scimas
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Everything posted by scimas
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I got another update today, seems like a really small update, maybe a hotfix. What was it?
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
scimas replied to Dunbaratu's topic in KSP1 Mod Releases
@jefferyharrell if I understand what you're trying do correctly, you could possibly achieve it with a combination of krpc and kOS. Manage your broader space program with krpc (like setting up KAC alarms and missions from the KSC without loading a rocket) and then use kOS for the actual rocket flying.- 1,361 replies
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That release video is so good! And damn, I broke my own rule and bought the dlc before any user reviews/bug reports could come out.. THAT'S HOW HYPED I AM FOR THIS Where are the patch notes anyway?
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I've been doing this for a long time. In fact you don't even need to enter the burn time manually. Grab the manoeuvre node from kOS, get its deltaV, and eta. Then invert the rocket equation for expected change in mass and get the burn time by dividing the mass change by the burn rate of your engine (properly weighed by thrust and Isp in case of multiple engines). The only thing you have to take care of is that Principia shows deltaV to a ridiculous accuracy, 0.001 m/s, far more than kOS can achieve - at least at full thrust. Edit: There is already an issue open on github to provide more external API for modders.
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Kerbal Space Program 1.7: “Room to Maneuver” Grand Discussion Thread
scimas replied to UomoCapra's topic in KSP1 Discussion
No, please no. There are plenty of other ways to cheat your way to Mun on PC. The console players actually need it, due to either unavailability of mods or just part count of very big ships. UomoCapra literally asked the question in this thread?- 243 replies
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Is it that KAC release was on 19th of April?
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Oh wow, this thread.. I understand that consoles don't get updates often. I'm on PC myself, but I have also upvoted comments in the old weekly news threads that criticized SQUAD for not saying anything about console updates. But be patient, they will release an update. And it's always better to have a delayed update than a broken update. You want to see what happens when SQUAD tries to stick to a schedule even when they shouldn't? Go check out the 1.4 release thread and the discussion around that time. If only SQUAD hadn't stuck to the schedule worked more on QC, that update would have been far better.
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@Dagger I really don't know how KSP internal calculations work. But I do have a suggestion for you. Is it possible for you to get what rotation is being applied to the planetarium when it's tilted? A quaternion or an axis and an angle? If you can get that, you can apply the same rotation to the whole orbit object of the active vessel. Or if it isn't possible to get the planetarium rotation directly, you could try calculating the rotation from the change in the inactive vessel's orbit. You probably already know how to calculate these rotations, if not, take a look at kOS rotation functions (you can find them in direction/vector mathematics).
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
scimas replied to Dunbaratu's topic in KSP1 Mod Releases
@Steven Mading see if this is relevant to the problem being described https://github.com/mockingbirdnest/Principia/issues/1416 ? It probably isn't, considering kos doesn't make direct changes to ship's position or velocity, but that is what immediately came to mind when I read the discussion.- 1,361 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
scimas replied to Dunbaratu's topic in KSP1 Mod Releases
I don't know why, but this does happen sometimes after my scripts are executed. Not specifically with the R function, but with variables that are supposed to be pre-bound in general. For example, KOS will finish executing some script and then I type in the console lock STEERING to someDirection. And it will throw an error saying undefined variable steering. It complains only once. If I type in the command again, it doesn't complain and executes it properly. I will try to get logs the next time this happens.- 1,361 replies
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As per the original you quoted, Stock and mobile launch pads are navigable. I read it as "stock and mobile launch pads are navigable, in all modes that you can use them in (that is, obviously, all applicable game modes)."
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- release notes
- discussion
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[1.11] RemoteTech v1.9.9 [2020-12-19]
scimas replied to tomek.piotrowski's topic in KSP1 Mod Releases
Hey devs, are you aware of this (https://github.com/KSP-KOS/KOS/issues/2328) bug with KOS - RT interaction? From the comments in that thread, it seems like the cause is how remote tech works. Is there any chance of a fix? -
[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
scimas replied to Dunbaratu's topic in KSP1 Mod Releases
Ah, thanks for pointing that out. That's exactly the issue I'm experiencing. Time to see if knocking on RemoteTech devs' doors gets any progress on the issue..- 1,361 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
scimas replied to Dunbaratu's topic in KSP1 Mod Releases
I have a rocket with a command pod manned by a pilot, it has an antenna (activated) and it's sitting on the launchpad. Is it expected that ADDONS:RT:HASKSCCONNECTION(SHIP) will return false in this case? Yes, I do have local control, but I would still expect it to return true. I want to know if I can copy files over from archive or not.- 1,361 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
scimas replied to Dunbaratu's topic in KSP1 Mod Releases
Yeah, boot script works. I was just wondering if it was possible to have it deactivated right from VAB, like extendable antennas. But it isn't a big deal.- 1,361 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
scimas replied to Dunbaratu's topic in KSP1 Mod Releases
Is there a way to have a processor turned off when launching a rocket from KSC?- 1,361 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
scimas replied to Dunbaratu's topic in KSP1 Mod Releases
Actually that changes it a lot. The burn time changes exponentially with the required delta V. I suggest taking it into account. Look up the specific impulse and terminology pages on the KSP wiki. Those two have all the additional equations you will need for delta V and burntime calculation.- 1,361 replies
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Yeah, if I remeber correctly, principia doesn't touch a craft's rotation at all. But I understand off center CoM causing pitch and yaw issues, I can't imagine what would cause roll problems. Unless the engines are placed to deliberately produce rolling torque. You would need both off center CoM and a thrust vector unparallel to the heading vector. Basically an offset AND rotated engine.