SnappingTurtle
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Everything posted by SnappingTurtle
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I've been testing with a vehicle that has a tracking radar linked to a plane with no on-board radar and AMRAAM missiles. Whether the AI chooses to use missiles or not seems to depend on the size of the target. Does anyone have any more information on this?
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
SnappingTurtle replied to BahamutoD's topic in KSP1 Mod Development
Where can I download 8.8.3? -
[1.1.2] Realism Overhaul v11.0.0 May 8
SnappingTurtle replied to Felger's topic in KSP1 Mod Releases
I'm having problems with the LR89 booster in the RS-56-OBA config. Before I fire the engine it says propellant is very stable and there is one ignition, and I make sure I have 100% throttle. When I fire the engine I get a message saying there are insufficient resources to fire the engine and the ignition count goes to zero. https://www.dropbox.com/s/58rmcntxnuhhpmk/Asteroid%20Visitor%20wo%20kis.craft?dl=0 Here's the craft file which I don't think requires any mods outside of RO but let me know if it does and I can take off the offending pieces and re-upload. Thanks. -
Basic demonstrations? I find it hard to think of any manoeuvre that's not possible to do from the instrumentation provided, except for rendezvous. Could it be displayed in the target orbit info page, next to relative inclination? I guess I'm off to the docs in the meantime. Thanks for the mod regardless
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Where do you find the phase angle indicator? Is it only on the ALCOR capsule?
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I've been finding the same issue with my four-rapier, roughly 50 tonne plane like in your original post. From my own testing it seems that 250kN is about the tipping point, where above that and the major trouble will be trying not to overheat in the atmosphere because the thrust of the rapiers just explodes upwards, and below that number you will never get supersonic. Going up to 12-15 km, then doing a shallow (as small as 5 degrees) dive until the engines are each putting out >250kN (for a ~50t plane) has worked for me. From there you can climb and the engine thrust doesn't stop going up until you flameout, or throttle to less than 176kN thrust which is what the closed cycle produces. It's pretty much the first time I've had to pilot by mainly watching which way the thrust of the engines is going.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
SnappingTurtle replied to erendrake's topic in KSP1 Mod Releases
Thanks for the update. Doaction and doevent alone should go a long way to making kOS scripts more compatible with mods. -
It looked like a radio button to me, and I'm not used to radio buttons having the ability to be unchecked so it didn't occur to me. I blame Unity's GUI system myself.
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Oh. I would not have guessed that.
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I installed KSPI, deleted TreeLoader and tree.cfg and installed TechManager. When I make a new career save I get a dialogue box asking which tree I want to use but the options are greyed out. What have I done wrong? Thanks.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
SnappingTurtle replied to erendrake's topic in KSP1 Mod Releases
What I've found is that as long as you're craft has a suitable amount of torque (in all 3 axes) then lock steering is more than adequate for controlling a spacecrafts orientation. If not then you have to write a more complicated control mechanism. This makes it harder to share scripts between crafts without always using a more precise method than lock steering. This may not be so bad if/when user-defined functions are introduced. Can I request that vectors be given a unary - operator? Thanks. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
SnappingTurtle replied to erendrake's topic in KSP1 Mod Releases
Thanks for the replies. I'm trying to write a script to dock with a target. Is this something that would have to wait for future updates? Also is there a ternary operator like in C? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
SnappingTurtle replied to erendrake's topic in KSP1 Mod Releases
Couple questions. Is there a command to quit a script? Is there a way to get the position of a part? And is there a way to tell what type the selected target is? Also a sign function for the math lib would be nice -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
SnappingTurtle replied to erendrake's topic in KSP1 Mod Releases
It seems that if I reboot or shutdown a terminal when it has locked the steering it becomes impossible to unlock the steering without changing scenes. Shouldn't reboot/shutdown release locks? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
SnappingTurtle replied to erendrake's topic in KSP1 Mod Releases
It's a small thing but I think # would make a better comment line starter than // given the limited storage space. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
SnappingTurtle replied to ethernet's topic in KSP1 Mod Releases
It's more to do with being able to refill the 2.5m TACLS tank I launched with the first piece. Thanks for the suggestions. I tried using a KAS winch and radial attachment port which didn't seem to work, I'll try fuel pipes. -
[1.12] Extraplanetary Launchpads v6.99.3
SnappingTurtle replied to taniwha's topic in KSP1 Mod Releases
How can I disable progressive builds on a current save file? Thanks. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
SnappingTurtle replied to erendrake's topic in KSP1 Mod Releases
Well that's... interesting. I'll try that next opportunity I get. Edit: For future reference that solution does work. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
SnappingTurtle replied to erendrake's topic in KSP1 Mod Releases
I wrote that code for a specific burn which was about 185m/s. The engine never fired up. It's hard to repeat test these things on a hard mode save file. I was going to make an easy mode sandbox save to test this stuff until I remembered I'd have to launch a constellation of comsats which would take some doing. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
SnappingTurtle replied to erendrake's topic in KSP1 Mod Releases
Thanks for the info, I've changed the config now. Is that why the script wasn't working? It did turn off SAS and hold its heading correctly but it never opened the throttle. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
SnappingTurtle replied to erendrake's topic in KSP1 Mod Releases
Hi, I got kOS a few days ago to work with RemoteTech 2. I've been looking at the wiki to try to understand it and came up with this script to execute a circularization burn since I could see the probe would be out of contact at that time. I used the following script but it never stopped waiting for nextnode:eta < 2. I looked at the node executor in the maneuvering modules of the wiki but the script was too complicated, not well commented and relied on other scripts. It looked like something made to be used rather than understood so it didn't help me much. Can someone tell me why my script didn't work? Thanks. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
SnappingTurtle replied to ethernet's topic in KSP1 Mod Releases
Is there any way to bypass an Attach-O-Tron? I don't want to replace the first part of my station because of one old part. Thanks. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
SnappingTurtle replied to ferram4's topic in KSP1 Mod Releases
But FAR still knows which pieces are part of the same wing?Also, sorry for heavy questions but just in the past few minutes I've hit this baffling problem with a plane made with spaceplane plus parts; it keeps disintegrating. I was on a return from low orbit when the vertical stabilizers tore off at about 40kPa pressure, at practically zero angle of attack/sideslip. I reloaded and tried again. They tore off even earlier that time but I kept flying straight when the wings eventually tore off completely at 10km going 1km/s, again facing straight into the airflow. Finally I decided to abort the landing from the reload point and reboosted back out of the atmosphere when the vertical stabilizers and wings tore off at a few kPa, several seconds after I'd cut the throttle. This is with the 32 bit program. I'm really not sure if this was me overstressing the aircraft or if this is a bug. If it is a bug it may even be a transient one I'll have to restart the game and try again. [edit] I reloaded the game and tried again, this time slowing to under 1km/s before dropping below 20km and it still disintegrated. I was at about 10 degrees angle of attack when the leading edge of the right wing tore off. Then I tried to continue pointing straight forward when the left wing tore off after a few seconds of flight like that.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
SnappingTurtle replied to ferram4's topic in KSP1 Mod Releases
I'm wondering how to make the wing interactive effects properly understand what I'm doing. Do I have to start with one wing piece attached to the fuselage and branch the other wing pieces from that, or does it not matter? Thanks.- 14,073 replies
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