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Everything posted by kurja
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incorrect stage only- resources?
kurja replied to kurja's topic in KSP1 Gameplay Questions and Tutorials
The code I posted (with the extra check for the particular stage) does already work for this rocket, and better yet, as suggested in this thread moving the engines and decouplers in separate stages keeps the game from counting the next stage's fuel as belonging to the current stage. That requires other tweaks to the logic though. Rocket in the picture didn't have solid boosters I think. Or the print command was not used on that flight. Either way that part of the code works as expected. I really think this is a problem with KSP, not kOS. Since having the decouplers on their own stages sort of fixed the issue I'm marking this as solved. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kurja replied to erendrake's topic in KSP1 Mod Releases
oops, double -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kurja replied to erendrake's topic in KSP1 Mod Releases
Sure, that's what I do. Being new and figuring out what's what the in-game editor is an obvious thing to start with but it's not really useful for anything larger than a couple lines. -
incorrect stage only- resources?
kurja replied to kurja's topic in KSP1 Gameplay Questions and Tutorials
ofc. It returns the same value as is shown in stock gui. -
incorrect stage only- resources?
kurja replied to kurja's topic in KSP1 Gameplay Questions and Tutorials
Yay, that works! Thanks Here's the staging code I came up with so far: //discarding solid boosters when stage:solidfuel < 1 then { stage. print "booster separation @ stage" + stage:number. print "----------". } //staging. 1st line contains check for misbehaving resource indicator when stage:liquidfuel < 1 OR ((stage:number = 2) AND (stage:liquidfuel < 181)) then { stage. print "staged " + stage:number. print "----------". if stage:number > 0 { preserve. } if stage:number < 1 { print "last stage activated.". print "end staging check.". print "----------". } } -
incorrect stage only- resources?
kurja replied to kurja's topic in KSP1 Gameplay Questions and Tutorials
And when the next stage has only 180 units of fuel in it? There are ofc many workarounds but for a generic solution that could be used on different crafts, workarounds like that are... not really desirable. That's (almost) exactly what I did though, in a separate staging code just for that one stage. If you're interested I can paste the code in the evening (7am in this part of the world now). - - - Updated - - - Thanks for the idea, I have to try and see. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kurja replied to erendrake's topic in KSP1 Mod Releases
I was doing the calculation continuously for the ascent of my rocket, so yes it did change. Reading sensors:grav seems to work well now that I tried that, the error I had is gone. although it requires that I have the instrument on board, so thanks for posting the formula for local g! -
incorrect stage only- resources?
kurja replied to kurja's topic in KSP1 Gameplay Questions and Tutorials
That's what I used and it returns the same (incorrect) value as shown in the gui. There are ofc other ways to check for when to stage but for a generic solution stage:liquidfuel would be the best, as timers or such would always be launcher-specific. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kurja replied to erendrake's topic in KSP1 Mod Releases
That's what I did, "tset" in my code snippet is locked to throttle, I should have been more clear about what does what in the code I posted. That works, I just felt it would have simplified the program if I could have queried it directly. Multiplying by ten is purely a brainfart on my behalf =D Should have used 9.8 like you said. I had the limiter set to 2 and KER told me my twr was going up to 2½ before the limiter kicked in, I don't think an error that large could be from using ten instead of 9.8 as multiplier but using the correct value certainly would be a move in the right direction! KER afaik always shows twr pertinent to weight as it changes with elevation which would also contribute to the error, I have to look into using ship:sensors:grav:mag maybe. -
I have a problem with the resource display, it's telling me I have the next stage's tanks in use for the current stage as well. As far as I can see I have the stages set up correctly and I re-built the bottom stages in vab to make sure, but the problem persists :/ In every other way, the craft works, this is a nuisance because I need to see how much fuel I have in the current stage, otherwise the kOS staging logic won't work, not easily at least. Help?
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
kurja replied to erendrake's topic in KSP1 Mod Releases
thanks, I was able to get going with that. I don't have a lot of mods, just the kerbal engineer, planetshine & engine light, and now these (kOS and the control lock mod). KOS look like it's going to be a lot of fun, I managed to get a rocket to orbit already and there are a lot of things that I want to try : ) On my way to ever greater adventures, I have two questions: can I somehow query the current throttle setting like it was a variable? I couldn't figure out how to. And is there a simple way to find out twr with current throttle setting? I did a search and found methods calculating it using data from science instruments which seemed a little complicated for my math skills, so I used set tlim to 2. //goal twr set twr to ((maxthrust * tset) / (mass*10)). //calculating thrust to mass ratio set tset to tset + ((tlim - twr)*0.1). //adjust tset (which adjusts throttle) to make a twr or rather a thrust to mass limiter, but the value doesn't really come close to what ker tells me ym twr is like I think it should. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kurja replied to erendrake's topic in KSP1 Mod Releases
Oh yes sorry, I meant to but forgot to mention that I'm playing on Ubuntu 14.04 64. I do not have a remedy for this issue, is there anything I can provide to find a solution? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kurja replied to erendrake's topic in KSP1 Mod Releases
Hi, first time trying kos here, and already a problem. I can print "hello". in the terminal and it gives the expected result, but after issuing edit hello. some of the keys won't work; that is I am unable to correctly type the print hello command into the script, I get pint "hllo". instead. Is this a known issue? -
Is there a screenshot somewhere?
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the twitter account appears to have vanished....
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I must wonder... if one were to search... might she find the sand castle on the mun, in-game. *that* would be something!
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well that's one way of reducing thermal mass - explode it away
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Wait those things cover the bottom side too?! lol
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Airbrakes aren't ofc necessary by any means, but they can be very helpful - I usually put one or two on the dorsal side close to the rear end, and enable their automatic use for pitch control during re-entry; there's normally a tendency to pitch towards prograde vector during high aoa re-entry, and the brakes work wonderfully as extra control surfaces.
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Radiators won't help with re-entry. Try a shallower trajectory, and nose up early on to stay longer in the thin air? And airbrakes are very helpful.
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Orbital Station mission won't complete :(
kurja replied to jamarino's topic in KSP1 Gameplay Questions and Tutorials
Right under "Build a new station that..." there's a plus sign in brackets, notes; click that, what does it say? Information given there could help figure out exactly what's lacking. -
Wow all original questions that have answers posted to them have been removed and a new one has been put in their place, that's what's going on here. Seriously, bad form :/ If you have new questions, simply post a new question without removing the previous one, that's a disservice to everyone. What's a "spacecenter map" anyway? 550 AU would be somewhere far beyond kuiper belt, in the oort cloud I think. Or if this is about the ksp map view / tracking center in kerbal space center, 550 astronomical units would be simply somewhere insanely far beyond any in-game object's orbit; Kerbin's orbit is ~13.6 million kilometers from the Sun, so 550 AU would be ~7.5 billion kilometers from the sun. Very far away.
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Lohan2008, threads get confusing and difficult to read when you remove questions you have asked from the first post.
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AU, astronomical unit, distance between Sun and Kerbin? According to wiki Eeloo's orbit goes only about 7 times further from the Sun than Kerbin's, so >550AU would be.... very far away? If 'AU' is distance from Sun to Earth instead 550 AU is ofc much farther out. Orbit of Pluto is at 40-ish AU.
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How to tell if my ship is "newly launched"?
kurja replied to Mitchz95's topic in KSP1 Gameplay Questions and Tutorials
It is true regarding your original question about the stations. I haven't tried ore mining missions so I don't know exactly how those work.