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Soda Popinski

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  1. I just want to add, I'm looking forward to this. I've already written an RTLS script in Kontrol System 2.
  2. I came up with a work around for the no stage / no delta-V issue when you have plenty of fuel for non-mono-prop engines. You need to edit the Save Game json file (under C:\Users\<user>\AppData\LocalLow\Intercept Games\Kerbal Space Program 2\Saves\<savegame name>\). Open the .json file in an editor, like Notepad++, and find the craft under "assemblyName": "Your Craft Name", You will see "availableStages" empty and engine parts under "unassignedParts" That's the problem. You need to move the engines from "unassignedParts" to "availableStages" and changed unassignedParts to Null. You need to extend the brackets after "availableStages" to go around the engine parts. And for good measure, I changed "totalStageCount" to 1 and "StageID" to 0. Essentially go from this: "AssemblyDefinition": { "assemblyName": "Default Name-32", "localizationNameKey": "", "version": "1", "description": null, "simulationObjectType": "Vessel", "offsetToGround": 0.0 }, "stagingState": { "availableStages": [], "unassignedParts": { "partGuids": null, "PartIds": [ { "Guid": "5d799cfc-2852-43ce-a002-e99d2147e61a", "DebugName": null }, { "Guid": "57420225-510c-47d8-a878-0580deacbd84", "DebugName": null } ], "StageID": -1, "IsActive": false, "DeltaVSituation": { "CelestialBody": null, "IsAtmosphere": false, "Altitude": 0.0 } }, "totalStageCount": 0 }, to this "AssemblyDefinition": { "assemblyName": "Default Name-32", "localizationNameKey": "", "version": "1", "description": null, "simulationObjectType": "Vessel", "offsetToGround": 0.0 }, "stagingState": { "availableStages": [ { "partGuids": null, "PartIds": [ { "Guid": "5d799cfc-2852-43ce-a002-e99d2147e61a", "DebugName": null }, { "Guid": "57420225-510c-47d8-a878-0580deacbd84", "DebugName": null } ], "StageID": 0, "IsActive": false, "DeltaVSituation": { "CelestialBody": null, "IsAtmosphere": false, "Altitude": 0.0 } } ], "unassignedParts": null, "totalStageCount": 1 },
  3. So this is still happening for me. It also happens with planetary intercepts.
  4. Weird. Make sure Autopilot is enabled and Steering Manager is released. As far as how to get roll, I know I got it in kOS using the vector angle function using the right vessel vector and some vector math with the North and East vectors. It's been a while, I'll see what I did when I get home.
  5. I suggest posting this in the Issues section of Untoldwind's GitHub. He's very quick responding there.
  6. I highly recommend posting these in the Issues section of the GitHub. Two of the last 3 releases seemed to be fixes to bugs I found and posted there, typically within a day. That said, I think the problem is you're giving a vector as a direction. Vectors really only do pitch and heading, but don't include roll. Same as in kOS. I'm not sure the difference, but what works for me is: vessel.autopilot.lock_direction = vessel.heading_direction(heading_SP, pitch_SP, roll_SP)
  7. Looks like it's fixed with today's update. Glad to see the mod is still in active development!
  8. Got kinda busy, but getting back into KSP2 post patch. I fired it up, but got a bunch of errors from KS2. I'm guessing the code has changed somewhat. First thing I'm trying to do, is figure out how to get the type of resources in a part. Previously, parts had parts.resources, so for example, I could determine which are the fuel tanks and could do resource transfers. Specifically, I have a function that shifts the center of mass by pumping fuel forward or backward. So it needs to determine which the subset of fuel tanks forward and rearward.
  9. Part 3. More or less made it back to KSC. Put in a bit more detail on the development and actual process.
  10. Looking forward to grid fins. Having a bear of a time doing RTLS without those or AIRBRAKES. Yes, I've tried the SORRY mod, but the undeployed drag is too high to be useful in my experience.
  11. Got it from the SORRY mod. &nbsp; Continuing progress, and got a "successful" return to KSC. Not exactly ideal...
  12. I posted about my development of automated Hoverslams using KS2 in Mission Reports, for anyone interested.
  13. There's still some fudging going on with the script. I haven't figured out how to get available_thrust for the engines at sea level, so for now, I just put in the thrust Micro Engineer states for the suicide burn calcs. Same with ISP, which is what I'm using to calculate final mass after the suicide burn. Since available_thrust is giving me the vacuum thrust, the hover throttle calculation is giving me a throttle setting below actual required throttle. Until I figure that out, I added a small proportional gain, but that can lead to some overshoot. Previously, in kOS, I was calculating suicide burns using a time slice method, "simulating" one second at a time. This time, I realized thrust is constant, while acceleration is dependent on mass, which drops at a constant rate, so calculus should be able to handle this. I barely passed calculus in the 90s, but found this post on the kOS subreddit that had an equation that worked (eventually). This really won't be functional in a campaign until a mod like FMRS or Physics Range Extender comes out, and I can control both first and second stage.
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