Agathorn
Members-
Posts
1,139 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Agathorn
-
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Agathorn replied to erendrake's topic in KSP1 Mod Releases
I think the currently released version doesn't use yet RT, but the latest changes I have submitted to erendrake do. Basically it works like this: 1) You must have an active connection to KSC (not a command station, but actually to KSC), in order to access the Archive volume. 2) In order to target another satellite, the active vessel must have a connection to the desired target through the RT network. When listing targets, only those with a valid connection will be shown. 3) The active vessel must have some connection in order to interact in immediate mode Presently, I think if a program is running and you lose connection, then it is halted, even if it was running locally. I'm going to be looking into this, and there is an open ticket for it. You can see that here: https://github.com/erendrake/KOS/issues/8 -
Might need to look at the steering system. I'm still going through it, trying to wrap my brain around it, but it seems to really be designed under the assumption that craft have inertia wheels, and doesn't perform well on craft that don't.
-
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Agathorn replied to erendrake's topic in KSP1 Mod Releases
This version of what? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Agathorn replied to erendrake's topic in KSP1 Mod Releases
I've already integrated RT into kOS. Cilph provided me with the initial API he wrote and I took it from there. -
@erendrake I've merged over your latest develop branch to my development branch. Refactored the RemoteTech2 API to accommodate the kOS refactoring you had done. I've quickly tested it both with and without RT2 and seems everything is good.
-
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Agathorn replied to erendrake's topic in KSP1 Mod Releases
Personally I think you should be able to go into the mission control building and type up code for the Archive -
I *think* I got it all merged. I'll test after lunch. I rewrote chunks by hand, so in my latest development branch, RT2 should be integrated in such as way as to fallback to standard kOS comms if RT2 is not installed.
-
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Agathorn replied to erendrake's topic in KSP1 Mod Releases
To be fair, what manned space flight *didn't* have a computer assisted something? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Agathorn replied to erendrake's topic in KSP1 Mod Releases
This is actually a much more complicated issue than it sounds on the surface. The reason it works like it does is mostly due to "typical" language constructs. While kerbalscript is unlike any other language i've seen, it still under the hood follows the way most normal programming and scripting languages work. When you say "when TWR > 1.5 then reduce thrust", what you are actually saying is akin to "wait until TWR > 1.5", which blocks program execution, and since kOS isn't multi-threaded, you can't spawn that off in a separate thread. set done to 0. until done = 2 { if TWR > 1.5 { lock throttle to 0.5. set done to done + 1. } if altitude > 5000 { lock steering to heading 90 by 45. set done to done + 1. } } is more akin to what you are saying, in kerbalscript. To make it work like you want above really goes against standard paradigms. It could be done, like erendrake says, by introducing the concept of events or callbacks, or it could be achieved by allowing you to spawn subprograms into a sperate execution thread. The problem with the former is its a pretty big overhaul of the language. The problem with the former is that multi-threaded concepts get complicated quickly for the uninitiated, and then you start having to deal with locking, race conditions, etc, though some of the issues could be reduced by strict limitations placed on kOS code, then people might get frustrated at the limits. -
No worries. I agree with the changes, but yeah epic merge
-
I'm working on trying to merge your develop branch over to mine now, though so many structural changes is making it tough.
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Agathorn replied to ferram4's topic in KSP1 Mod Releases
BTW Ferram I sent you a PM about these changes. Just saying in case you didn't notice- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
So I have been working on my own fork of kOS to make it more compatible with the Realism Overhaul mod and associated mods. Currently I have incorporated RemoteTech 2 into kOS, first by merging in Cilph's RT2 API, and then integrating RT2 checks into areas of kOS that used to use raw commrange. Right now that integration is pretty much mandatory, IE if you don't use RT2 then you will not get a connection regardless of whatever antennas you do have. I'm going to make that a bit more optional though, so once I finish that then it should be suitable for the main branch. I have also incorporated FAR connections to kOS, by modifying FAR to register external functions in kOS. These changes are not in the released version of FAR yet, but i'm talking with Ferram about that right now. At the moment I have FAR functions for grabbing the following information from FAR's flight data: Mach EAS DynamicPressure AtmDensity RelativeAtmDensity TerminalVelocity OxygenIntake VesselLift VesselDrag My GitHub fork of kOS can be found here: https://github.com/jwvanderbeck/KOS I don't know if I should maintain separate threads for my Realism version of kOS, or keep them all with your main release. I prefer keeping them with yours because people may want to go one way or the other, and we can better collaborate on shared issues.
-
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Agathorn replied to erendrake's topic in KSP1 Mod Releases
I agree. After all, we are building on his work. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Agathorn replied to erendrake's topic in KSP1 Mod Releases
@erendrake How would you prefer I handle my Realism fork of kOS? In a separate thread, and just collaborate where it makes sense to do so, or do you want to offer both flavors from here? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Agathorn replied to ferram4's topic in KSP1 Mod Releases
At the moment I am simply returning FARBaseAerodynamics.Cl and FARBaseAerodynamics.Cd...My numbers seemed to match what the flight data GUI shows.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
Now-defunct-thread-that-should-not-appear-in-google-search.
Agathorn replied to Cilph's topic in KSP1 Mod Releases
That launch vehicle looks amazing! May I ask what parts you used to build that homemade launch clamp at the bottom? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Agathorn replied to ferram4's topic in KSP1 Mod Releases
So I have been working on exposing some of FAR's flight data to kOS, so that kOS computers can use the data for calculations. So far I have exposed the following FAR data to kOS: Mach EAS DynamicPressure AtmDensity RelativeAtmDensity TerminalVelocity OxygenIntake VesselLift VesselDrag Any suggestions on anything else that would be useful to expose?- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
I don't mind contributing if you want these changes, but right now the way i've done it RT2 is pretty much a requirement, rather than optional. Since what i'm doing is for the Realism Overhaul, I can be pretty sure the user will be using both RT2 and FAR, as well as some others like RSS and what not. If you want to keep it more generic, then the code will need to change a bit. Anyway if you want, let me know. I'm not all that GitHub savvy so you might need to help me there. https://github.com/jwvanderbeck/KOS
-
I've started incorporating more of the Realism Overhaul functions into my version of kOS. Currently I have it integrated with the RemoteTech2 API from Cilph. I've also integrated RT2 functionality directly into the appropriate aspects, such as accessing the Archive volume (You need a valid RT2 connection KSC), and valid Vessel Targets (You can only target vessels with a RT2 connection to you). Also I've started adding FAR integration. I'll send the code to Ferram soon, but right now kOS has access to some basic FAR flight data; Mach Velocity, EAS, and Dynamic Pressure
-
[0.24] - Magic Smoke Industries DevHelper v0.6
Agathorn replied to sirkut's topic in KSP1 Mod Releases
Ok I don't klnow what the deal was but I opened up the XML file and noticed that autoLoadSave and autoLoadScene were both enabled, but autoLoad was disabled. I set that to 1 and now it works. -
This may sound silly, but would it be possible to have the buttons on the Space Center screen as well? I play with the RSS mod and the rescaling of the planet makes the *initial* space center screen a bit wonky, and buildings are hard to select. It works fine after going into a building, but that first bit can be a real pain and this plugin could make my life a lot easier
-
[0.24] - Magic Smoke Industries DevHelper v0.6
Agathorn replied to sirkut's topic in KSP1 Mod Releases
This looks awesome, but um, it isn't working for me. I see the options during loading. I set the options during loading. But once loading is done, nothing happens. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Agathorn replied to ferram4's topic in KSP1 Mod Releases
Ah the one place I didn't look- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Agathorn replied to ferram4's topic in KSP1 Mod Releases
I would imagine if you welded that fuselage though that it would turn out pretty good for FAR since it would be seeing one part that is overall correct?- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with: