Jump to content

Search the Community

Showing results for tags 'kos'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. I've started fiddling with kOS and my usual programming technique is to look at what other people have done first and then pinch bits of various people's ideas to do what I want. So far all the launch scripts I've seen work by pointing the ship at a specific angle rather than doing a real gravity turn. I would like to programme a proper gravity turn, and then keep the ship pointing prograde, only making adjustments if it falls outside specified thresholds, which is kind of what I do when launching manually. My understanding is the initial turn will be dependant on TWR and drag. TWR I can easily calculate, presumably I could calculate a drag factor by comparing actually acceleration with the acceleration my TWR would produce in a vacuum? Anyone done anything similar? Anyone got any thoughts on working out the relationship between TWR, drag and the initial turn angle?
  2. Falcon 9 Reusable | SpaceX Replica This rocket is a replica of the spaceX falcon9 v1.2 launch vehicle. It's first stage is capable of sending a 2nd stage with a payload of up to 17t into orbit, and autonomously return for a landing. PAYLOAD REQUIREMENTS Fairing: <2.1t Payload mass: <17t Cost per ton: $1450.59 Cost per launch: $24660 WARNING: Some part clipping involved. Instructions on how to use the launcher. The first stage has 9 engines in an octaweb configuration. During launch, all 9 engines will fire. However, when returning, only the center engine will fire. DOWNLOAD HERE Here are some gifs showing the first stage landing. Enjoy!
  3. Happy Holidays to everyone! Apologies if this is not the correct forum. If so, please let me know where to post my questions on this topic. I've been playing KSP for a while and love it. I recently started to try to learn KOS, but I have zero coding knowledge, so am trying to learn. I'm trying to start with a simple script that will make my ship pitch over 1 degree every 1000m starting at 900m. Once the ship reaches about 80000m this will stop. I got it to work by writing a line of code for each 1 degree change, but it was annoying to have to write that 80 times. I know there must be a way to automate this but have not figured it out yet. This is what I'm trying right now. After the ship lifts off the code is: { set X to 90. // Sets pitch set A to 900. // Sets altitude lock steering to heading (90,X). when ship:altitude > A then lock steering to heading (90,X-1). when ship:altitude = A + 1000 then loop. until ship:altitude > 79000 lock steering to heading (90,10). } It's not working the way I'd hoped. It starts to pitch over right away and really fast. It's nose is abot ten degrees above the horizon by the time it reaches a kilometer in altitude. Thanks in advance for any help.
  4. Hey, i have problems to calculate the right PhaseAngle with kOS. here my Script: function CurrentPhaseAngle{ parameter origin. parameter destination. set normal to origin:OBT:POSITION:NORMALIZED. set projected to VECTOREXCLUDE(normal,destination:POSITION). set result to VECTORANGLE(origin:POSITION, projected). if VDOT(VCRS(origin:POSITION, projected), normal) < 0 { return 360 - result. } else { return result. } } set currentPhase to CurrentPhaseAngle(Kerbin,Duna). print "CurrentPhaseAngle:"+ currentPhase. Result is i my example 90° to from Kerbin to Duna but transfer Window Planer says it's 119°. can someone help me ?
  5. Download Latest Release (v4.0 - 12/23/15) What RCS Thrust Controller Does This fills a gap in the Remote Tech flight computer, which does not allow you to execute maneuvers using RCS thrust. On some small craft, this may be all that you have available. While you are out of contact or dealing with signal delay, performing maneuvers can be difficult or downright impossible. This script will use your next planned maneuver node and carry it out at the proper time. What RCS Thrust Controller Doesn't This does not attempt to replace any functionality that already exists with the RT2 Flight Computer. You still have to use the FC to properly orient your craft for the burn. This also does not automatically read all the properties of the thrusters on your craft. Usage Full instructions are provided in the ReadMe included. Obviously you need to download and install kOS. F.A.Q. Q: This isn't a stand-alone mod? Why? A: Mainly because I'm too lazy to setup a C# dev environment when one already exists for me within the game. Also, because it's way more fun IMO doing it this way as opposed to "normal" programming I've done way too much of already. Q: But I don't know anything about kOS! A: Thankfully, you don't really need to. The numbers you need to tweak are well-exposed and documented, and using kOS within the game is very simple Q: Can it be used for any vehicle? A: Any vehicle that has a kOS computer module to hold the scripts. Q: Can it be used for kerbed vehicles? A: Yes! While primarily designed for remote-operated vehicles it will still function just fine under Local Command situations. Known Issues Regardless of whether you are using an actual kOS part or are using Module Manager to insert kOS functionality into another part (like a probe core) it must not be a root part of the craft. This is a known kOS issue The future node created by the script is there to avoid a run-time error that needs to be patched within kOS The future node initially has a radial out value to push it off the current orbit so that it can be selected by the user to place a node before it RCS tweakable will only let you set the thrust as low as 5 before going straight to 0 (which RCSTC will reset to 1) Future Additions Thruster kN Detection - Will allow the option to not have to set the kN variable manually Multiple ISP Thrusters - Allow for thrusters that don't all have the same ISP Multiple kN Thrusters - Allow for thrusters that don't all have the same kN Change Log (12/23/15) v4.0 - RCS thrust tweakable is now stock, meaning a single thrust control script is all that is needed, Tweakable Everything is no longer an optional dependency - All detected RCS parts are temporarily highlighted to show which are enabled (green) and disabled (red) to help confirm craft configuration - Console window text no longer overwrites itself under some situations - RCS jet blip on initialization no longer necessary to get ISP number to show in right-click menu - Tweakable is back to using decimal numbers instead of percentage (10/20/15) v3.2 - Fixed the non-TE version from still trying to use TE to set the thrust initially - Added a check for time warp, and drops the game out of warp to initialize the thrusters because otherwise they would not fire to register ISP - Improved performance by removing the need to call `getModule()` multiple times every tick, which caused kOS to navigate the entire part tree each time. Possibly also improved the timing of very short burns that require millisecond precision (9/2/15) v3.1 - Full RemoteTech support enabled through kOS `addons` interface. RT features disabled if it is not installed/activated - Abort command now respects signal delay - Program now respects local control - Functionalized main loop for cleaner exit on abort/errors - no more shutting down the console - Warning message displays if user manually enables RCS prior to the maneuver - Fix for runtime error if user manually enables RCS prior to maneuver - Fix for changes to TweakableEverything slider, which now has percentage values instead of decimal (3/16/15) v2.1 - Fixed an issue where Tweakable Everything can allow you to tweak thrust to 0%, which the program doesn't like. Tweaking the thrust to 0% (or setting it to 0% with the non-TE version) will change it to 1% (3/14/15) v2.0 - Script extension changed to conform to new kOS architecture - Uses new HUD message capability to present thruster info and maneuver warnings - Checks for connection to Mission Control before executing (bypassable) - No longer requires ISP and throttle to be set in hardcode or at runtime (latter depends on use of Tweakable Everything) - Maneuver nodes are now monitored and changes can be made to ÃŽâ€v, ETA and throttle anytime prior to node execution - No longer needs a maneuver node to be created prior to execution - Cancelling maneuver nodes no longer terminates the program - The Abort button is used to terminate the program - Time warp is monitored and will drop out 10 seconds prior to node execution (9/10/14) v1.1 - Thanks to TDW, cleaned up countdown code which means program runs on less lines for users that have limited kOS storage space - Added ability to detect how much ÃŽâ€v the craft has remaining and warn the user if it is not enough to perform the maneuver - Tweaked messages of ÃŽâ€v to include "m/s" for clarity (9/5/14) v1 - Initial release
×
×
  • Create New...