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Kerbal Scripting Lanuage?


Vedexent

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I know that MechJeb had Autom8 LUA based scripting language, and I understand that it is not currently available until the devs re-work it.

Are there any other options for programming - any mods?

What I'd like to do is set up an ion-engine auto-burn script, something like:

while (ship.velocity < kerbin.EscapeVel()):

if (-180 < ship.timeToPE() < 180):

ship.burnPrograde()

Basically automate periapsis "kicks" with the ion engines and walk away from the game for a few hours.

Any ideas, or do I just need to be patient and wait for Autom8 2.0 (or write my own mod)?

Edit: arg! Kerbal Scripting Language

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Honestly, just edit the ion engine to have more thrust if you really want to use ion engines, they are far too underpowered for any reasonable usage and its not worth the time and effort to make it automated. I'm not sure how long it would actually take to reach escape velocity and then you have the issue of actually getting to somewhere and then you have to slow down somehow (aerobraking would be the only option)

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Honestly, just edit the ion engine to have more thrust if you really want to use ion engines, they are far too underpowered for any reasonable usage and its not worth the time and effort to make it automated. I'm not sure how long it would actually take to reach escape velocity and then you have the issue of actually getting to somewhere and then you have to slow down somehow (aerobraking would be the only option)

Underpowered? Really? In real life, using an Ion engine would be the analog to trying to propel yourself while mounted in a supermarket cart with only your own farts. In fact, KSP's Ions are overpowered.

On topic:

A scripting language with this functionality would be really cool.

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Note, I didn't say underpowered compared to real life, I just said underpowered. :)

I'm all for automation, but it seems silly to make your computer sit there and run the ion engine for hours. It's a game, not real life.

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Note, I didn't say underpowered compared to real life, I just said underpowered. :)

I'm all for automation, but it seems silly to make your computer sit there and run the ion engine for hours. It's a game, not real life.

They are overpowered even if not compared to real life. Really, you need to read how Ion engines or hall effect thrusters work.

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Honestly, just edit the ion engine to have more thrust if you really want to use ion engines, they are far too underpowered for any reasonable usage and its not worth the time and effort to make it automated. I'm not sure how long it would actually take to reach escape velocity and then you have the issue of actually getting to somewhere and then you have to slow down somehow (aerobraking would be the only option)

All depends on what you deem "reasonable". Yes - they take too much "user time" right now, hence the desire to automate their use.

As for stopping, I'm already aerobraking at any target that has an atmosphere; why waste 1,400 m/s delta-v do an insertion burn into the Jool system of moons when you can do one 11 m/s course correction at target ascending node, and drop your Jool periapsis to 120km? I don't know about you, but I can use another 1,400 m/s to hop around Jool's moons.

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Actually they are insanely overpowered compared to reality, if you want to edit them please LOWER the thrust.

It could be interesting to try more "realistic" ion engines ... but only if I can automate the ship to some extent.

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I'm all for automation, but it seems silly to make your computer sit there and run the ion engine for hours. It's a game, not real life.

Hey - different strokes for different folks.

For me the fun is in making it work. I might only ever write an automated script to try it out once, but it's still "can you make ion engines practical to use in KSP and realistic at the same time" is - to me at least - an interesting problem.

Your idea of what's fun may - almost certainly does, from your comments - differ.

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