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Everything posted by erendrake
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I agree with Diazo, Having a mod that is defined in scope and executes it flawlessly is what all mods should aspire to. My 2 cents would be to skip the "do x action y seconds after action z" is a black hole of intervalometers and other timers that would vastly increase the scope of the mod.
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Vessel should work, using it depends on some reference equality because squad hasnt build custom equality comparision. The remotetech API uses vessel.rootpart.flightid and it works pretty well. This is what i imagine we would hook up to to make it behave the same way that action groups work now in kOS. This too I think that is a fine return value, a list of base actions is exactly what we use for finding the actions for parts and modules now. That sounds cool to me, it is going to take some work to give this to scripters but i like the idea. Also would the names match to one of the existing 250? or are they their own additional action groups? Would you also extend the rest of the API to take a string as well as an int? im thinking about the force option, the getter, and the "get baseactions for this group". We are currently available in the flight scene with thoughts of adding the editor eventually. Nothing else is needed for kOS right now Does that answer all of your questions?
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
For my bit i am very excited to get integration between out mods and i think 1 and 2 should be doable . -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
erendrake replied to sirkut's topic in KSP1 Mod Releases
We are working on it -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
question, have you upgraded AGX lately? it wasnt that long ago when AGX was blocking us from seeing actions groups. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
and you wrote this program on the local volume? it wasnt in the archive or the 0 volume? The remotetech integration is still in beta as of 0.14.2 which is why it is turned off by default. let me try it tonight and see if i have trouble with it. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
you can actually set all of the in game configuration in the terminal http://ksp-kos.github.io/KOS_DOC/structure/config/index.html -
It should be fairly easy to add trim to kOS, we are in a feature freeze right now but once we are on to v0.16 expect to see it. https://github.com/KSP-KOS/KOS/issues/301
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
I must admit that i never added trim to the fine control system because i have never used it in the game. How useful will it be to have access to trim because it shouldnt be that hard to add it. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
What is your github user name? we are always excited to have more contributors on every part of the project -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
Answer: not yet, it is in our backlog to allow it. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
I assume you never see the "Orbit Established!!!" message? I think your trouble is that getting within 500 meters of circulation is not happening. The circularization burn is trying to reduce your eccentricity to as close to 0 as possible right? so a simple fix for this that i have used is to have the code watch your eccentricity and stop burning when eccentricity starts to rise again. It gets you pretty close. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
Advice i would give anyone trying to do this: Start with the very simplest and smallest form first. If there is enough interest in that then you can expand it to cover more and more cases. I am excited to see this -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
There is a config setting to turn on remoteTech integration. In the terminal type SET CONFIG:ENABLERT2INTEGRATION TO True. you can also go into the kOS plugin folder and find the config file and change the value manually. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
erendrake replied to sirkut's topic in KSP1 Mod Releases
I really liked the use of the IR gantries. I think this is going to open a lot of cool uses for IR parts in general -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
I agree, we do need a nice way to send information between cores. Right now targeting a vessel by name gets the "first" instance of that name. with no real implied order. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
you should be able to add a kOS processor to the missile probe core. It could have a boot file for these cores that is a guidance computer that only kicks in when you tell it to (eg when the mass gets low enough to know it is detached). -
Can you give me an example of why you would like to do this? Overriding Actions seems like the very thing that AGX was trying to get away from by adding all of the extra Action Groups.
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Ornithopter Mayhem - The Flappy Crouching Dragon
erendrake replied to dr.phees's topic in KSP1 The Spacecraft Exchange
Ominous shadows are ominous. that is pretty cool man -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
We currently have two ways to control the craft, the automatic "LOCK STEERING TO HEADING" and the raw controls http://ksp-kos.github.io/KOS_DOC/summary_topics/ship_control/index.html We originally wanted to give a very basic automatic control and also have the more robust direct control scheme. That being said the automatic system could use a little refinement -
There is integration with kOS if you want to do unmanned missions. It is a little more involved but there are simple ascent scripts that people have built.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
I think that the best way to learn about the KSP coordinate system is to play with the kOS's VECDRAW system http://ksp-kos.github.io/KOS_DOC/structure/vecdraw/index.html let us know if you have any questions. Here is a great place to ask. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
That is pretty cool! please keep us up to date on your progress and ask questions. -
cool keep us posted