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Kalista

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Everything posted by Kalista

  1. http://www.youtube.com/watch?v=S3_rtxWIUww] Last video test I'll do with this version this time same rocket fired at a 60 degree orbit. Thing was more accurate and used less fuel than mechjeb does on the same rocket. You did a hell of a job on this one payload if not for needing it for telemachus mechjeb would be scrubbed off my harddrive for my probe launches. Heck I even have the micrometeorite mod to try to throw it an extra curveball and it still fires them off on target.
  2. http://www.youtube.com/watch?v=EKt4XgSyrz0] Here's my own test with the updated script only change I made to it was to kick my fairings off when its burn was done. Thing flys nice and steady for me even with me running FAR and DRE hell mechjeb cannot fly this rocket this straight so I'm impressed with it.
  3. 2 other ways this can be done as well. Can be done like I'm currently doing and port over the module files from the .cfg to all your pods so you always have it. Second and less invasive way would be to add in a module manager cfg and have it port over the files to all your command pods ( could also do it for the popular mods like b9 and firespitter if you wanted to go that far) so me personally feel that another part for it is time that could be better used elsewhere.
  4. I run this mod with both FAR and deadly reentry and as so long as you keep your speed under control in low altitude it runs perfectly fine. Letting the speed get to high in low atmosphere however will cause it to buck and pitch and do all sorts of stuff you do not want it to do.
  5. It has more to do with FAR and deadly reentry. Going to fast in low altitude will make my rocket wobble like a unbalanced washing machine and if it gets to bad enough G forces will sheer the thing inhalf. Now I know youre setting the program up mainly for the base game but this QoL addition would make it extremely useful for FAR/DRE users as well. So far with heavy or medium weight rockets i haven't had a single issue with space computer flying it into orbit using FAR and DRE.
  6. One other request I would make. In the next version of space computer would it be possible to have the throttle set to where it attempts to maintain a certain speed till it gets out of the lower atmosphere ? That way lighter weight rockets and well rockets in general try to maintain a proper speed for the best use of delta-v insted of possibly overcooking the throttle. 200-250m/s ish range till 10-15km would be a decent start for it.
  7. This isn't totally a bug report per se more like an incompatibility report. Prior to the latest update the mod would work with remote tech 2 ( it needed to have stages locked ect and it didn't work seemlessly but for using it to perform stuff when under heavy time lag or out of contact it was flawless). Now with the .50 update the mod will refuse to work at all if running from the archive folder. Infact if your antennae or comm dish changed at all either the file itself or thru module manager attempting to switch to archive will cause KoS to freeze and go unresponsive unless you kill its power and reboot it. Just posting this report since the original reason I got this program was to use in tandem with remote tech but since KevinLaity seems to be going in the direction of making his own comm code this may not be an issue in the future.
  8. Your standard pitch settings work just fine for my rocket in far so least from my experince it works just fine with it. Also keep up the great work learning alot from your program on how to get this thing to do what I need it to.
  9. No staging at all this is a single boaster to orbit the thing that may be hurting me as well and requires me to tweek more is the fact I'm using FAR. Your launch program in FAR if shooting for a straight equatorial orbit has my rockets flying like an arrow for all but the 10-17km window ( its see sawing attempting to make the turn with FAR trying to throw it back to prograde) but before or after that point it runs great. I'll also try what you just suggested with the same rocket and report the results. Edit: 4.273 inclination on that attempt still think its far tossing it slightly more off course which is just somethin i'll have to plan for. For higher inclinations I think I'm going to have to run a set of course corrections along side the gravity turn that nudges it more and more to where I need it to go during the gravity turn. just saw your correction launching another test. second test 3.122 inclination thanks got it pretty close to dead center now ill just need to figure out a good turn to get the inclinations i need for my various sats.
  10. Setting y to 3 gave me an inclination of almost 6 ( the roll program threw the yaw way wide but the gravity turn brought it most of the way back. however setting the gravity turn program to also apply some yaw is giving me the results I want least when i get it to yaw the correct amount that FAR wont toss it into a spin. Either way love your program especially soon as i get this inclination thing sorted out.
  11. Payload a question for you. How hard would it be on your launch to orbit script to also set inclination on launch? Or is the mod not able to handle the math for that yet ( << fairly new to programming tho I am learning with this program and your work)
  12. For some reason for me now attempting to switch to archive while still on the ground freezes up the terminal requiring me to cut power to it and rebooting to get it to respond.
  13. I'm accually intrigued about .22 just to see how you work in the science stuff and tech tree into the mod. You could litterally go crazy with it and could throttle progress with it along with the cash reserves. Most of all I'm just wondering how the new science stuff will work period.
  14. By antenna and dish you mean just the stock ones right? or will the mod be able to tell if a mod antenna is a real antenna and run off it as well.
  15. This may have been answered already but the forums acting up for me. Where is the file located that saves your progress in the mod? I currently have a game that I intend to play solo by myself then some friends and family along with myself plan on doing a playthrough using telemachus so they can be my minions errr ground control. So i'd like to back up the save somewhere else so i don't have to do either or.
  16. Geck sounds like what you want for remote landings is the KoS mod I'd highly recommend it. I've been running it along side RT2 and while it doesn't work seemlessly yet ( need to ALT+L the staging or it will oops plus you can cheat and send it commands while out of contact) and once the codings down it runs great been doing all your missions so far with it and about to do my munar landing with it running the entire way launch>orbit>transfer>landing. Now only if my friends and family would hold thier word and do a playthru of KiS with all my realism mods and telemachus then i'll have some REAL fun ( by real fun i mean all of us screaming at each other at whos fault the botched landing code was lol).
  17. Or if your frugal like me after making a spaceplane go and pick up all the junk sats u set up for cash early on to squeeze even more money by bringing them back to recycle.
  18. RT 1 works fine in the current version RT 2 is still in alpha with them bug fixing it so i wouldn't advise that one for playing around on. To my understanding tac doesn't have a scrubber yet ioncross I know does. I've also seen a greenhouse mod out there that WILL turn CO2 into oxygen and I'm pretty sure it was tac compatible (if not shouldn't be hard to play with its cfg files to make it compatible).
  19. Oh the current setup for the missions is fine as it is the plane I flew I litterally just tossed pieces on it to see if I could hit mach 5. I'm quite surprized it could even nose straight up and climb to mach 1 from the runway with the parts I strapped to it. I haven't got the chance to test your kethane missions yet since I'm also running remote tech and kos ( I'm a sadist when it comes to difficulty) so soon as my auto pilot designs get refined enough I'll let you know how they go.
  20. Yeah I tested that mission last night and even 1500 m/s @ 26km was almost melting my nose with a plane very similiar in design to yours boamere. Think that mission I'll have to do with my intakes in the aft 1/3rd of the plane and hope the nosecone takes all the shock was a damn nice plane to fly till mach 4 when FAR made it super unstable.
  21. KAS as a prereq isn't a big deal to me since I use it heavy with my ground crews and skycranes for landing rovers. For the kethane missions another mission you could do to is after the scanning mission having to land a probe there drill a tiny amount of kethane + spend x time there then bring it safely back to kerbin to analyze the samples something like scanning mission > hit from scanners > sending unmanned probe to take a sample to check if its quality is good for refining > missions unmanned and manned to set up the drilling operations. edit: Also going with my idea you could make it where you drop a probe first on the mun to test its kethane samples have it come back as either not of good quality to refine or the amount of refine to turn it into fuel isn't nearly as cost effective as minmus (plus its lower delta v to leave kerbins SoI) as ample justification. If you were writing up a story line as to why all the commercial drilling happens at minmus over the mun.
  22. That's been my biggest hurdle as well with SSTOs making one capible of carrying a decent payload into orbit and returning and why i've had dozens of shuttle designs since i have that down pat. Now onto another request this has to do with the fact i use deadly reentry and the hypersonic speed mission is dangerously close to the melting point for aircraft. Would it be possible to drop the speed required for it from 1.9km/s to 1.716 km/s the real life barrier for hypersonic flight ( mach 5-49) .
  23. I have a small question since I'm a programming noob. What script function would i need at the start of my code to tell it to hold off on running it till an action group is fired? What I'm wanting to do is load the game up load in my program into KoS then have a friend through telemachus hit an action group that fires the loaded code. Thanks in advance if anyone knows the code I'd need to have the thing sit on hold till told to go farther.
  24. I have another small request Geckgo. Is it possible to add one more tiny mission that kinda seems to be missing? In your Gemini mockup line you have the missions for a multi kerbal missions, docking and endurance missions could it be possible with either the aksf-12 mission or one around there have a mission requireing a short eva spacewalk? Those sets of missions seem to be modeled around getting your space program ready for manned missions to mun and minmus (similiar to the real gemini program) tho the only mission lacking in that string is a spacewalk. IF added to an existing mission or on its own the eva wouldn't need to be long a couple minutes or so.
  25. Even tho it wouldn't solve the concerns you have about a rover mission you could always require the little rovemate core as a required then a bonus on the rover wheels seeing as i never even use the rovemate it would atleast give a reason to dust that part off. edit: Just had a brainstorm the rover mission could be something like this. Rovemate, x Electrical charge, No Solid,Liquid or Xenon fuels Manditory then assign other parts with optional rewards keeping the base low in return. That way say building a larger Curiosity style rover with more parts and an RTG would overall net more (assuming an economical Delivery system) than say the absolute basic rover would.
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