Jump to content

check

Members
  • Posts

    203
  • Joined

  • Last visited

Everything posted by check

  1. I'm with you on this. Having a way to distinguish from flying over water vs flying over land can be useful in many situations. Example: auto-searching for safe landing site that's over land or mapping the terrain and being able to map the water separately from the land.
  2. Has anyone been able to get the facing command to work properly? Because I can't find a way to pull my attitude. The numbers in 'facing' don't make sense. up:pitch, up:roll, up:yaw does not make sense... At least not for aircraft.
  3. Well then I'm not sure what it looks at then. I remember it freaking out when I was above 4000m or so so I assumed it went by the gauge limit of 3500 (or is it 3000?) in IVA and just wrote my code based on that assumption.
  4. Hmm, not sure then. If your program is dependant on radalt, you can have it switch from looking at alt:radar to altitude when alt:radar <0 (or when alt:radar > altitude for over water). (Sup from London.)
  5. alt:radar will return -1 when you're above 3500m from the ground or flying over deep ocean.
  6. Great work! Looks like a very robust method that's smooth and fuel efficient. Good job with the code annotation too.
  7. Nope. It's totally weird. kOS looks at KSP's native coordinate system which are totally not intuitive.
  8. Made a new video for my latest kOS script--- a cruise missile! Can hit a target up to 250 km away and is able to hug the terrain at 500m if over mountains and even lover over flatter routes. Enjoy.
  9. Here's my second KSP video. I built a cruise missile and wrote a script to control it using the kOS scripting mod. It's capable of reaching a target up to 250 km, while hugging the terrain at 500m (including over mountains!). Enjoy.
  10. Off the top of my head, you could try the following. Assume x is the number you want to round, and z is your answer... set y to x. until y < 1 { set y to y -1. }. if y >= 0.5 {set z to x-y+1.}. if y < 0.5 {set z to x-y.}. This could be slow if you have large values of x though.
  11. They have not and they won't comment on release dates. My personal guess is mid-late October.
  12. It would be cool if the reentry effect persisted with multiple debris within a certain radius: If that becomes too CPU intensive then have it turned off with lower settings, but I don't think that'd be a problem seeing that exhaust from multiple rocket sources gets rendered pretty easily.
  13. I like to read 2001: A Space Odyssey as an alternative history story, had NASA's budget stayed at Apollo Program levels throughout the 20th century... with some alien stuff thrown in.
  14. I think contrails would add a touch more realism to the reentry effect. It could be the same effect used to generate contrails from jets, or maybe the same effect used for the SRB exhaust/flames, colour tweaked. Relevant images: (Progress and Soyuz reentry). Thoughts?
  15. Quite possible. There is support for 3rd party mods. I haven't used remote tech, so I'm not sure if what you're asking is doable, but it could be or perhaps might be in the near future.
  16. Hmmm. I don't know why that would be. I'm definitely getting traffic to the site so maybe you've got freeiz.com blocked by some application? Maybe you need to update your DNS? Sorry, not sure what else it could be!
  17. Oh okay. I knew you could get a slope doing that, but it only gives you the slope in the direction of your horizontal velocity. I thought maybe you had figured out some otherway to get your absolute slope. Good job nonetheless. That's exactly what I'm working on now. Land anywhere so long as your target latitude is within your orbital inclination. But the damn inverse trig is broken, so I've hit a roadblock for now.
  18. Ooo! How does it do that? Can I see the code?
  19. Really? I just tried it and it's working fine for me. What does it say for you? Maybe hit shift-reload/refresh?
  20. The KSP Parachute Calculator site has been updated! - http://ksp.freeiz.com/ The calculator will now not only tell you the total mass of parachutes that you need, but will tell you the specific number of chutes that you need (of any kind of your choosing, including drogue chutes). AND it lets you add, subtract, mix and match any combination of stock chutes and see what effect that will have on your landing speed. I'm still developing this site, so suggestions are welcome. Thanks.
  21. surfacespeed only returns the horizontal component of your speed. You'd be better off using verticalspeed or better still (verticalspeed^2 + surfacespeed^2)^0.5
×
×
  • Create New...