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DgD

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Posts posted by DgD

  1. 6 hours ago, Steven Mading said:

    The game itself prevents the ship's parts (engine, fuel, etc) from working in this mode.

    thx for that explanation

    After my last post I went to the KSP.log and RemoteTech/kOS code to figure out mysterious "dispose" calls (derp)

    With pack mode we are screwed :/ and yes my next assumption was that the ability to auto-fly the ship and in between do something else - for example, short mission with aircraft - will kill physic engine or at least the calculations might be not very percise/dropped etc. :( 

    I hoped for unattended "refuelling station" missions or "fly by" tourism missions not an option due to processor "math powers" conservation for the task at hand

     

    17 minutes ago, danielboro said:

    it is easy. practically all my scrips have that

    technically I have (maybe unnecessary) 2 numbers - for more fun.

    1. plan => what I want to do "going to orbit", "in orbit", "landing procedure" (sneaky file management here)

    2. runmode => current state of plan: "going straight up till 9km" [...] "decelerating till Peri 64km" (where inside the file)

    and for even more fun positive number of runmode means I'm "accelerating"  for example 1 up to 6 making an orbit

    negative number for runmode means I'm decelerating: -1...to -3 deorbiting, falling, checking all the chutes active :wink: 

    rumode zero is idle (not implemented just end of program)

    and functions:

    describe_plan

    describe_runmode

    just for fun :wink: and more humanoid form :D 

    Well I need to look deeper into AlarmClock integration... the last command in script should put alarm clock for next time I need to become observer and let script maneuvers to occur

    the result - at least semi-unattended it might be :) 

    Fully unattended??? ... with quantum processors? :D ...  easy jet ...  until then AlarmClock will have to do :wink: 

  2. this script sits in boot folder and it's loaded on launchpad

    switch to 1.
    print "copying files:".
    COPYPATH("0:/toursetup.ks", "toursetup.ks").
    COPYPATH("0:/tourmain.ks", "tourmain.ks").
    COPYPATH("0:/tourup.ks", "tourup.ks").
    COPYPATH("0:/tourdown.ks", "tourdown.ks").
    print "done".
    list.
    wait 1.
    run tourmain.ks.

    1. coping files from zero to rocket disk.

    2. then running tourmain.ks (I hope locally on the rocket)

    3. then I have 10 seconds countdown there to leave the launch pad ... and I can't leave at all  :(

    tourmain.ks starts from countdown... then I leave to Space Center

    think is ... it STOPS! drops everything!... when I jump somewhere else to the different view ... it's automatically loaded via boot script chosen in VAB so... why it stops???

    I want to do other things when my rocket is launching the tourists to the orbit

    when I'm watching everything go smoothly but I can't leave the rocket even in space it lost the code.

    What I'm doing wrong? Can I launch the rocket without my attention?

    I thought I can but when I leave the rocket view everything driven via kos script STOPS! :( even when files are copied locally to the rocket :/ (I hope 1 is the number of first rocket drive)

    it's KSP 1.3.1 with recompiled kos tag: v1.1.1.3.0 career mode early in the game with 45 science tier tech and literally first tourists mission

    any suggestions how to make it fully automatic if not via boot script then how?

    all scripts do their job but only when I sit and observe everything.

    nahhh... It might be lvl 1 buildings in career: mission control and tracking station

    ops just checked it can't launch without "me" watching even on sandbox with fully upgraded buildings

  3. @Steven Mading Thx for lesson what is where and why... I'm not rocket science expert ... my understanding of newtons laws covered in navbal was simply wrong

    13 hours ago, Steven Mading said:

    "but it's just quickfix on old DOCs" -> the change you linked to doesn't touch the docs.  I don't understand what this means.

    my typo I mean quickfix for old DOCs examples to pass (code where SHIP:SENSORS:ACC passing) ... and I should modify DOCs to reflect the API not the code itself

     

    13 hours ago, Steven Mading said:

    What is on the navball is speed and direction, which are both available from the vessel's velocity suffix, and a directionless "g" force as a scalar, with no vector info about which way it's pointed

     

    thank you so much for "velocity suffix" now my code is useless :P 

    I have easy access to velocity vector then... and I can calculate G-force :)

     

  4. my first try here Hi all :)

    after recompilation to 1.3.1 game runs without crash yay :P

    My next "discovery" ... documentation is mostly outdated

    I wonder why the data about ship acceleration or gravity forces is deeply hidden when it is available 24/7 on navbal - no mather current sensor-parts set.

    as a quickfix I did https://github.com/DamnGoodDevill/KOS/commit/8cd9179db57266baebf495dd63f14a511542986c

    ugly place for code but it's just quickfix on old DOCs where I can replace every occurrence of SENSORS:ACC, SENSORS:GRAV with SENSORS:VESSACC and SENSORS:VESSGRAV

    Prolly there is easier way of doing this in current api :)

    I'm using kOS with RemoteTech (pretty obvious) , any plans to merge this 2 projects???

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