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Everything posted by Nazalassa
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N 13
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Um, doesn't the radiator have a "Activate Radiator" button? The small ones (like this one) are not always active iirc. https://spacedock.info/mod/352/Kerbal Space Ponies, probably.
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It works, yey!!!! [ Some info: Wireworld@Wikipedia Wireworld@Lifewiki ]
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N 12
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N 12
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What would happen if I post this?'); DROP TABLE POSTS; --
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N 12
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The Kerbal KAL Logic & Computing Laboratory [WIP]
Nazalassa replied to Nazalassa's topic in KSP1 Discussion
Log 23.8 A couple more ideas for RAM (and other things) went through my head today, so I'll write them before I forget them. FIRST IDEA For RAM, maybe we can have like a loop of 256 KALs, each one representing an address space (i.e first KAL is address 0x00, second KAL is 0x01, and so on), and on each phys-tick (25 times per second) each KAL would take the value of the preceding one, like with a tape. One specific KAL is linked to a R and a W KAL, like a register, so we can read/write data from/to the bus to/from it (it's the tape's head). At the beginning, it corresponds to address 0x00, but after 1 phys-tick it corresponds to address 0x01, and so on. A counter is incremented when the KAL change values, so it indicates the address which address the "head" corresponds. Of course the counter is reset to 0 each time it reaches its maximum. When reading/writing, we wait until the counter has the right address in it: after that, we can perform read/write on the "head" and it will read from/write to the address that is in the counter, so the one we want to modify. Pros: - Very KAL-efficient, as it requires (amount of RAM units) + 3 KALs - Quite simple - It can also be used as a hard disk! Cons: - Access time can vary, and be very long. '---> This means that excessive use of registers, a lot of them, will probably be needed, or that programs will be slow as hell... Or both. '---> In either case, memory access will likely need to be blocking, to avoid implementing very complex logic, which can negate the benefits of that type of RAM. SECOND IDEA I studied .craft files a bit, and this is a KAL's PART: There are several very interesting (and possibly useful) things in this thing. In this section: These are the ModuleRoboticController's "axis groups", the ones we can assign to KAL fields (KAL position ad KAL speed). We can see that the first one is named sequencePosition, and if you look in the big thing above, there is a field named sequencePosition in the module. Hypothesis: duplicating this entry and changing sequencePosition to priorityField (which I guess is the controller's priority) would allow us to link it to, for example, throttle, like we can do with sequencePosition. We can also see that there is a list of axisIncremental (which seems to be the same as the overrideIncremental[0-3]) which seems to be the "action fields" (throttle, pitch, etc.) of the Action Group panel (in the VAB or in flight). So maybe we can add any field of any part to the list of fields that can be linked to "action fields"? Cool. May be useful with Docking Port Kraken Drives, for example. We also have axisGroup, which (by its name) must be the "action field(s)" to which the field is linked. This requires experimentation. This does not seem to work for axis fields other than those that arelinkable to AGs by default. In this section: We have the timeValueCurve, which we already know (it's the list of pointsin the KAL's curve). [We'll be studying the first of the two, the one with persistentId = 210973617] But we also have moduleId, which value (4023821551) can be found again in the .craft here: It's the ModuleLight's persistentId. But wait! If we look at the AXIS again, we have a persistentId, which value (4023821551) is the spotlight's own persistentId! So, to sumarize, in an AXIS{...}: - persistentId is the target part's persistentId. - moduleId is the target module's persistentId. It also appears that axisName is the name of the axis, in the target module of the target part (in our case, lightR). I've looked a bit more in the .craft, and it's also correct for the KAL (the second AXIS{...}), as well as - bah, every other part I guess. Hypothesis: We can act on any field, with a KAL controller, on any part of the vessel. Which means that we're able, for example, to control [ INSERT FIELD NAME HERE ]. This requires experimentation. Sadly, this does not seem to work, as I tried to add a track for controller priority, which didn't show up and was probably deleted by the game during ship loading. More stuff incoming, I'll save my changes before Firefox decides to crash or something before I lose all this.- 71 replies
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N 12
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- going off the rails!
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N 13
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So, um, what happened here? Got like 8 notifications from this thread
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N 16 No! NegatiViTYYYYY
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If you have a github, you can upload it there.
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Rate the Forum Signature of the Person Above You!
Nazalassa replied to Kerbalsaurus's topic in Forum Games!
10/10 uncluttered and clean signatures are rare (having no signature isn't considered as having an uncluttered and clean signature) -
N 11
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N 7 Stay off target
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N 2
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N -1 Back to the past
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I think they use Restock, so the ae the stock drills, but retextured.
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N 1 staying off target
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N 0!
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N 2
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N 6 Did I mention the easter eggs? The chocolate kind, of course.
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N 6 And cookies.
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N 8 Come to the dark side... We have pie.
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