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Kos controlled fully automatic Starship Flight Loop


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Hey everybody,

this is my first post here in the forum, but I'm not that new to KSP (2000hrs+).  In the last time I've been working on something I considered worth sharing here.

I set out to write code with Kos to do a automated Starship Booster landing and then things got a little out of hand.  Well, now I have code that can do a Booster Landing and a Starship Reentry+Landing. Also the ship can be catched by a small catcher and is restacked and refueld on top of the Booster. It was also important to me that the Starship is really controlled by the flaps and not just with RCS and reactionwheels. For the end of this project I tried to record a view videos (with my limited editing and recording skills) of the whole system (I attached the links below). Sorry if the videos are a little laggy sometimes, my PC was dying managing that part count with the cloud mod in 4K. Let me know if you have any questions or suggestions for this craft or if you want to know more about it.

Cheers!

 

PS: I will upload the stock craft file after I find out where to do that :)

 

Mods:

Control:

  •  KOs
  • Mechjeb (for parts of the ascent)
  • Trajectories

Visuals:

  • The amazing cloud mod from Blackrack
  • Camera tools
  • Hulcam
  • Parallax
  • Stock Waterfall Effects

Parts:

  • Kerbal Reusability Expansion (used for the gridfins. It would be possible to use airbrakes or stock grid fins to make the craft fully stock, but that would not look as good ;))

 

 

Edited by theo3er
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3 minutes ago, ETorres01 said:

what engine sound mod did you use?

 

Hey, none that I'm aware of. I used Stock Waterfall Effects though. I'm not sure if it maybe also changes some sounds.

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3 hours ago, theo3er said:

Hey everybody,

this is my first post here in the forum, but I'm not that new to KSP (2000hrs+).  In the last time I've been working on something I considered worth sharing here.

I set out to write code with Kos to do a automated Starship Booster landing and then things got a little out of hand.  Well, now I have code that can do a Booster Landing and a Starship Reentry+Landing. Also the ship can be catched by a small catcher and is restacked and refueld on top of the Booster. It was also important to me that the Starship is really controlled by the flaps and not just with RCS and reactionwheels. For the end of this project I tried to record a view videos (with my limited editing and recording skills) of the whole system (I attached the links below). Sorry if the videos are a little laggy sometimes, my PC was dying managing that part count with the cloud mod in 4K. Let me know if you have any questions or suggestions for this craft or if you want to know more about it.

Cheers!

 

PS: I will upload the stock craft file after I find out where to do that :)

 

Mods:

Control:

  •  KOs
  • Mechjeb (for parts of the ascent)
  • Trajectories

Visuals:

  • The amazing cloud mod from Blackrack
  • Camera tools
  • Hulcam
  • Parallax
  • Stock Waterfall Effects

Parts:

  • Kerbal Reusability Expansion (used for the gridfins. It would be possible to use airbrakes or stock grid fins to make the craft fully stock, but that would not look as good ;))

 

 

Dang, how long did this take?

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1 hour ago, stephensmat said:

I've never really used KOS. Didn't know how to work it out. Does this mean you can automate refuelling flights to LKO?

Yes, this would be pretty easy to do with this script. You can see in the gameplay footage that the Ship has a lot of fuel left in Orbit that is just dumped before reentry. It would be relatively easy to modify the script to dock with a station in orbit and transfer some propellant. As the propellant is produced with ore on the surface it would even be free.

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19 hours ago, theo3er said:

Yes, this would be pretty easy to do with this script. You can see in the gameplay footage that the Ship has a lot of fuel left in Orbit that is just dumped before reentry. It would be relatively easy to modify the script to dock with a station in orbit and transfer some propellant. As the propellant is produced with ore on the surface it would even be free.

I haven't even looked at the 'coding' yet, so pardon my obvious ignorance, but if you have to program in each step along the way, then is it really that simple to automate a docking? The orbital Fuel Depot is always moving. If you tell the craft to go 'up to this altitude' then 'turn to this orientation', and so on, isn't it all relative, and different every time?

Edited by stephensmat
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3 hours ago, stephensmat said:

I haven't even looked at the 'coding' yet, so pardon my obvious ignorance, but if you have to program in each step along the way, then is it really that simple to automate a docking? The orbital Fuel Depot is always moving. If you tell the craft to go 'up to this altitude' then 'turn to this orientation', and so on, isn't it all relative, and different every time?

Yep, one option would be to write own code for that, but the easier option would be to integrate the Mechjeb rendevouz and docking features. I did the same for parts of the ascent to save a bit of work.

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21 minutes ago, theo3er said:

Yep, one option would be to write own code for that, but the easier option would be to integrate the Mechjeb rendevouz and docking features. I did the same for parts of the ascent to save a bit of work.

:o

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