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Everything posted by Rosco P. Coltrane
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I also noted that some mods have a donate link. If you could spend a little... Granted, we normally use a ton of mods so donating to each one of them might get out of hands, or rather budget, quite fast. Also, it's Paypal, which I know can't be used from some countries... but hey. I'll start "rep'ing" now.
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Saturn - yet another kOS IDE
Rosco P. Coltrane replied to Rosco P. Coltrane's topic in KSP1 Mods Discussions
Ok, so here's version 0.3. This version adds syntax checking, both real-time (can be disable in Settings) and as part of the program packer. I'd look at it as the first iteration of something, which means I'd look at it as something that works most of the time, but can also not work at all. So don't take it too seriously. There might highlight errors where non exists or not highlight errors that do exist. Also, I'm still experimenting on where to show the errors. So for example this too approaches: One is more obnoxious but very visible, the other is more easy on the eye but not necessarily visible or accurate (the error is not on the "}" but on the line before, the dot is missing). BTW, in a very Microsoft way I tell you this: I know some suffixes wont show up in the auto-completion list. Specially for variables that are used in a for loop. So if you have something like "for eng in enginelist", invoking auto-completion for "eng:" will show nothing. I have to fix this, I know, not much time to do it lately. -
Saturn - yet another kOS IDE
Rosco P. Coltrane replied to Rosco P. Coltrane's topic in KSP1 Mods Discussions
That's very nice to know! Thanks for the info! Right now it wouldn't be a problem because the syntax checker only checks syntax, so it doesn't really care if the suffix doesn't exist as long as you wrote something after the colon. But it's important for the auto-completion and future semantic checking... hmm... That's quite a big problem... ddddarrrnnnnn. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Rosco P. Coltrane replied to erendrake's topic in KSP1 Mod Releases
hehehe, my Saturn is finally catching up! Soon my friend, soon... (to be read with a Bela Lugosi smile) Yeah, shameless self promotion, I know. -
What would you build if lag didnt exist?
Rosco P. Coltrane replied to Rus-Evo's topic in KSP1 Discussion
A giant moon/planet/thingamabob orbiting in LKO... if it wasn't for the 2 km limit. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Rosco P. Coltrane replied to erendrake's topic in KSP1 Mod Releases
It's Win7 64 bits. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Rosco P. Coltrane replied to erendrake's topic in KSP1 Mod Releases
I tested with no mods installed but same problem. And yes, it locks ups the first time. Here's what I'm doing: - Open KSP. - Select the save. - Go to VAB. - Select rocket with kOS (simple command pod, kOS unit, tank, engine and a RTG). - Launch. EDIT: Here's something strange. I follow those steps, keys not working. Hit revet to launch, everything is working normally... -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Rosco P. Coltrane replied to erendrake's topic in KSP1 Mod Releases
Same thing happening to me. No need to open a kOS terminal at all. Just go to the launch pad. When the ship has a CPU unit, then for some reason you can't control the engine. kOS console's "list engines" command shows 0 engines on the ship, too. KSP.logs show nothing. Are there any other logs to look at? EDIT: It looks like it might be related with some keybindings? The reason engine doesn't throttle up seems to be that all other keys also don't work... Except the space bar, but WASD is not. -
Another receipt for rendezvous, these are the basics that you need to know really, the rest is candy coating: 1- Put ship on a bigger/smaller orbit than the one of the target vessel (say target is at 100Km, you go to 150-200 km). Preferably circular (it could be done even if not circular, but to begin...). 2 - Align planes: create node at the An or Dn and move "up" or "down" normal and anti-normal handles (mouse over the An or Dn markers to see how many degrees off you'll be). Execute said node. 3- Add node somewhere (anywhere really) to reduce/expand orbit until it touches the target's. 4- Check position of encounter markers (little red and orange thingies on the orbit) to see if you arrive at the encounter before or after the target. The one that says "target position..." represents the target vessel, and the other one is you. Don't pay attention to the colors for now, just get two of the same color close to each other. 5- Move node around (might be several orbits into the future) until either your 2 red or your 2 orange markers get close enough, say 5 Km (but bigger is not a problem). 6- Execute node. 7- Wait until the encounter. Click the navball to put it on target mode. At closest approach, burn retrograde until speed is 0. 8- Point towards target prograde (pink round symbol with a dot in the middle) and burn a little to increase speed (say 5 m/s, better slowly than screw up). You want your velocity vector to be aligned with it, so you burn opposite. Ie, if your VV is at the right of the pink marker, you point to the left and burn SLOWLY so the VV moves left. 9- You should now have a new encounter in the near future, whether red or orange doesn't matter. Wait for that an repeat from step 7. 10- Don'r rush, just keep doing this and at some point your encounters will be close enough, say 200 mts. Then you burn retrogade to get to 0 m/s and switch to RCS and dock. AVOID THINKING ON ANYTHING ELSE. Seriously, forget about anything else, those steps are all you need. Over-thinking is what made me fail at rendezvous at first. It just requires patience and our friends F5/F9 just in case. Remember that Alt-F5 lets you save more than one quicksave. Docking, as others said, better with a camera like LazCam or the alignement indicator, but visually is fine too if the ships are simple.
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Ojo porque puede haber dos maneras de instalar un mod. Antes de la versión creo que era 0.19, uno copiaba por partes a diferentes carpetas. Desde la 0.19 ya no es necesario, con copiar a GameData anda todo joya. Lo digo porque por ahàencontrás las instrucciones viejas y las nuevas y te confunde. Con respecto a Mechjeb, copiás la carpeta MechJeb adentro de tu GameData (adentro de la carpeta MechJeb tenés una Icons, otra Parts y otra Plugins). Con cualquier mod va a ser asÃÂ, adentro de la GameData vas a tener que crear una carpeta con cualquier nombre y adentro poner los archivos y carpetas del mod que sea. Ah, detalle, la última versión de KSP es la 0.23.5. O sea que MJ probablemente también sea para esa versión. Generalmente con los mods pasa que cuando sale una nueva versión, ya no se consigue la vieja... Yo creo que te convendrÃÂa actualizar KSP. Si actualizás, generalmente sÃÂ, perdés lo que hayas avanzado porque muchas veces Squad cambió algo y sonaste. Pero en este caso como es de 0.23.0 a 0.23.5 es casi lo mismo, yo harÃÂa la prueba. Lo que deberÃÂas backupear es el archivo persistent.sfs que esté dentro de la carpeta saves/<nombredetusave>. También podés copiar toda la carpeta <nombredetusave> y listo. MJ en modo carrera (o sea, la parte para agregar a tus naves) si mal no recuerdo aparece bastante tarde en el árbol de tecnologÃÂas. Si ya habilitaste el nodo en el que está, o sea que ya no podés volver a gastar puntos de ciencia para desbloquearlo porque ya lo desbloqueaste, una vez instalado MJ igual va a aparecer boqueado, pero tenés que ir al árbol igual y darle como para volver a desbloquear (no gasta ciencia en ese caso).
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Anybody knows what happened to Spaceport 2.0? I remember somebody was working on it and then left squad. Did anybody else take on it?
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Saturn - yet another kOS IDE
Rosco P. Coltrane replied to Rosco P. Coltrane's topic in KSP1 Mods Discussions
Interesting, interesting indeed. Thanks! I tinkered with this idea too. I remember I hacked some code together that extracted suffixes. Like you, I also run into the different syntax problem and some suffixes wouldn't be extracted at all. And then apparently I deleted the whole kOS folder with it inside... This is something I have to revisit at some point. No doubts. -
I never cared for Jeb or any other Kerbal. I do all of my flight unmanned except for the science that I can collect with guys. There.
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So this is what happened to me today in KSP...
Rosco P. Coltrane replied to The Czosnex's topic in KSP1 Discussion
Yes, it happened to me too. At the time I thought it was because of the asteroid I was attached to, or mechjeb, but nope, some type of regression I believe. The Kraken is back and meaner than ever! -
How to steer an asteroid
Rosco P. Coltrane replied to Rosco P. Coltrane's topic in KSP1 Gameplay Questions and Tutorials
Yeah, I don't expect it to rotate fast. I can live with that. Me problem is keep it straight while burning, I'll try low thrust and see what it does. Also, so far I attach the maneuvering probes in whatever place I happen to come from... Maybe I should put a little more thought into that. -
So, searched and to my surprise, nobody is talking about how to steer an asteroid. I have a C class that I would like to bring home (it's in solar orbit). But I'm having big troubles with the steering. More SAS, more RCS, perfectly aligned with the center of mass... nothing. The thing tumbles out of control soooo easily. So what are you guys using to control them? So far what I have tried is the "big ass single ship with tons of RCS and SAS" approach and the "single big ship and a lot of small probes approach" and the "single big ass ship with multiple equally big probes" approach. None of them worked. My maneuver probes swing around when they start to fight the roid and the thing just rolls and rolls from one side to the other. Since it's in solar orbit, I have all the time in the world to experiment and send 100 ships to rendezvous with it if necessary... I just don't have engineering know-how apparently.
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Saturn - yet another kOS IDE
Rosco P. Coltrane replied to Rosco P. Coltrane's topic in KSP1 Mods Discussions
The compiler has some optimization options that you can enable to make your app faster and/or smaller, the highest level is both aggressive and experimental. Some of the code obviously doesn't get along very well with such optimization. I should investigate and report back to them as that's the primary object of enabling those options to the user. -
Saturn - yet another kOS IDE
Rosco P. Coltrane replied to Rosco P. Coltrane's topic in KSP1 Mods Discussions
What a nasty bug this was... Not mine, but the FPC compiler. Solved now and uploaded the new version. Thanks a lot OxalysResourceConsortium. -
Whats your favorite docking port?
Rosco P. Coltrane replied to awsomejwags's topic in KSP1 Discussion
I don't have one that I use the most, it depends on what I what to do and the size of the ship. But the Sr. is my fav by far. Prior to its introduction you couldn't build big ships in orbit without having multiple normal sized ports and align them and hope all of them would clamp... Hated it. When the Sr was added... paradise. -
Saturn - yet another kOS IDE
Rosco P. Coltrane replied to Rosco P. Coltrane's topic in KSP1 Mods Discussions
Okey dokey. I'll have a look. BTW, what about the directory where you unpacked Saturn? It need to read/write access there too to read/write its settings as it works in "portable mode" so to speak. EDIT: My bad, didn't see that you said you checked that. -
Saturn - yet another kOS IDE
Rosco P. Coltrane replied to Rosco P. Coltrane's topic in KSP1 Mods Discussions
hmmm... At work right now, but I'll check when I get home. Couple of questions: a) Where's the archive located? Say Desktop, program files, home dir if Linux? Do you have access rights to that folder? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Rosco P. Coltrane replied to erendrake's topic in KSP1 Mod Releases
For Linux/Win there is Saturn (no Mac as of now 'cos I don't have a Mac to compile it): http://forum.kerbalspaceprogram.com/threads/62834-Saturn-yet-another-kOS-IDE I haven't got the time to properly maintain it (it's up to date with v0.11.1), but once I can get up to speed again it will include stuff that you won't find in Notepad++, if I can say so myself.