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get vessel (*.craft) calculations outside of game?


sixteenornumber

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The maths for dV isn't complex, nor is reading the craft file and determining which parts belong to the various stages (fuel lines complicate that a bit), but the problem is that you need all the parts from the game (& any mods the craft uses).  There's isn't enough information in a craft file alone to tell you the mass and dry mass of parts or the ISP of engines. 

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There's Telemachus, which sends telemetry over a websocket, and has a reasonable web interface for viewing data.

Or if you'd prefer to really get your hands dirty, kOS uses a protobuf protocol, with client libraries in a few different languages. You can pull that data in to your code and do whatever you like with it.

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2 hours ago, stibbons said:

There's Telemachus, which sends telemetry over a websocket, and has a reasonable web interface for viewing data.

Or if you'd prefer to really get your hands dirty, kOS uses a protobuf protocol, with client libraries in a few different languages. You can pull that data in to your code and do whatever you like with it.

What you're describing is kRPC, not kOS.  kOS runs on a simulated virtual computer that "lives" inside a part on the vessel.  It's goal is to try staying on the "kerbal" side of the 4th wall and be an in-game programming system that's inside the Unity-simulated universe.  kRPC is the protocol layer that punches through that 4th wall, and allows access to an abstraction of the game's methods from an external program that lives outside the game engine in a second OS process.

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