-
Posts
305 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by TelluriumCrystal
-
-
I know it says "stock parts" other than kOS, but what about RemoteTech? Reason I ask is I'm working on making a suite of programs to get into kerbosync and deploy 3 kommsats.
I suppose RemoteTech shouldn't be an issue. Just so long as it gives you no advantage over a stock player you should be fine.
-
1. Yes, the mun would count as another body.
2. Good point, I'll add that as an exemption from the rules.
Good luck. I'm still working on getting my rocket into orbit.
-
I thought it might be a fun idea to see how far people could get using kOS alone to pilot their vessels. So I went ahead and created a challenge for it.
I'm going to leave the link here for anyone who wants to give it a shot (I hope I'm not intruding by doing this): The Automated Mission Challenge
Once again, thanks for making this awesome mod and I hope it continues to grow!
-
jpaverly. Check out his site here: http://jpvalery.com
Epic mission patch by
The Automated Mission Challenge
Story:
Lately the science division of the KSC has been doing research into something commonly known as the speed of light. Their research suggests that data transmissions over long distances do not, in fact, take place instantly, and that transmissions to far parts of the system might take more than 10 minutes. This would certainly explain the mysterious loss of every single deep space probe launched by the KSC, as all these probes were designed to be controlled via a direct uplink with mission control. Luckily, a solution for this most unfortunate problem has been found: computers!
Leading scientists theorize that if all commands are issued from within the craft itself then the lag time will be under a second and the craft won't crash or end up on extrasolar trajectories. Thus you have been put in charge of designing, building, testing, and launching the first completely autonomous mission in the history of kerbalkind. Good luck!
Challenge:
Build and launch a mission entirely controlled by kOS modules. This means that the only time you may directly control the craft is when you execute the mission code at launch (note that there are some exceptions). From that point on, you cannot touch the controls, though you can meticulously watch its trajectory in the map view and find cool camera angles during flight if you wish. The ultimate goal of this is to perform the most impressive autonomous mission possible. Note: you are allowed to run new programs once in orbit, but you may only do so from a stable orbit around any body, or while landed on any body. This is to simulate the effects of a lagged transmission, as the craft will need to be in a safe place while it waits for the new program to download. You are also permitted to use multiple launches to perform more complex missions.
Rules:
1. The only mod part allowed (and technically required) is the official kOS module, found here. You may also use Sensor Reporter, found here, if you so desire. All other parts must be stock. You may not have a kerbal onboard your craft(s) at any point during the mission.
2. You may not make any control inputs to a craft after launch, including (but not limited to) staging, fuel transfers, and docking/undocking. You may manually use timewarp.
3. You (meaning you yourself – does not apply to running programs) may only run new programs when the current one has ended and when the craft in question is either in a stable orbit or landed on a body. Note that you may also fire action groups during this time if and only if their sole function is to provide input to kOS. You may run as many kOS programs and/or commands as you want prior to liftoff.
3a: You may execute a command or program under any conditions if it is done so by the program found here. However there cannot be an active program.
4. Decoupling small probes and/or undocking/docking follow the same rules as the above. All control inputs must come from a kOS unit. Note that due to the inability of kOS to use docking ports, you may manually undock craft (rule 3 limitations apply).
5. You are allowed to modify the .cfg of a vanilla probe core to use kOS.
6. You may perform multiple launches, but once a craft leaves Kerbin orbit you may no longer launch new rockets. Also note that only the first craft to leave Kerbin orbit counts towards any points. Said craft should be assembled in Kerbin orbit and then may break apart later as part of its mission.
7. I retain full authority to change or add to the above rules at any time, and will be the final judge of whether or not an entry is fair or not.
Submission:
When submitting an entry you should include the following:
1. A screenshot of your vessel before launch.
2. Various screenshots of your vessel during its mission.
3. Map view screenshots confirming SOI and orbital information for point allocation.
4. Screenshots of landing on other bodies and/or returning to Kerbin.
5. A witty and thoughtful commentary/story for your adventure.
6. (Optional) Your craft file.
7. (Optional) The kOS code used. Do it for the community!
Note that 6 and 7 will become mandatory if anyone challenges the validity of your attempt, so that others can verify it. Also, unless challenged, all attempts will be considered valid if all required screenshots are included. Missing screenshots for points proof will result in the loss of those points, and may result in your entry not being scored at all. Also note that a video is considered sufficient to meet requirements 1, 2, and 3. Please be sure to include all required material when submitting an entry, so I can put your attempt in the leaderboards as soon as possible!
Good Luck!
Scoring:
Scoring is based off of a grading system. You can earn higher point values by scoring higher in a grade category. Grade points in the same category do not stack.
SOI Hunter:
1 point - Enter the SOI of one body (note that Kerbin does not count for this or any following SOI Hunter awards)
2 points - Enter the SOI of three bodies
3 points - Enter the SOI of five bodies
5 points - Enter the SOI of ten bodies
10 points - Enter the SOI of all bodies in the Kerbol system
Planet Orbiter:
1 point - Achieve a stable orbit around Kerbin
5 points - Achieve a stable orbit around Kerbin and one other planet
15 points - Achieve a stable orbit around Kerbin and two other planets
30 points - Achieve a stable orbit around Kerbin and four other planets
50 points - Achieve a stable orbit around Kerbin and all other planets
Planet Lander:
20 points - Land safely (kOS module intact) on a planet (Kerbin does not count)
30 points - Land safely on two planets
40 points - Land safely on three planets
50 points - Land safely on four planets
75 points - Land safely on all planets
Moon Orbiter:
1 point - Achieve a stable orbit around one moon
2 points - Achieve a stable orbit around two moons
5 points - Achieve a stable orbit around four moons
8 points - Achieve a stable orbit around six moons
15 points - Achieve a stable orbit around all the moons
Moon Lander:
10 points - Land safely (kOS module intact) on a moon
15 points - Land safely on two moons
30 points - Land safely on four moons
50 points - Land safely on six moons
65 points - Land safely on all moons
Return Home:
1 point - Return all kOS units to Kerbin after achieving orbit (note that they must touch/splash down and be "recoverable")
2 points - Return all kOS units to Kerbin after orbiting either the Mun or Minmus
5 points - Return all kOS units to Kerbin after landing on the Mun or Minmus
10 points - Return all kOS units to Kerbin after orbiting another planet
15 points - Return all kOS units to Kerbin after landing on another moon
20 points - Return all kOS units to Kerbin after landing on another planet
75 points - Return all kOS units to Kerbin after landing on at least 3 planets and 3 moons
Note that the maximum possible total points is 290 at this time.
Leaderboards:
1. 58 = Steven Mading
[=====] SOI Hunter: 2
[=====] Planet Orbiter: 5
[=====] Planet Lander: 20
[=====] Moon Orbiter: 1
[=====] Moon Lander: 10
[=======] Return Home: 20
2. 24 = adammanda
[=====] SOI Hunter: 1
[=====] Planet Orbiter: 1
[=====] Moon Orbiter: 2
[=====] Moon Lander: 15
[=======] Return Home: 5
3. (tie) 18 = Steven Mading
[=====] SOI Hunter: 1
[=====] Planet Orbiter: 1
[=====] Moon Orbiter: 1
[=====] Moon Lander: 10
[=======] Return Home: 5
3. (tie) 18 = sarkun
[=====] SOI Hunter: 1
[=====] Planet Orbiter: 1
[=====] Moon Orbiter: 1
[=====] Moon Lander: 10
[=======] Return Home: 5
4. 3 = adammanda
[=====] SOI Hunter: 1
[=====] Planet Orbiter: 1
[=====] Moon Orbiter: 1
5. 2 = Bobnova
[=====] SOI Hunter: 1
[=====] Planet Orbiter: 1
6. 1 = baloan
[=====] Planet Orbiter: 1
Bob Kerman's Wittiest Story Award: <whoever makes a considerably clever story/commentary for their mission gets this>
Honorable Mentions:
All the missions that did not make it into the leaderboards for one reason or another.
- bsalis: kOS-Controlled SSTO VTOL K-Prize Entry
Please let me know if any part of this challenge description is confusing, overly difficult to read, insulting, politically incorrect, or otherwise not satisfactory. I am always open to suggestions.
-
I wonder if this will ever evolve into a object-oriented programming language at some point…? With a full palette of sensors for acquiring important information and integration with most major mods?
I suspect I may be thinking a bit too big.
But still, is it possible? Not reasonable, but possible?
-
Your rockets work by throwing propellant out the back. If that propellant hits your ship then it doesn't escape into space, and your net velocity gain is zero. This is similar to why your spent stages fly back when you kick your engines on.
I remember this happening to me once. It took me so long to figure out why I wasn't going up.
Don't worry Dreadstorm, it's an easy mistake to make.
-
THIS. IS. BRILLIANT!
Easily the best screenshot of a Kerbal I've ever seen!
-
This is it. This is what autopilot in KSP should be. I have finally found the mod that implements the fairest and funnest method possible of performing an automated mission!
Thank you for creating what is, in my opinion, the greatest mod in KSP. Good day.
-
SO, I know anomalies exist
The Kerbin Monoliths, The Mun Arches, the Bop Kraken, Neil Armstrong Memorial)
and I know ISAmapsat showed the location of said anomalies (One of the reasons I never downloaded it) Does this do the same, or is there an option to disable that feature?
Two of its scanners will detect anomalies, but you can simply choose not to use them (and could go ahead and remove the parts altogether).
-
Considering that Kerbin's poles and those of several other bodies aren't nearly as mountainous (to the best of my knowledge), I'm pretty sure they did it on purpose.
-
Unless you have an intuitive understanding for these things, it is hard to figure it out just by messing around with maneuver nodes. Thus, I present to you this handy calculator: http://ksp.olex.biz
With it's power insight, you will finally be able to figure out when and where to time your burns to make perfect interplanetary intercepts! Not to mention you'll be making the trips as short as possible, so your kerbals won't be subjected to 4+ year long flight times.
-
Quick answer: Mechjeb.
Not even Mechjeb can achieve a perfect orbit. I speak from experience.
-
Unfortunately no, the TreeLoader will not include mods unless the mod has been added explicitly to the tree.
Thats why Ive made a tech tree for Mod inclusion Its in testing, but you should see it soon to load.
(Edit: TreeLOADER, not TreeEdit...)
It's my understanding, however, that treeloader only downloads the information for a particular tree once. So thus it should be possible to modify said information and add mods to the tree? Is that not what the tree.cfg file is for?
Surely there must be some way (no matter what hackery is required) to force mods to be available in my career game. I really don't want to have to start over again…
-
Wow. At this rate this mod will pretty much be complete by next week!
Keep up the awesome work!
-
Probably not, considering KSP uses floating point numbers and that the Apoapsis and Perapsis markers start flipping out exponentially the closer they get.
If you really want a perfect orbit, you only real solution is to edit the persistence file. Unfortunately I cannot offer any advice on that subject.
Hope this helped.
-
Huh… I seem to be having issues getting SCANsat to work with Yargnit's tree. I'm posting this here since I think the modified tree is the reason I'm having issues.
So first, thinking I could get Treeloader to add them for me, I went into the tree.cfg and did this:
NODE
{
name = node3_scienceTech
techID = scienceTech
pos = -1657,590.5,-12
icon = SCIENCETECH
cost = 60
title = Science Tech
description = Gather more science, and transmit it home!
anyParent = False
hideIfEmpty = False
parents = node2_survivability
PARTS
{
name = SCANsat_Scanner
name = SCANsat_Scanner2
name = SCANsat_Scanner4
name = SCANsat_Scanner24
name = SCANsat_Scanner32
name = batteryPack
name = longAntenna
name = sensorThermometer
}
}However the parts refused to show up in the tech tree. So, thinking I was missing something, I went into the persistence.sfs file, found the tech tree entries, and did this:
Tech
{
id = scienceTech
state = Available
part = SCANsat_Scanner
part = SCANsat_Scanner2
part = SCANsat_Scanner4
part = SCANsat_Scanner24
part = SCANsat_Scanner32
part = batteryPack
part = longAntenna
part = sensorThermometer
}However, after loading the game, the tech tree still refused to contain the parts, and upon re-opening the persistence file I discovered that my modifications had been removed.
Anyone care to point out what I'm doing wrong? I'd really like to get these mapping parts into my career game!
Edit: Actually, come to think of it, no mods except for Kerbal Engineer one have worked with this tree. Is it that only supported mods can actually be used? Is there no way to manually add other mod parts?
-
I have no desire for them to add planets we can't get to, nor do I have any desire to time warp for days (real time) to get to a planet around another star.
I think it's pretty safe to assume that if they ever did add other systems, they'd add another level of timewarp to make it easy to reach them. And why are you so certain we can't fly to them? I've seen some spacecraft capable of touring the entire Kerbol system. I think it's pretty safe to say those monstrosities would have no problem burning to another system.
-
Why no love for exoplanets…
-
Mac… Which is ironic because I play all of my other games bootcamped on a windows partition.
-
I think that the nabla symbol would work out nicely. The sun character would be good as well.
I was just bugged by the ones marking the positions of anomalies, its fine as a button.
-
Very nice work!
I have only one criticism: The little x symbol's asymmetry annoys me a bit. I don't suppose you could change it to a regular x (or maybe a + or • or even a º)?
-
Not sure if it's a known bug or not, but I was able to see the lights and clouds on Kerbin through Minmus. Not that it matters all that much.
Awesome mod otherwise!
-
This could have huge implications for building bases on other planets/moons. I will be watching this closely.
-
I personally think that anomalies should award massive amounts of science for their location, as doing so without special equipment is extremely hard. There are quite a few out there as well! I should know – I've visited them all!
Proof (shameless self promotion): CAUTION: MASSIVE SPOILERS! http://imgur.com/a/NqQPY CAUTION: MASSIVE SPOILERS!
There is something in the Picture!!!
in KSP1 Discussion
Posted
Well, this will definitely be interesting.