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adammada

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Everything posted by adammada

  1. "Recycle and end flight" -> 'Close' -> "Recycle and end flight" -> 'Close' ... gives money multiple time.
  2. I used that: FlightDriver.TerminateCurrentFlight(); FlightResultsDialog.showExitControls = true; if( ended == 1 ) { FlightResultsDialog.Display( "Mission accomplished! You can go to Scenarios menu and start next mission." ); } else { FlightResultsDialog.Display( "Mission failure!" ); }
  3. About Comsat Mission with LAN: how to do it? I've found LAN definiton, but when should i start inclination change? Should i use MechJeb to display where in orbit i am? Or is there possible orbital maneuver to change LAN withoud after setting correct inclination?
  4. Mission: ComSat Contract III Required eccentrity: 0-0. Mine eccencrity displayed: 0 . But still RED. PE is: 2,867,711m AP is: 2,869,350m Seriously? Is it doable?
  5. I understand that, that is why it should be optional. You could have missions in your way, but you also could have campaign in "mine" way. It would be usefull for: - tutorial like campaing (don't start with lots of parts - its confusing) - challenge - like missions ( for example make SSTO without any decouplers, go to orbit without rocket engines, etc ) That is why i'm asking for GUI for that .
  6. @nobody44 It looks really good! I'm author of http://kerbalspaceprogram.com/mission-pack/ (not compatibile with 0.20). In mine plugin I implemented limited parts count (editor was changed in 0.20, so i'm not sure if it would work better or worse now). Do you think that you could add option of setting avaiable parts? Even some GUI for that? (GUI was something i really wanted to have when I designed missions in mine plugin).
  7. > Switch to map view. When AP reaches 72km, cut throttle. Separate stages First stage engine has alternator. You might want to go more upwards, and start coasting with still some fuel left. That way when you burnt it, you will recharge batteries. Also going more upwards makes everything shorter. Just balance it. Right now this takes you too long.
  8. Granted, now LKO period is 5 hours, atmospheric reentry takes 4 hours, and you can only use physics warp. I wish for career mode.
  9. Just borrow code. Protractor and MechJeb are open soruce and free ( GPL if i remember correctly), so it will be perfectly fine to do that.
  10. I was trying to use those functions when I created this plugin: http://forum.kerbalspaceprogram.com/showthread.php/21111-PLUGIN-0-17-AdamKSP-Show-Phase-and-Ejection-Angle-DRAW-trajectory-on-map-v0-6 And they just seem to not work. I think that Protractor author also tried to use them, but failed. But i just opened MONO Develop and it seems that they all use same approach like that in Protractor mod, which is using getPositionAtUT of bodies to get body position at give times (with dT step), and just looking for closest. So i don't think that using your own strategy (like in protractor) would be slower.
  11. That is weird, cause I give 999 of them. First time its required in mission 7, i just played it, and was OK, in A07.sfs file there is: PART { name = commDish count = 999 } as it should. Maybe your parts are modified somehow?
  12. I wonder it this could be integrated with my Mission Pack plugin. http://forum.kerbalspaceprogram.com/showthread.php/28863-Plugin-Scenarios-0-19-1-MissionPack-0-83 Your WebApp could create SFS files with "win condition", which are used by my plugin. I could probably add some HTTP request into plugin to send "mission accomplished" info.
  13. There is minor bug in description of that mission. You need to stay 10 minutes (600 seconds), not 60 seconds. And orbit has to be "equatorial" (means very little inclination), and counterclockwise. Anyway, i just tried it, so it is doable. When you will be in correct orbit around Mun, you can see "Waiting( "seconds counter" )" in mission objectives. After counter hits 600 you will win. If counter is not counting, then your orbit is bad or you dont have high gain antenna on vessel.
  14. I'm reposting my Scenario Pack, because previous thread got wiped during forum restoring. Link: http://kerbalspaceprogram.com/mission-pack/ The purpouse of this plugin is to create missions for KSP. In every mission you can have list of allowed parts, and conditions which you should met to accomplish this mission. Kerbal mission control will send you messages while in flight. Missions can be grouped in campaigns. Currently there is one campaign with 14 missions. You can create your own missions and challenges by editing SFS files of scenarios. This plugin does not change any parts in game, it only parses SFS files to display messages and tell you when you accomplished mission. All feedback is appreciated, cause i want to know if I should developing this plugin further.
  15. When i was thinking about using such model (way before KSP was developed) I always wanted to check how many angles should be calculated, because rest can be interpolated. So we have vessel. Theoretically we should count Cx from every direction ( 360 degress * 180 degrees ) but should step be like 0.1 or 10 or 30 ? Then we need to store it and be ready to interpolate. Best way to store AND interpolate would be to use: Discrete cosine transform So there should be experiment: - lets calculate Cx with 0.1 step - lets calculate DCT function using using 0.1 step point - lets calculate DCT function using using 1 step point - lets calculate DCT function using using 10 step point - lets calculate DCT function using using 30 step point Then lets see what error we get between 0.1 and others. If error is small we can use bigger steps. About dropping things. In your current demo you count that in realtime, yes? So maybe model could use some lazy-count system. Its not like you need to count Cx from behind anytime soon. So you just count Cx once from current fly direction and fast count some more points, to do roughly interpolation. And then count rest points "in background".
  16. hmm, try like that: While still on launchpad, enter Map, and click distance to Mun on plugin window. No line? Do you have latest version?
  17. Here is Protractor 2.2.1 . http://www.sendspace.com/file/3k0r22 On frontend: - when you click on closest distance to planet / mun it starts drawing line on Map showing where is it - added information about it On backend: - uncomented LineRenderer lines - changed function calculating mindistance so it also returns time of that event - added "onclick" code to distance labels which are setting to what body draw line (or to null), and checking if just calculated distance is distance to selected body - and if it is, remembering time - added "drawApproach" function, wchich draws line based on variables: private CelestialBody drawApproachToBody = null; private double closestApproachTime = -1;
  18. I started using it by myself earlier . I just wanted to add "closestApproach" to it, so i could add it to Protractor Mod, but i see that mrenigma03 just added it ( but, @mrenigma03 - you could answer my PM about adding mine code to Protractor... ) I see that code already has LineRenderer, only commented out. Mine sugestion - just draw one line between closest ship and planet position. I was drawing many lines because i didn't had function which could find when preciselly will it be.
  19. You still should use calculated angles, but you can then see how your flight will look like. if you are going ahead, or behind of planet, and to see how your burn changes your path relative to destination planet.
  20. That is really simlpe. Every body (like planet or vessel) has assigned orbit, and orbit has function "getPositionAtUT( time )" . So i'm calculating 20 positions of vessel and planet in time, then connecting them with lines. There is place for improvment like: - positions of planet could be counted only once - positions of vessel only when vessel accelerates - draw lines not equally in time, but first find closest point and then draw lines around it
  21. I did it . http://kerbalspaceprogram.com/forum/showthread.php/21111-PLUGIN-0-17-AdamKSP-Show-Phase-and-Ejection-Angle-DRAW-trajectory-on-map-v0-6 Thank you for help!
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