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Everything posted by unWinged
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Thanks I think I will stick to stock way
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Is there a way to transfer science between two crew capsules? I'm thinking about having specialized lander designed to dock to return ship, transfer science and undock. Then return ship would return to Kerbin leaving lander behind. And if it's not possible with stock, are there mods that make it possible? EDIT: Answered
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I second that!
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--ninja'd-- You mean that thread: http://forum.kerbalspaceprogram.com/threads/68089-0-23-kOS-Scriptable-Autopilot-System-v0-11-2-13 ?
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
unWinged replied to erendrake's topic in KSP1 Mod Releases
That works :-) thanks! -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
unWinged replied to erendrake's topic in KSP1 Mod Releases
I have problem with setting node to apoapsis. I try to do it with code below: set Ncirc to node(time + eta:apoapsis, 0, 0, 400). add Ncirc. IIRC it worked in 0.10, but now it returns error saying that time + eta:apoapsis is not a number. I narrowed it down to time being not a number, although when I try to print it it shows a number... Can someone help me how to do this? -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
unWinged replied to HoneyFox's topic in KSP1 Mod Releases
How does this mod work with not-fuel-burning engines? Like termal rocket nozzles from KSP Interstellar for example. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
unWinged replied to erendrake's topic in KSP1 Mod Releases
That helped now program starts smoothly. Thank You! -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
unWinged replied to cybutek's topic in KSP1 Mod Releases
I have problem with every readings regarding vessel freezing. In VAB and in flight. After short while of using KER it just stop updating information. In VAB even deleting KER part or going out VAB does not help... Can it be mod incompatibility issue? I have FAR and few other mods installed. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
unWinged replied to erendrake's topic in KSP1 Mod Releases
I have problem with code below. It's simple code for launching suborbital rockets with liquid or hybrid engines. It have to parameters declared on start: heading and target apoapsis. It always returns error, something along lines "error in line 1: syntax error. I got three similar codes (for launching diffrent rockets) but only that ones gives error. I tried to run it with only one parameter, or without any parameter, but still not working... declare parameter thead. declare parameter tapo. clearscreen. set hdir to thead. print "launch parametrs:". print "target apoapsis: " + tapo. print "heading: " + hdir. print "----====----". print "Commencing launch sequence!". wait .5. print "3". wait .5. print "2". lock steering to heading 0 by 90. print " steering locked". wait .5. print "1". lock throttle to (mass*20)/maxthrust. print " throttle locked". wait .5. print "0 - LAUNCH!". stage. wait until alt:radar > 100. lock steering to heading hdir by 90. print " LIFT OFF!". wait until verticalspeed > 100. lock steering to heading hdir by 80. print " starting gravity turn". wait until altitude > 4000. lock sel to 80*(70000-altitude)/66000. lock steering to heading hdir by sel. print " gravity turn". wait until apoapsis >= tapo OR stage:oxidizer = 0. if stage:oxidizer = 0 { print "!!FUEL DEPLETED!!". break. }. lock throttle to 0. lock steering to prograde. print round(missiontime) + " coasting". wait until altitude >= 70000. print round(missiontime) + " atmosfere cleared". toggle ag1. print vesselname + " is in space!". print"MET: " + round(missiontime). unlock throttle. unlock steering. SAS off. print vesselname + " is free!". If somebode can look at it I will be grateful! -
Sputnik done little, but Explorer 1 did more. And it was a probe. I know that real science is made by astronauts. But first man made objects in space, on Moon, Mars, Venus etc are probes. And first things to do science off-earth were probes. And for my own amusement I would like to do it similar in my KSP game. This is just my point of view, I would like to have it in game. Maybe as an option. If not I will make it into the game myself, or maybe somebody else will. Still it would be nice for my and people alike if it would come as optional stock or something.
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What I wrote in OP was not reasoning. It was only my opinion and what I think about it. I think that Squad put some heavy thinking into Career Mode. It just not met what I wuld like to. For me current implementation lowers my fun. I don't expect tons of parts in first tree node. I would like it like NASAFanboy wrote: I think that maybe some difficulty setting would help. One setting kept like it is done now. Other with probes first and maybe limited budget.
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First disclaimer: I know that this is first implementation of Career Mode, and things can change. I was very happy when 0.22 came out with Career mode, but when I started playing it I was disappointed... First thing is how parts are arranged on tech tree. You start with only very few parts so you have little room for design. And you start with sending Kerbals instead of probes. I would prefer to send probes first for some stupid reasons like safety, and wanting to keep kerbals alive. I know that the way it is now is more "kerbal" but I still would like my way. Second: I would like also to have to maintain budget. Fight for money send commercial missions to earn more money to have enough to send science missions. I know that first thing can be easily modded into the game with changing parts placement in tech-tree, and I think of doing it someday if there will be no official solution for this. Second thing may be done with mods, but I can't mod... There was mod for this but it died... I would like to read some opinions on that, maybe I'm not alone...
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
unWinged replied to JDP's topic in KSP1 Mod Releases
What fairings are you using? AFAIK fairing parts have to have "fairing" in title to be recognized by plugin. -
How long did it take you to dock ...
unWinged replied to StainlessSteelRat's topic in KSP1 Discussion
For me it's rather easy but takes patience. My first dock was before it was implemented in stock, I used ORDA mod. First was close randevous (something like 5 meters or so... but that ships didn't have docking ports) than proper docking. If I do it slowly and carefully it works great, If I rush thing I fail... -
AFAIK there will be new way flight ends, new ASAS algorithm, crew management, progress tracking and new VAB/SPH... and some minor tweaks. Maybe I forgot something... And NO SAVE BACKWARD COMPATIBILITY!
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Granted, it's 42. It's corrupted well enough I wish for more time to do things.
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Granted: it's new, better version. But you will never be able to learn how to use it... I wish for my computer to explode.
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So I explode, and that explosion is so powerful that you are caught in a blast. Since I exploded I wish to be brought back to life.