installing this part. I've tried putting it in KSP\Parts, KSP\GameData, KSP\GameData\Squad\Parts, and KSP\GameData\Squad\Parts\Command, but it never shows up in the VAB.. Usually I put command pods in the last location and they work fine. I'm using 1.1.3 and the RSS/RO suite of mods, if that helps. Any advice? Edit: Problem solved, although I'm not sure how. Several versions of the part are now showing up in the VAB menu.
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[1.9.x] K2 Command Pod: Two Kerbal stock-alike pod
xel'lotath replied to linuxgurugamer's topic in KSP1 Mod Releases
OK, cool. Thanks for doing this. -
[1.9.x] K2 Command Pod: Two Kerbal stock-alike pod
xel'lotath replied to linuxgurugamer's topic in KSP1 Mod Releases
I haven't done anything to the Mk 1 pod specifically. I'm just using Realism Overhaul and its associated mods. Is the K2 usually compatible with RP-0? I don't know what I might have done to disrupt that. I have found that every other command module designated 'non RP-0' has the same problem with the RealFuels UI, so that might be the key. I see what you mean about the low storage capacity. But for future reference, is there a way I can edit it? Thanks for your time. -
[1.9.x] K2 Command Pod: Two Kerbal stock-alike pod
xel'lotath replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm having what seems to be a compatibility issue with K2 and RealFuels. You can see in this screenshot http://imgur.com/a/Y0WLr that the pod will only take a very limited range of supplies. Compare that to the Mk I pod: http://imgur.com/a/xnGeh. How do I get the full range of options? Also, the volume of stuff that you can store in the K2 seems very low - is there any way to edit it? Any help would be much appreciated. -
Hi. I'm having trouble with what seems to be an FMRS-related bug. When a discarded stage descends to an altitude of about 65m, the game registers it as having splashed down (according to the results screen) and the parachutes cut out, leaving the stage to freefall the remaining distance and crash. Does anyone know how to fix this? I am using Realism Overhaul and the related mods, including RealChutes, if that helps. Also, my version of FMRS is slightly out of date - it is made for KSP 1.1 and I am using 1.1.3. If someone can direct me to a version rated for 1.1.3, it would be much appreciated. I can't find the "write debug messages to log file" option, sorry.