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Sacred Aardvark
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Everything posted by Sacred Aardvark
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[kOS] The Automated Mission Challenge
Sacred Aardvark replied to TelluriumCrystal's topic in KSP1 Challenges & Mission ideas
And the KW pack at least adds some variety to the engines, making it easier than stock to pick the "perfect" engine for the task, in addition to the super-powered engines. (meaning you'll need less boosters for TWR on big crafts, and have less structural issues) There are some mods I'd like to be allowed, but since they shouldn't affect the flight characteristics I can just run the first mission with the mods("a simulation" or something) while fine-tuning the code and then do it again without mod parts and hands free for the screenshots. Unless I've missed something and it has broken, kOS can trigger action groups, and antennae can be set to de-/activate/toggle via action groups. 1+1=11, yes? If you're using stock, the antennae shouldn't break, at least I was happily abusing science transmissions while flying around in stock back when it came out and mods hadn't updated. With DRE or RT they do break, not sure which is causing it, but RT has the dipole omni that's active from the start and doesn't break in athmo. (though I've just realized that I don't think I've ever tried puling stuff from the kOS archive using RT antennae, so I'm not even sure if they play nice with it.) -
Now-defunct-thread-that-should-not-appear-in-google-search.
Sacred Aardvark replied to Cilph's topic in KSP1 Mod Releases
Does it need to be clear on how it's accomplished? Anyhoo, it uses the modulemanager.dll to inject data from the remotetech_*.cfg files into the parts to get the desired modules into them. (afaik) Do you have a kerbal on board? It shouldn't display local control on unmanned probes, even when sitting at the pad as I've just double checked, OCTO-core, nosecone, fuel tank and engine on the pad, D+ 0.000000 is visible instead of local control. (and "no contact" after 3km, due to no antennae installed) Check the folder structure like SFJackBauer suggested, My guess is a misplaced modulemanager.dll, or possibly some other installed mod having a misplaced modulemanager in it's folder. (there should be only one, regardless of the number of mods installed, at ./gamedata/modulemanager.dll ) -
kOS Scriptable Autopilot System 0.9
Sacred Aardvark replied to KevinLaity's topic in KSP1 Mod Releases
No idea what it is either, never seen it before and have been using opera for ages, don't remember my opera updating recently either. And it wasn't visible when you first post the code. Still, humor me and delete the whole line and type it up again, probably wont make a difference and we can chalk it up to opera being silly, but the alternatives of the mods or your ascent script breaking something with the deorbit don't seem that probable either. :/ (unless i'm totally missing something about the code, which doesn't seem unlikely ) Or try running the deorbit script on the ground like I did, if it works it's likely something about the ascent script and not the mods. (which I shall add to my test tomorrow, if I ever make it to bed instead of just lurking the forums like I seem to be) -
kOS Scriptable Autopilot System 0.9
Sacred Aardvark replied to KevinLaity's topic in KSP1 Mod Releases
Ugh... I was afraid of that... Kept on disappearing on me when I was editing that, refreshing the page made it appear occasionally... I might just be sleep deprived giving it one more whirl: lock THROTTLE to 0. see it at the end of the line, after the period? :| [edit] nvm, the previous edit made it go bye bye, see image link at the bottom Proabably not, just checked with Chrome, it isn't there... Opera does show it, weirdness. Firefox not showing it either. Think I might be losing my mind, what little is left of it. [edit] http://i.imgur.com/ji1S3aC.jpg Freaking invisible arrows. -
kOS Scriptable Autopilot System 0.9
Sacred Aardvark replied to KevinLaity's topic in KSP1 Mod Releases
I'm using those of your list and could run your deorbit script, so they shouldn't be causing it. I'll see if running the ascent script prior to the deorbit changes anything, when I wake up (unless someone figures it out ) Though that arrow thingy is new, it wasn't in your previous paste, does it exist in your in game script? (the character didn't even want to come through the quote, had to manually c&p it from your post ) -
kOS Scriptable Autopilot System 0.9
Sacred Aardvark replied to KevinLaity's topic in KSP1 Mod Releases
Periods haven't been required after closing braces since version .7 iirc, though I still use them myself. -
kOS Scriptable Autopilot System 0.9
Sacred Aardvark replied to KevinLaity's topic in KSP1 Mod Releases
I've no idea, the code looks fine to me, though that "wait 0.01." seems redundant as was already pointed out. However, I copy pasted that code segment into a deorb.txt on my archive and ran it on a test ship without getting an error. Granted, my test ship consisted of just a command module and kOS sitting on the launch pad, but I got all the appropriate printouts, throttle action, attempt to stage (heard the click), and the module spun around on the ground a bit trying to orient itself. -
[kOS] The Automated Mission Challenge
Sacred Aardvark replied to TelluriumCrystal's topic in KSP1 Challenges & Mission ideas
Figured as much, just thought it best to make sure Oh, any thoughts on how we go about proving our claimed feats? We going with an honor system, screenshots, fraps, save file & program, or what? Yeah, it now seems to be missing Jool and heading to Kerbol, oh well. Yeah this was a stupid idea, damn thing can't go past Mach 3 without disintegrating and I'm not patient enough to fly it half way round Kerbin at a pedestrian Mach 2 I'll have to sort something out, I don't need these delays, I have challenges to complete! -
kOS Scriptable Autopilot System 0.9
Sacred Aardvark replied to KevinLaity's topic in KSP1 Mod Releases
Go Advanced, scroll down to Additional Options and tick "disable smilies in text" and it shouldn't -
Now-defunct-thread-that-should-not-appear-in-google-search.
Sacred Aardvark replied to Cilph's topic in KSP1 Mod Releases
Apparently I do, hadn't heard that one before Back in my (limited) programming and especially later in tech-support days we just called it PEBCAK* *(problem exists between chair and keyboard, in case anyone was wondering, probably weren't but there you have it) -
Now-defunct-thread-that-should-not-appear-in-google-search.
Sacred Aardvark replied to Cilph's topic in KSP1 Mod Releases
His problem didn't seem like a bug to me, but a question of not necessarily fully understanding the mods mechanics, and with "Sign a contract promising me your first-born if the error is determined to be the user's fault." being in the bug report guidelines, I'd expect it to be preferable to first rule out PEBCAK. -
[kOS] The Automated Mission Challenge
Sacred Aardvark replied to TelluriumCrystal's topic in KSP1 Challenges & Mission ideas
Can I have a program run another program? For example my orbital ascent script is in two parts, one to get it out of the athmo, at which point the program will call my circularizing program and pass some parameters to it. I figure this is fine since I'm not doing anything, but I s'pose I can mash them together if need be, since even combined the file should be below 10k. I'll have to get back to you on this, I have a probe en route to Jool, but the game can't decide if I'm getting an encounter or not, keeps going back and forth whenever I check it, damn rounding errors. ("slightly" failed orbital attempt, circu-burn never ended... that'll teach me to use long range probes for Kerbin orbit testing... oh, and does un-intentional stuff even count? ) I did do an Apollo 13 style mission (prematurely staged munar-injection booster playing the part of the meteorite/explosion) going round the moon and landing back on Kerbin, but I don't think it counts, because while it was supposed to be automated, due to the explosive mishap it turned into more of a semi-automatic mission, with me typing up new programs and running the occasional command during the flight. Zero direct control input though, everything done via kOS commands (soo, 1/10th of a point? ), also the reason why I have no screenshots, was too busy typing to think about beauty shots. Since you'll be running the show with kOS, I don't think the RT flight comp will affect things much, unless of course kOS is able to send parameters to RT flight comp, but as I understand it, that isn't the case. I'll need to throw some mission together for this challenge, might take a bit though. Playing with RT and Nazari's Traditional Tech-tree (bit confusing with choice-directions at times, but quite nice) is slowing me down a bunch, needing to fly around was fun but it's starting to get a bit tedious (and with Kerbin blocking my science transmissions, I can't abuse them grrr ). I miss space, can't get to orbit yet, manned are too heavy and probes lose contact before making it up I need to build and transport some command centers around Kerbin so I can get my satellite network up (after which I wont need the command centers on the ground ) Speaking of which, I should probably stop rambling and get back to that, so I can eventually partake in this challenge -
kOS Scriptable Autopilot System 0.9
Sacred Aardvark replied to KevinLaity's topic in KSP1 Mod Releases
Mine tend to be on line 2, occasionally 0, have had couple others at times, but mostly 2 or 0. Yeah, it does that, not a damn clue why though(okay it's bugged but still), but that result doesn't make any sense under my current theory (well, hypothesis, it's hardly verified), even though I can replicate it (sometimes) :| -
kOS Scriptable Autopilot System 0.9
Sacred Aardvark replied to KevinLaity's topic in KSP1 Mod Releases
Based on my experience, not anywhere. If it says error on line 1 for example, the error can be on the second line of the program OR the second line of Any Loop in the program. In the case in question it's probably referring to the line 0 of this loop which is missing a THEN on the initialization of the loop: when altitude > 500 { // <-line 0, lack of then lock pVal to -1*(1.25*(altitude/1000)+(45*(apoapsis/Final)^2)). // <- line 1, etc lock steering to up + R(0,0,180) + R(0,pVal,0). }. In 0.7 I believe an error inside a loop gave the line number of the closing brace of the lowest(highest?) level loop in which the error occurred, which was nice, unless you had the entire program in an until loop and it said the error was on the last line of the program, when it really could be -anywhere-, at least these days we have somewhat clearer picture, instead of "it's somewhere in -this- loop" we get "it's on -this line- in *some* loop". Hardly specific, but it does point you in a vaguely right way, usually. /shrug -
kOS Scriptable Autopilot System 0.9
Sacred Aardvark replied to KevinLaity's topic in KSP1 Mod Releases
Which it didn't avoid, since it still had a multi line brackets, so I'm assuming it was just a preferred way of formatting them, like what you did in your example with splitting one "when" into multiple lines but not the other. when eta:apoapsis < (DV/(2*acc) + 30) then { set warp to 1. when eta:apoapsis < (DV/(2*acc) + 15) then { set warp to 0. } } It should, and that's the way I'd have done it, but it does work when nested as well, just need to have the whole nest on one line. Un-nested that does set up two when triggers, whereas nesting them has only one at a time, but I've no idea if it makes any difference (let alone a noticeable one) on performance. (probably not ) -
kOS Scriptable Autopilot System 0.9
Sacred Aardvark replied to KevinLaity's topic in KSP1 Mod Releases
You can make a ship with multiple volumes, but AFAIK you can't add volumes to ships that are on the pad or air-/spaceborne. (well, maybe with KAS, if it plays nice with this) Further details http://kos.wikia.com/wiki/Archive_and_Volumes#Multiple_Volumes_on_one_Vessel -
kOS Scriptable Autopilot System 0.9
Sacred Aardvark replied to KevinLaity's topic in KSP1 Mod Releases
Give this a go: when eta:apoapsis < (DV/(2*acc) + 30) then {set warp to 1. when eta:apoapsis < (DV/(2*acc) + 15) then {set warp to 0.}} If the code tags bug out again, I simply deleted the line break and that got it working on my comp (after consequently adding set dv and set acc commands prior to it). 0.85 doesn't seem to like it when you close a parenthesis (or brace, probably not brackets either) on a different line than it's been opened on. -
kOS Scriptable Autopilot System 0.9
Sacred Aardvark replied to KevinLaity's topic in KSP1 Mod Releases
Thank you! The issue seems to be bigger and affecting all multi line expressions. This version of your code works(in the sense that it doesn't give an error), just slapped the whole bit between {} into one line: this really really didn't want to display properly so f-it. :| [edits 1, 2 and 4.] okay the code doesn't want to display as it should, but there shouldn't be line breaks between "when" and the last }. making a really long line if one was to spend a whole program in a loop. [edit 5] Yeah, went and changed my own script to put everything between {} into one line, which was about 4/5 of the whole thing. It works now, but is a bit of a bitch to read through a single 2000 character line [edit 6] Thank god for edit, I really need to start gathering stuff together before posting Just noticed that while the script works, the game is running really really slow when it's running, though it ran fine in 0.71, and my print commands are showing 11 to 15 decimal points for altitude, speed and fuel, when before they would show 4 decimals. Was this changed somewhere between 0.71 and 0.85? Aaand it apparently ends in a flagrant error on line 0 after all, just before completion. Probably messed something up while combining everything into one monster line to get it started. :| -
kOS Scriptable Autopilot System 0.9
Sacred Aardvark replied to KevinLaity's topic in KSP1 Mod Releases
Okay, I'm giving up for now. I can't find the problem with my code. Sure, it ain't the neatest thing, but a line 3 syntax error isn't one of it's faults as far as I can tell. Fresh pair of eyes might help, so if anyone can shed light on why this code would work with KSP 0.21.1 and kOS 0.71, but not with KSP 0.22 and kOS 0.85, it'd be appreciated code nuked, problem apparently figured out bit lower. {} bug out if spanning lines I'm pretty sure my code is inefficient, possibly silly and definitely hastily commented but a moment ago, so I don't know if it makes any sense. The indentation is a bit random as well due to being coded partially with kOS IDE and then partially rebuilt ingame while figuring out what works in practice and what doesn't. Still, it works in an older version, so is there some syntax change I've might have missed between 0.71 and 0.85? -
kOS Scriptable Autopilot System 0.9
Sacred Aardvark replied to KevinLaity's topic in KSP1 Mod Releases
Since it runs fine in 0.71 it probably isn't the same problem, but I had issues with perfectly fine commands throwing syntax error in 0.71, possibly due to excessive variable length. i.e. "set finalOrbitalHeight to 100000." didn't work, but changing it to "set Height to 100000." made it work. I also had a print "30" at(30,30). which gave a "unknown variable ' "30" at(30,30) ' error, deleting and retyping said line fixed it. Try deleting said blank line and see if it'll work. Beyond that, the code might help with troubleshooting, and help verify the problem isn't localized to your installation. [edit] I'm assuming the code in question is your space computer, tried out the ascent script and it gave me a syntax error on line 4, regardless of whether the line was empty or had a command in it. [edit 2] Further investigations; I had some issues with 0.71 with lines long enough to cross the border of the screen, scrolling past the screen caused random bits of lines appear in wrong places, which seemed to cause syntax errors, so I tried shortening the lines and removing the comments in your space computer ascent script. That resulted in the syntax error jumping from line 4 to line 0. The display issue with going past the screen edge seems to be fixed in 0.85, and my own script is giving a syntax error on line 0 as well, so it's probably unrelated to the crossing of the screen edge thing in 0.71. (though I've no idea why your ascent script even works in 0.71, since if I typed that long lines it went potty, but yours works fine in my .71 ) [edit 3] Should probably mention the tests were done in the sandbox not career, in case it has any bearing on anything. -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
Sacred Aardvark replied to r4m0n's topic in KSP1 Mod Releases
I'd argue that the goo container and science bay do warrant returning as well, since they expose materials to certain conditions and a mere report on the results isn't quite the same as returning the samples back home for detailed study on residual effects, like with soil samples being brought back for a more detailed analysis of components than can be done in the field. Though in the case of goo escaping there isn't a sample to return, so there are faults in my logic... I do agree that the only reason not to send a crew/eva reports, temperature readings and such should be an issue with lack of power for transmitting not difficulty, though some might like the added artificial difficulty of returning reports or going bust. -
If EC at max, then convert 10% EC to MJ, else do nothing. Couch programming... *shudder* No idea how hard or resource intensive that'd be to actually implement in some form* as I don't have experience in KSP modding. However I think it would solve some of the issues you listed, as you'd have generators running and power in reserve as a buffer, at worst you'd be out 10% if you desided to crank your ion engines right after a conversion cycle. Not sure if MJ -> EC conversion would be that necessary, but maybe that's just me. Feel free to shoot holes in that, I'm sure I missed something *I'm assuming an actual If loop would be unnecessarily resource intensive, just the first thing that popped into my mind, something probably triggers when tanks are full and generators stop, so could possibly hook into that for the ec-mj convrsion trigger. Anyhoo.. my programming skills are outdated by some ten years or such, so if I'm talking nonsense just call me out on it.
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Land on the ground, stop moving(brakes on if you have wheels so you don't slide), activate time warp, profit(?) Works* on Kerbin atleast, just double checked by taking the Stock Rocket-VTOL for a quick spin and landing it few clicks off of KSC and was able to do 100000x warp. Also, I can't count the times I've warped to sunrise on the pad or on my solar powered rover after night fell and it ran out of power while cruising in Kerbin. Haven't landed elsewhere with athmo yet, so can't speak for Eve or Laythe (if the latter has any land) and it probably doesn't work in Jool, due to the "surface" being what it is. I'd also assume oceans not qualifying for "landed & not moving", but didn't test it on the VTOL run. *Unless this mod changes where and how you can time warp, I wouldn't know** since I'm waiting for .22 to install this mod and start my space program anew. ** I did read the whole thread and don't remember*** a mention of such a change *** I've also read two other 100+ page threads in the last few days one of which was FAR, so I don't really remember much about anything, but there's some gray goo oozing out of my ears, is that bad? P.S. First post on the forums, not a lurker anymore w00p w00p