

Pondafarr
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Everything posted by Pondafarr
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That thar is shur won ugleeeeee SSTO...but I like it!
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just launched ten of these into orbit...thanks for the idea! I was previously using a Mk 1, FL-T100, and a LV909...these should be MUCH better!
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Love that forward swept wing...now flip it over and let us look at the top...
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[showcase] Post your .24 re-usable designs here!
Pondafarr replied to LvL's topic in KSP1 The Spacecraft Exchange
Well. That would explain that... Damn good job! -
[showcase] Post your .24 re-usable designs here!
Pondafarr replied to LvL's topic in KSP1 The Spacecraft Exchange
WHY did you put a RAPIER in the nose of the craft????????? if the nose won't come up, put in a pair of canards, you'll save alot of money, and the craft will be lighter. other than that, great looking plane! -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Pondafarr replied to erendrake's topic in KSP1 Mod Releases
Cool stuff. Reading in depth. Basicly, going to try to convert my SSTO script to this system. I'm a little confused, it SEEMS that kosis creates the PRESET file for variables, which is then populated from the kosis_cfg? So instead using SET VAR to FOO, they are created by RUN PRESET ("Var", Foo). -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Pondafarr replied to erendrake's topic in KSP1 Mod Releases
Looking at the files, a few small tweaks are needed: BOOT.TXT: typo: Line 18, SWITCH misspelled. BOOT and KOS_BOOT both have odd formating, tab usage to align brackets, didn't use a new line for separate commands etc. (intentional to save space perhaps?) Overall, Thank you for doing this, definitely going to give it a shot, as my boot loader is a simple "load and run" type of deal. -
My first attempt with 0.24 - VTOL Gunship
Pondafarr replied to 9t3ndo's topic in KSP1 The Spacecraft Exchange
where is your control point? The visible cockpit, due to its angle, would jack up the navball...do you have a hidden probe core? I see the rear-facing pod, but that has its own problems with control -
This thread is primarily for discussing coding of an autopilot script, the mod release thread is in the addons forum.
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those bikes actually look pretty cool...
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
Pondafarr replied to erendrake's topic in KSP1 Mod Releases
you have to lock the steering to a specific direction/vector. For example: LOCK STEERING TO HEADING(90, 45). This tells the craft to head to compass direction 90 (east) and a pitch of 45. Check the document page at http://ksp-kos.github.io/KOS_DOC/structure/direction/index.html for more details. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Pondafarr replied to erendrake's topic in KSP1 Mod Releases
Steven, I may have misunderstood. For clarification, I think I meant Vessel:Velocity, instead of what I wrote previously. Is Vessel:Velocity the same thing as what I was trying to do? (i.e., find out how fast I'm flying?) -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Pondafarr replied to erendrake's topic in KSP1 Mod Releases
So next question...I would like to know my surface speed while flying over kerbin. Changelog now states ship:velocity:surface will now return a "double". What is a "double" (in general) and how can I ensure a IF ship:velocity:surface > 200 { line works properly? -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
Pondafarr replied to ferram4's topic in KSP1 Mod Releases
looking forward to trying this out..if i can get the KSP patcher to work... -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Pondafarr replied to ferram4's topic in KSP1 Mod Releases
I love this mod, just sayin.- 2,647 replies
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- kerbal joint reinforcement
- kjr
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
Pondafarr replied to erendrake's topic in KSP1 Mod Releases
bear in mind i am NOT a programmer, so don't treat this question with the derision it probably deserves.....simply remember i'm ignorant of proper coding so, for a hypothetical version 13, why not rip out the period requirement and replace it with something else? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Pondafarr replied to erendrake's topic in KSP1 Mod Releases
Solved previous problem, (don't ask me how) so now I would like to do a set of instructions ONLY between certain altitudes, and have three altitude zones to define: IF altitude > MINALT < MAXALT { DO STUFF. Will this work? I'm not getting the results I expected. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Pondafarr replied to erendrake's topic in KSP1 Mod Releases
I need a logic check. I'm attempting to do a three-zone altitude controlled climb. Please look at this, and tell me if I have the correct {if/else} techniques. Not sure if I have the (optional) periods correctly placed. I keep getting a syntax arror at the first ELSE statent. BTW, I'm having problems with the code brackets showing the final closing bracket here...it's in my code. IF ALTR < 80 { DO TAKEOFF STUFF. } } ELSE IF ALTITUDE < HIGHALT { SET COUNTER TO 0. UNTIL ALTR > ENDALT { DO PITCH MAGIC. IF ALTITUDE > 25000 AND < 30000{ DO AIRBREATHING ENGINE THROTTLE } DO STUFF. IF COUNTER > 30 { DO STUFF. SET COUNTER TO 0. } } } ELSE IF ALTITUDE > ENDALT { SET COUNTER TO 0. UNTIL ALTITUDE > HIGHALT { DO PITCH MAGIC. IF ALTITUDE > 30000 { DO HIGH ALT ENGINE STUFF. }. DO STUFF. IF COUNTER > 30 { DO STUFF. SET COUNTER TO 0. } } } } . -
[kOS 13.1] Rover Driver Pre-Release #5 (8/6/14)
Pondafarr replied to Drew Kerman's topic in KSP1 Mod Development
I got the preliminary code the other day from the KoS thread, now I have updated it with your release version. Still pending building a rover to USE this code. Been real busy with my own SSTO script. Be aware, I'm likely to steal (er, borrow) bits of code I think i can modify to my needs (path-finding and such). My SSTO is almost done, and my code (mostly) works, just needs a bit of tailoring and finding ways around craft-specific portions. Test with one SSTO, fix problems...test another SSTO, fix problems..rinse and repeat until batshit crazy or its done! Easy! -
[kOS 13.1] Rover Driver Pre-Release #5 (8/6/14)
Pondafarr replied to Drew Kerman's topic in KSP1 Mod Development
I've been following your progress with this, can't wait to try it out! -
This duct tape should fix it.
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Hokay..had to reload alot of my mods, and now when I boot up KSP, ALL my parts are deleted by Save Game Fixer Any way to fix this?? I DO have a backup of my save, but that doesn't mater much if all my parts are gone... Hmm..seems I didn't install NF, but that should not have effected ALL my parts, right? [LOG 21:12:52.320] AddonLoader: Instantiating addon 'SaveGameFixer' from assembly 'ModuleManager.2.1.5' [LOG 21:12:52.325] [SaveGameFixer] Elected unopposed version= 2.1.5.0 at C:\games\ksp-win-0-23-0\KSP_win\GameData\ModuleManager.2.1.5.dll [LOG 21:12:52.406] Save Game: default [LOG 21:12:52.408] Craft file: default\Ships\VAB\Advanced Science Probe (NFT).craft [LOG 21:12:52.410] Part: capacitorInlineMed [WRN 21:12:52.412] Part "capacitorInlineMed" has been deleted. [LOG 21:12:52.414] Part: xenonTankRadial [WRN 21:12:52.415] Part "xenonTankRadial" has been deleted. [LOG 21:12:52.417] Part: xenonTankRadial [WRN 21:12:52.419] Part "xenonTankRadial" has been deleted. [LOG 21:12:52.420] Part: xenonTankRadial