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Posts posted by Panichio
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1 hour ago, Shpaget said:
I like the way the game developed, but I still miss some very basic features
Oh yeah? How so?
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I remember back then when I was more active in the forum I could recognize pretty much every user. As the game got bigger, the community got so huge I think I may have been overwhelmed, but at any rate I stopped really playing KSP. Are there any people out there who've kept it up since the earliest stages of the game? You know, when we didn't quite know for sure whether orbiting was possible.
If so, what's kept you playing, and has the direction that game took in development surprised you at all?
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Hi all, I've been able to write a script to get me all the way to Mun orbit, but I'm having a bit of difficulty approaching the problem of landing. What ways are there with koS to land at a particular area on Mun? Any specific maths involved?
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Which "newest version of kOS" do you mean? The pre-release from Github or the publically official ones from curse or kerbalstuff?
Ah, I am an idiot. Didn't realize v0.15.4. All better now.
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I started with a clean version of 0.90.0 and the newest version of kOS and merged the two GameData folders but when I open the console it is still half transparent and I can't type anything, only close it. I tried moving the plugins to the plugin folder, and turned my computer on and off again. Still not working, and this happens every update with me. Any suggestions?
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If you are NOT going to execute any manuever nodes and are already on a path drifting toward an encounter, it works like so:
Each Orbit has a suffix called PATCHES which is a LIST of all the follow-on ORBITs that represent the next patches of orbit after the current one. For example, if you are currently in an orbit of Kerbin, which will pass through Mun'a SOI on a gravity slingshot, back into Kerbin's SOI, and then escape Kerbin's SOI into the Sun's SOI, then you'd have a data structure like this:
SHIP:Orbit describes your current orbit patch in Kerbin.
SET futurePatches to SHIP:Orbit:Patches makes a LIST of the orbits you'll transition into later, in which:
futurePatches[0] describes the Mun orbit patch of your flyby gravity slingshot (and therefore its :PERIAPSIS will be the closest approach to the Mun)
futurePatches[1] describes the Kerbin orbit patch after the flyby of the mun, in which you are on an escape trajectory out of Kerbin's SOI.
futurePatches[2] describes the Sun orbit after you leave Kerbin's SOI.
Now, what about when you have a manuever node?
When you have a maneuver node, it will have a suffix called :ORBIT, which is the predicted orbit patch that begins just after the maneuver node burn will have occured, assuming you somehow managed to execute the maneuver node as predicted with perfect precision.
This Manuever node's :ORBIT is just like any other Orbit, in that it too will have a :PATCHES suffix that you can use to see its future transitions.
Ah, thank you! I forgot how to access lists. Stupid me. I only have one problem now, though. I can get futurePatches[1]:periapsis just fine and it returns the correct number for both current orbit and orbit after a maneuver but when I print futurePatches[1] kOS returns "ORBIT of <unnamed>". Why does it do that?
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I just spent too long reading through the kOS github page and can't see anyway to find, when my maneuver node gets me into say Mun's SOI, the periapsis of that fly-by. It would be incredibly useful to be able to have a loop add a small number to node:prograde until that periapsis meets a certain criteria like less than or equal to. Is there any other way to find that periapsis for kOS to use as a variable?
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I definitely have v0.13.1 but the kOS console displays ~v12. Do I still have the newest version?
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I used to play KSP a lot. Too much, actually. It's been a long time since I last played it after getting a little bored of it and I need some ideas for things to try out and do in KSP that you guys think are fun.
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How do I determine compass heading from eular notation?
Seconded. Been trying to figure that out myself.
Also, is there a way to use "OBT:TRANSITION" so that when it equals "ENCOUNTER", throttle is locked to 0?
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Sorry to interrupt the intellectual discussion here, but I have an idiotic question if that's alright. Can kOS actually execute a node, or can it only make them?
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Hi Panichio, you need to define the type of VELOCITY, try SHIP:VELOCITY:ORBIT:MAG.
Wow, I feel stupid now. I had no idea you had to specify. On GitHub, velocity seems to just be orbital velocity. I didn't know it was all types of velocity in vector form.
After three pages of discussion in a different thread on the forum, it's only three posts down from my question here that I get an answer. Wow.
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I've asked all around, but it's hard to get an answer from anywhere. Could someone possibly explain why I can only print the vectors velocity, prograde and retrograde? If I try to print their magnitude, I get "Suffix 'mag' not found on object," and the same thing happens when trying to print the xyz values of it individually.
All I can do is print the vector, nothing else, but if I make a vector myself, it's fine.
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Oh a couple more questions and a note.
* Should Sentar System be disabled when running your mod? Or is that just a personal reference option? Or does have to be on?
The game crashes for me if I have it enabled, but when it's disabled, everything is fine.
Oh, and Sido, what is the phase angle for Urania?
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I like how the logos do actually seem relevant to the company, the only exception being 'Moving Parts' I think. What did you think of that one yourself?
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Seems as though all the little mistakes you made at first in design and flight were subconsciously corrected as you watched it being done properly over and over again. When you went back to play it yourself, you've been using all the same design characteristics as the people you've been watching without noticing I would say. Same goes with flying. The whole start-gravity-turn-at-10km is something I saw Scott Manley doing a couple years ago, and I haven't changed it since, whether it's always the most efficient way or not.
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Right, for now I use Google's advanced search engine.
Vexx, who is that mysterious and elusive person that has the divine power to change it? And would he?
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S'been a while since I last posted at all, bu just wanted to ask a question that I've wanted to understand for a while now.
Regardless of what I search using the search bar on the forum, the results don't seem to be related at all. Are there any plans to improve it?
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So this is with multiple rovers, then?
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"Why do I always get the wobbly rockets?"
-Dildo Kerman
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I feel so horrible now, and probably with good reason, too. Today alone I killed over twenty Kerbals just on the runway.
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I remember talking about the tech tree when this game was still very new, and mentioned that it would be worth looking into making the process of going up through the tech tree more, how should I say it(?), seamless. Instead of a click and spending some money and gaining some new part, it would be nice to have a more elaborate system with multiple ways of improving parts and inventing new parts (slight difference to 'unlocking' parts). HarvesteR mentioned in the last progress update that there will be benefits to flying rockets successfully in the way of research, but I'm wondering what else he has planned. The ability to fly dangerous prototypes as well for the same kind of result, just more rewarding? There are many ways to go about making the 'tech tree' something more seamless. I'd rather not even have the tech tree displayed anywhere, but whatever method of research the player chooses, a different invisible (to the player) branch they go down, resulting in a more fun and personalized experience.
Moach agreed, and I think HarvesteR also replied, I'd like to see what becomes of this old discussion we had.
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Except he's not using <liquidfuel>, he's using stage:liquidfuel, which should work.
Panichio:
Try:
wait until stage:liquidfuel < 0.01.
Yeah, that didn't work. Trust me, I've tried every number imaginable in that place and they have not worked. There is something else going on here, but I don't know what it is. The numbers don't seem to be the problem.
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You're right that in my video it's the amount of fuel left in the rocket, but that's only because I don't have any fuel tanks that are not connected to an active engine.
Looking back at your original post, it sounds like you've got a tank lying dormant. Perhaps connected to an engine but an engine isn't activated yet. That woun't count toward your stage:liquidfuel calculation.
EDIT: In debugging these things, it might be good to try a manual launch, but then when you reach the point you're expecting it to stage at, do a PRINT stage:LiquidFuel. You can bind that to an action group if good timing is needed.
Well, I've tried what you recommended. I've been trying for a while now every possible number of liquid fuel left to stage at, so it must be some other problem.
Here's a picture of my rocket and program:
Is there anything you can pick out form this that's wrong?
People who joined back in 2011: are any of you still here?
in KSP1 Discussion
Posted
Whoops, got distracted again for a few months there! Great replies everyone - this was fascinating, thanks. Still recognize some of you, actually! (@sal_vager @TheCardinal @White Owl, for example ).
Yeah, I remember writing a long post about how I thought research and development should go (before there was even a Mun, I believe) and got a nice long response from HarvesteR who said he'd keep it in mind. Made my day haha! I feel like that part of the game, the campaign, could have turned out better, or at least I had bigger/impossible expectations of what it might become. How about you, @OtherDalfite? What did you think could have turned out better?