KevinLaity
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Everything posted by KevinLaity
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Well my intent is to have everything persist, including which program you have loaded and where you are in the execution of that program. It's not something I'm looking forward to coding. Issuing a command that does an autoexec when a craft loads sounds like a good stop-gap. I may look into that soon.
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Correct! And at the current 5x speed, it uses the same power that it did before I made that change. In the future you'll be able to overclock your CPU at the cost of power.
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Very well! 0.85 is out which is built on 0.22. (I realize you posted this before then) I didn't come up with any 0.22 specific problems in my testing. I'm waiting to see how things go for the community.
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For #1, there's no support for that yet. It's something I haven't gotten around to. For #2, locking steering to a node should work, but I believe the node needs to be added first. SET x TO NODE(A,B,C). ADD x. LOCK STEERING TO x. // or.... LOCK STEERING TO NEXTNODE. because you've added it and NEXTNODE represents the active node that you see on the GUI // Later on when you want it gone... REMOVE x. // or... REMOVE NEXTNODE. Or create the node though other means and use NEXTNODE. But I'll fire it up tonight and test it.
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I wonder if there's a way to have a warning that's like "Hey, you set up a trigger just before a program ended".
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This should now be fixed in 0.82!
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This is a bug in 0.8. Please try 0.81, sorry!
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I wasn't able to replicate this but your logic sounds right, looks like somebody already made a pull request to swap these so I'll merge it and It'll be in the next release
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It's based on a straight line between you and a position that's calculated from the latlng you gave it, and assumes that the target altitude is the same as your altitude. So for now, it gets less accurate with distant targets, since the intent is to give you the surface distance you'll have to travel to reach that target. (Not the distance you'd have to tunnel through kerbin to go directly to that point). But for close targets it's a good enough approximation for now until I fix it.
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I'm taking the first step now toward better parsing by having a special regex builder. This allows me to take complicated regexes like these ^SOMETHING\(([ :@A-Za-z0-9\.\-\+\*/\"]+),([ :@A-Za-z0-9\.\-\+\*/\"]+),([ :@A-Za-z0-9\.\-\+\*/\"]+)\)$ ^PRINT (.+)$ ^LOG (.+?) TO (.+?)$ And boil them down to these SOMETHING_(3) PRINT * LOG * TO % This is not the end of the story, but this will help ensure things like that whitespace is always handled the same way, variables names are always processed using the same rules, etc.
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Someday I'll get around to putting the archive folder into the new structure
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Wow! Very well done! I'd like to feature this video on the kOS dev blog, please let me know if that's cool with you.
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Sadly, there's no rounding function yet, and it may be part of a future expressions overhaul
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This is correct, and I'm considering my options for what to do with kOS in this regard, but the options I've looked at seem like they'd take weeks or months to integrate into what I have. Frankly I never thought the language would get as much use as it is!
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Hey man, I got your pm and have now responded. Cheers
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Awesome! About the terminator, this a feature that I may never finish, simply because when I brought it up in the forums, it erupted into a heated debate involving people in multiple camps. Some wanted to have the option, some felt it would create inconsistency when sharing scripts, and some wanted to not only not have the option, but force everyone to switch to semicolons. Rather than ignite the powder keg I chose to put it on the back burner and keep things as they are.
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Great stuff!
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This will be up to MechJeb to implement IF they choose. In the next version kOS will grant other mod developers the ability to add their own commands to the system.
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I need to beef up the range, a quick calculation shows that you'd need at least 3 comm dishes. (Each one multiplies your range by 10)
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If you're out of range you ARE too far to do anything with it. I just haven't put all the range checks in yet. In the future you will absolutely need antennas to use archive from orbit.
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Relaying is something I've thought of. I'd like to be able to COPY TO target, but not sure yet how doable that is, since I have to save persistence data from the part and parts don't operate outside of physics range.
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Actually you're not supposed to be able to copy files like that at all but I've only implemented a check on the SWITCH command for now, intentionally to get people used to working within the limitations. Be sure to put antennas on your probes if you plan on accessing the archive drive from space. One antenna is sufficient for Kerbin orbit up to 150 km. I really need to catch up on writing my documentation!
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Hey guys, 0.61 is out which I'm hoping will address both of the steering issues from 0.6. For now I've reverted to the attitude control that was in 0.5. I may have become too fixated on the oversteering I was getting in very specific situations (in orbit with a very light ship), which was not a showstopping problem anyway. Adding together rotations and vectors should now work, as long as the rotation is on the left side of the operator. There may be more cases I haven't accounted for when mixing rotations and vectors.
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I'll take another look at the steering. The reason it changed is because when a vessel is in orbit, it was wildly oversteering causing wobbles that last forever. It also did rotations extremely slowly. I may not have tested it with enough variety of rocket designs. If I can't get it fixed I'll revert back to the old method. Pitching over during a gravity turn is usually a sign of not enough torque but it could also be understeering on the part of the mod. Would you be will to send me a private message with your craft file attached?
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In the code I've split vectors and rotations back into separate types as part of exposing :X :Y and :Z. I had added an implicit cast that I thought would have automatically converted vectors back into rotations when used in expressions. It looks like I just need to go back over it and make it more explicit.