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Showing results for tags 'automated'.
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Going Orbital! IVA mission to orbit and back. A mission where we finally make orbit. The second flight in the series, all in IVA view. The rocket is also fully automated, running a custom KoS script that controls the entire flight. https://youtu.be/xOQvS9NcKKI
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A video showcasing the KoS script I have to orbit the shuttle. It takes it from the pad all the way to circular orbit. Then we fly it back to the island runway!
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The Juniper-1, there it is sat on the pad, a small sounding rocket to test the abilities of such a mission, BigStar in the cockpit ready for launch! This would be the first rocket ever where he only had to press one button to make it work, here goes nothing! AND THERE IT WENT! off into the sky, SAS off for science reasons, no stability at all, it gains a heading of 273 degrees and continues heading west, the first stage decouples perfectly, and the launch escape system activates, due to drag the capsule starts flipping retrograde as the sepratrons are still running, the launch escape system decouples, and the capsule starts tumbling, slowly it reaches an apoapsis of 22,432 meters, still waiting for the parachute to deploy, it's been more than 30 seconds, BigStar might just have to save this one, 10 km in the sky and falling, in the background Bigstar hears the first stage hit the ground he gets scared and presses the staging button to deploy the parachute, falling still, chute ready to deploy, it deploys what feels a little late, and perfectly he touches the ground, seconds later the explosions from the launch escape system hitting the ground near by ring in his ears! WOW FOLKS! What a mission! And he only had to press two buttons! What a wonder! Stay tuned for more of BigStars KAL Kontrolled Rocketry Adventures!!!!! A comment from BigStar Kerman: It was quite the flight, I've never had such ease flying, or well, not flying a rocket before. I just pretty much sat there and let it do its thing. Jeb was of course jealous that I was the one that got to save the day this time hehehe. Once I hit 10 kilometres I knew for sure that the KAL wasn't going to deploy the chute, but I waited until 3 kilometres to actually press the button in case there was a malfunction in the timing ore anything else. I'll be speaking to the engineers on ways that this could be improved, such as an auto-SAS function, which sounds repetitive, but it might just work, some way to keep the capsule headed safely towards the eastern seas. Have a great night everyone, and don't forget to fly with BigStar Aerospace, we've got nothing short of adventure!
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- mission log
- mission logs
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It took me a while but my autopilot is finally finished. Download file here: https://github.com/Toukie/KSP/tree/master/GAPAPOV
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- kos
- rendezvous
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Automated Static File Localizer (this mod is only useful for mod creators) This mod intends to automate the localization of static files for KSP like textures and KSPedia pages. As most of you already discovered, adding localization to KSPedia or textures is a bit cumbersome and adds more effort for both, mod creators and users. For more info, see here: To make the life for all of us easier, this mod automatically switches the files provided by a mod to let KSP load the correct ones. Warning: Due to multi-threaded loading of KSP, it is possible that this plugin is not able to rename all the files before they are loaded by KSP. It should work however when KSP is started a second time. How to use KSPedia entries For each KSPedia file you want to translate you have to set up a config file with the following content: KSPediaLocalization { path = GameData/Path/to/KSPedia/ filename = filename default = en-us } The path describes the path to your KSPedia files. E.g. GameData/PlanetaryBaseInc/KSPedia/ The filename is the name of your kspedia file. E.g. planetarybaseinc The default sets which language is set by default when the language of the user is not supported All three fields are required. For the files to work, you have to name them according to that scheme: filename + "_" + language_tag + ".lang" for the files that can be translated into and filename + "_" + language_tag + ".ksp" for the file that should be used. in the case of KPBS the folder would look like this: Other static files BEWARE, this feature is still in development and not fully tested yet! Feedback is welcome. For each static file you want to translate you have to set up a config file with the following content: FileLocalization { path = GameData/Path/to/file/ filename = filename.extension default = en-us languages = en-us,es-es } The path describes the path to your KSPedia files. E.g. GameData/PlanetaryBaseInc/Parts/Utility/ The filename is the name of your static file. E.g. cargobay.dds The default sets which language is set by default when the language of the user is not supported The languages field contains all the languages wich are supported for the file. For the files to work, you have to name them according to that scheme: filename + "." + language_tag + ".lang" for the files that can be translated into. You need to provide these files for ALL languages including the one that is delivered as default. filename for the files that sould be used. in the case of KPBS the folder would something look like this: (when Spanish and English is supported) Download Plugin, Source License Automated Static File Localizer is licensed under the Apache License 2.0 But honestly, do whatever you like with the code! You can also add it to your project and adapt it instead of using the .dll. Just let me know when you discovered bugs or problems and know a way to fix them.
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- localization
- automated
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