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Agathorn

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Everything posted by Agathorn

  1. Interesting. I'll merge up to your latest when I get home tonight, as well as revert my steering changes.
  2. Yeah I suspect this is because of some steering changes I made, because on my rockets I was seeing severe UNDERsteer. If you can give me a craft to test with that would be great. Otherwise, I will revert that change when I get home and see if I can find another way to deal with the understeer. Does your craft use reaction wheels?
  3. Can you give me a .craft file and let me know what addons if any it uses?
  4. @erendrake: IF you want to look at the offending code, you can see it in this commit: https://github.com/jwvanderbeck/KOS/commit/0bfd67e9ac286d58bb4a4213d0892616b626d729 Essentially I just disabled the ability for RT to take over the autopilot and it fixes the problem. As soon as I let it take over, the problem comes back.
  5. Interesting. Well since it is happening when returning to a vessel it could be like that. The code errors outs, I think in RT itself, and then KSP just bails.
  6. I have pushed some changes to my GitHub that should for the time being fix the issue with RT2 removing chunks of your spacecraft. It appears that if you allow RT2 to take over the vessel on rails autopilot, then it mucks up the ship. So for now i've disabled that feature. https://github.com/jwvanderbeck/KOS/releases/tag/v0.11p2
  7. http://forum.kerbalspaceprogram.com/threads/68096-kOS-Autopilot/page3
  8. LOL well FYI there aren't two threads, just one is a release thread and one is a development thread.
  9. We are doing our best to harmonize and not cause too much fragmentation. Its a bt of a learning experience for both of us I think at this point, but the intention is to keep the two in sync as much as possible, except where it just isn't possible to do so.
  10. Pretty sure this is something else, as it doesn't depend on any program execution. Just need to have the part installed. It is definitely being caused by the on-rails code, as i've managed to fix the bug by disabling it.
  11. Yeah i'm confident the issue has to do with the RT2 integration, and I think it is in the on rails code, as it only seems to happen to me if I leave a ship then come back to it. Interestingly enough the other pieces are still there, as I reloaded a game with a non-rt version of kOS and the parts magically came back
  12. Kind of hard to do a proper comparison as the kOS language is very different than just about anything, but if you are an advanced programmer you should be able to pick it up easily enough. Check the wiki for the commands list. There really isn't a lot of structure. Pointers? Lol no, kOS isn't anywhere near that advanced. If I was to make any comparison at all, I would compare it to the old school Basic more than anything.
  13. I think Luis's point is that once the Terminal window is open, you can't close it with a hotkey since all keys are trapped by the terminal. Though you could probably get around it due to the DEL bug
  14. You can still reference Archie as volume 0. I doubt we would change that as there is no need, and it is a nice convenience
  15. @masTerTorch: You are using RT2 correct? I think i've narrowed the problem down to what happens in the on rails code with RT2 inside kOS.
  16. I just reproduced this. Not a clue what causes it at the moment
  17. Thanks for the report. I haven't seen that happen personally, but then I tend to play with parts that have the kOS module built in rather than using the separate part. I'll see what I can find.
  18. PROGRADE and RETROGRADE are not vectors, thus they have no magnitude. VELOCITY:ORBIT and (-1)*VELOCITY:ORBIT however are the same things in Vector form.
  19. No I get what you are saying razark. I totally do. I think its a cool idea, and it would be nice to get it in. Just a bit farther down the road probably, as I think a focus on bug fixes and core functionality comes first. It is a nice idea though.
  20. Currently the only official release is from erendrake. You can check on GitHub for notes I guess, but I don't think he posted any actual change log. I think you will be very interested in keeping an eye on my "Realism" version, as I will be integrating all the goodies from Realism Overhaul and that includes Real Fuels. The ability to monitor fuel flow is definitely on my list. As is ignition status.
  21. As I stated a while back, if that is the case currently, then it will be fixed. It is a bug.
  22. I'm trying to understand what you are saying. What does the RT flight computer do that you can't do with kOS?
  23. Nothing is forcing you to go one way or the other. Personally I never use RT's computer. Its hard to use.
  24. Yeah it causes severe understeering in vessels without reaction wheels, or ones with small wheels like in most of Realism Overhaul. By forcing a minimum detected torque the system steers a LOT better.
  25. You create a new program, or edit an existing one, with edit programName. Once done, in that editor screen just press F5 to save it.
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