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Found 2 results

  1. I've so far made 2 cfg files for a star and a planet (realistic sizes btw). Module Manager successfully loads them, but the system doesn't load in the game. I've looked at the GPO mod as reference for replacing the stock system, so I don't know what I'm doing wrong. Is there a specific line of code that I need to input, or is there some other file that I'm missing?
  2. Computers and space have fascinated me for as long as i can remember. The combination, in the form of automated probes, even more so. In the real world it is not uncommon that a probe develops one or more problems. My goal is to develop a system consisting of software and processors with kOS which is as fault tolerant as possible in KSP. You might ask yourself: Why a multiprocessor system, Isn't one processor enough? Well, frankly one processor is definitely not enough. First of all, errors (in code and hardware) WILL happen. Error can't be caught by kOS. Any error will stop the processor executing the program. With just one processor, your probe is essentially dead and a total loss. kOS does allow the user to control the craft after such a fault occurs. That means that there must be at least one other processor on board which takes care of communication and such. In the system i want to (will!) develop, there will be no hidden processor(s) like that. If a processor halts, it must be reset bij another processor on the probe and not by typing commands in the terminal window. Another reason why using multiple processors are required has to do with computerarchitecture. Any computer, from large mainframecomputers to even mere PC's, has controllers which take care of specific tasks. In theory, the CPU could do all those tasks but it would make the computer very slow. Most probably, it would render the computer impractical. With controllers, the CPU can delegate certain tasks and continue with it's own workload. It makes the computer faster and more fault tolerant. After a controllerfailure one function becomes unusable but not the entire computer. The third reason is that the complete system can be less complex and more modular. I will be using several mods, some are really required, some are not. The most important are: Remote tech Universal Storage - Provides an easy way of placing multiple processors on a craft (i don't like to use multiple HAL9000's for several reasons) kOS (1.0.0) - Will be upgraded to release 1 as soon as some bugs in that relase are solved. MechJeb 2/MechJeb 2 embedded - Will only be used to display flightdata and will be removed when a kOS processor does that. Scansat - For science subsystem and testing. Kaboom - Used as selfdestructmechanism. Procedural parts - Will only be used if it is unavoidable. (has been removed) KSP 1.1.3 64 bits - The 64 bits 1.0.0 kOS version works correctly (the 0.21.1 version did not). Mods which are not essential (but can provide eye candy or might be usefull): Aviationlights - lighting the probe and possibly also as "indicatorlights". Agext / Modactions - For easy programming specific tasks like opening/closing solarpanels HullCamVDS BD Armory - FLIR and IR camera Launchnumbering KerbalAlarmClock KerbalJointReÏnforcement I probably will remove (parts of those) mods when they're not used to save memory space. I will be adding some modified parts as well (a universal container as kOS processor f.e.).
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