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KSP2 Release Notes
Everything posted by olex
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If you look closer, there is a rendezvous module in Mechjeb 1.9.1. It's not fully automated, but you can select a target, see a lot of relevant information (distance, relative velocity, etc) and then use Smart A.S.S. to rotate your ship relative to the target and to the relative velocity vector, making rendezvous burns much easier than eyeballing it. I guess it'll be fully automated in later versions.
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Do you have proof for that? Don't accuse people of impersonation unless you have solid evidence.
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They are all over the place, on Kerbin, Mun and Minmus.
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Well, you have built a very heavy rocket in a single stack, the decouplers won't hold that much weight. Use struts to reinforce the rocket, or put lower stages on the sides radially instead of having it all in a single stack.
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How record video in KSP
olex replied to Pawelk198604's topic in KSP1 Gameplay Questions and Tutorials
Fraps is the way to go. Editing can be done with Windows Live Movie Maker, it's free and more than enough for Youtube videos. -
Just a friendly reminder guys, if you post large or many images (and especially many large ones), please use spoilers. A good idea is to post one image, <1024px as the main image in the open, and more detailed pics in a spoiler.
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Try adjusting the angle of the rear stabilizer using Shift+WSADQE to make it push down on the tail a bit, you might get better pitch authority then.
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Heh, somehow I like this better than TV. Multiple monitors FTW, this will run along for a while...
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Use Xbox controller? Or any other joystick?
olex replied to rhn94's topic in KSP1 Gameplay Questions and Tutorials
Don't know about gamepads (Xbox&co), but joysticks work fine with KSP. You can set up which axis and buttons control what in the game settings after you set up your joystick in Windows/OS X. Also, if you didn't know it: to make the keyboard controls easier and much more precise, hit Precision Controls (default Caps Lock). The pitch/roll/yaw indicators will turn from orange to blue, and you will notice how the controls are much smoother. -
Obviously, it didn't have enough struts holding it together.
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String concatenation operator is "..", example: print("Altitude is "..vessel.altitudeASL) No functions for total fuel yet afaik, you need to find and access the single tanks to get fuel amounts.
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If you print something that isn't a string, you need to enclose the argument in (): print(vessel.altitudeASL)
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I warn you, this is the most stupid airframe design of all time. But it can fly. Now, because it has an unlucky body shape, it can't really have a landing gear. It won't take off from launch clamps, either, because it's extremely unstable at low airspeeds. This is the solution: I've included MechJeb, because I personally can't make the takeoff manually without going off the runway or crashing horribly. With MechJeb, set the SURF function to 90° heading, 11° pitch, then power up the engines. Discard the launch sled at the end of the runway and watch the ship soar into the sky. When you disable MechJeb (if you dare), be sure to have precision controls on, and make very precise inputs - it will spin everywhere otherwise. If you can figure out how to land it in one piece, you will certainly earn a +rep from me, as well as fame and glory. I'm pretty sure it's not possible. Anyway, have fun and don't kill too many Kerbals Craft file: http://dl.dropbox.com/u/2844116/KSP/B-Wing.craft
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[UNOFFICIAL/FANMADE] 0.17 Discussion thread
olex replied to kacperrutka26's topic in KSP1 Discussion
The Big Feature is always done quickly, because that is the fun part of building an update. After it comes the slow and boring part of testing and debugging. -
A new script is finished and ready for release: Spaceplane Orbit-to-Runway automatic landing program. You're in orbit with your spaceplane, want to land on the runway, but don't know how to get there? No problem - use the Orbit-to-Runway autopilot and you're all set! Just make sure you're in a stable orbit above 80km that's not too strongly inclined and that your spaceplane glides stable-ish (equatorial orbit works best, polar will require a very maneuverable spaceplane). Call "dofile("Shuttle")" and then "Land()". You can also specify a glideslope angle and glide distance from runway, defaults are 3° and 40km. Script available at http://pastebin.com/t6FrTCQC
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Check that you're at the last version of MechJeb, 1.9.1. Other than that, I guess only r4m0n can really help here.
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Capitalization. It needs to be > FlyMeToTheMun(45,45)
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[UNOFFICIAL/FANMADE] 0.17 Discussion thread
olex replied to kacperrutka26's topic in KSP1 Discussion
^ I wouldn't. Harvester said a while ago that the planets in KSP will "represent" planets in our Solar system, or at least resemble them. The planets in the Solar system are not quite in circular orbits (some less so than others), nor are all of them coplanar. -
mechjeb.stage() works since 1.9.1, just not documented yet. Check the vessel.* variables in the docu: vessel.mass and vessel.thrustAvailable are what you want, they're in there. mechjeb.controlRelease() should stop any running Mechjeb sequence. I think both generic and craft-specific scripts are a good thing. Craft-specific scripts could help with ships that are hard to control, say, a heavy spaceplane that requires precise input to lift off without striking the runway or the ground - just provide a liftoff script with the plane in Spacecraft Exchange, and you don't have to teach people to fly it. Scripts posted in this thread should remain ship-independent, within reason of course. E.g. I'm currently working on a Buran-like space shuttle deorbit and landing program, that would obviously only work on spaceplanes that are good enough in atmospheric flight to actually make the runway.
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Great news! The new functions in autom8 make it an extremely useful instrument. In addition to the "Fly Me To The Mun" script published on the wiki, I've now written the opposite - a script to return from the Mun to Kerbin and land. For now, it only works from the near side of the Mun, and is not 100% optimal. Obviously, you need enough fuel, and either even more fuel and enough thrust or parachutes for Kerbin landing. See for yourself: Script available at http://pastebin.com/6JcxGLLf
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Very nice craft. Flies much more stable than expected from the asymmetric configuration, but not quite stable enough for fully-automatic ascent using MechJeb ILS auto-landing is a breeze once it's down into atmo though, the thing is beautiful in powered atmospheric flight. I'm going to keep this for a while.
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Creating programmed flight
olex replied to mejval85's topic in KSP1 Gameplay Questions and Tutorials
With MechJeb autom8, all of this is pretty much doable already. It takes Lua scripts, and has a bunch of functions to interface with MechJeb modules, as well as providing data about the spacecraft. Here's the documentation on MechJeb wiki: http://wiki.mechjeb.com/index.php?title=Autom8 You can do almost all the things named in this thread: Control most of MechJeb modules Directly control the spacecraft (set heading, throttle) Use time (wait(seconds)), MechJeb state (wait(mechjeb.free)) or spacecraft state (while loops checking for different parameters with a wait(1) inside) to time the actions you take Upcoming in the update: Manual throttle control (currently a bit broken) Manual staging possibly: access to ILS module for spaceplane automation As you see, it's getting a nice functionality bump in the upcoming MechJeb update, so stay tuned The "Fly me to the Mun" script is a good example of what can be done, and I've written a "return from Mun" script that does something very similar to a free return trajectory, that I will publish once the new version is out. -
Detach parts without destroying their decouplers?
olex replied to Davo7135's topic in KSP1 Gameplay Questions and Tutorials
Indeed, at the moment this isn't really doable. It will be possible in a later update though (don't know if 0.17 or later), when we will have docking - you can then build the landers as separate spacecraft, dock them to the orbiter in the assembly and launch, and then un-dock and re-dock the landers as required. -
[UNOFFICIAL/FANMADE] 0.17 Discussion thread
olex replied to kacperrutka26's topic in KSP1 Discussion
This was on IRC earlier today, and Nova actually said explicitly that mod parts were used to do this. So no confirmation of rover parts or skycranes in stock, guys. -
NASA is taking a page from the KSP manuals.
olex replied to whyterabbit1987's topic in KSP1 Discussion
Not enough boosters for true Kerbal style. But an amazing feat it was, definitely.