Desrtfox Posted September 1, 2013 Share Posted September 1, 2013 Figuring out the orbital period is easy. T = 2*pi*sqrt( (Ap+Pe)^3/8u) where U is the gravitational parameter for the parent body. All these operations are already implemented (At least, I think we have powers) so you can use a small script to calculate it. All you need to do is feed it sufficiently accurate values for pi and u.There's no sqrt() function, but you can do x^y, including x^0.5 so yeah, we can compute square roots. Link to comment Share on other sites More sharing options...
rhoark Posted September 1, 2013 Share Posted September 1, 2013 I have Deadly Reentry installed, and regardless of conditions (even stationary), the kOS part ticks up about one degree a second until it explodes. Link to comment Share on other sites More sharing options...
KevinLaity Posted September 2, 2013 Author Share Posted September 2, 2013 You should mention that capitalization of AND/OR is required in wiki. I am in favor of more Case tense separation as long as you put it in the wiki. But yea now my launch to orbit script is finally working again. TY.Hmm I did mean to keep it case insensitive. Its because I made a new Regex and forgot to specify RegexOptions.IgnoreCase. I won't put out a fix just for that, but it'll be rolled into the next version.A part of it stays there and the rest goes up and the rocket zooms off the top of my screen. I think it has something to do with your part handling.Uhhh... I have no idea! I don't think anything I did in 0.45 could explain that... Link to comment Share on other sites More sharing options...
melak47 Posted September 2, 2013 Share Posted September 2, 2013 Nice work on this!I wanted to take a look at things and poke around, but...the .csproj is referencing a few code files which seem to be missing from the repo(BindingsRoverStats.cs, SpecialValue.cs, SpecialValueTester.cs, StageValues.cs, VesselTarget.cs).At least SpecialValue.cs seems to be referenced from other files, so the whole thing won't build without it Link to comment Share on other sites More sharing options...
Payload Posted September 2, 2013 Share Posted September 2, 2013 (edited) Hmm I did mean to keep it case insensitive. Its because I made a new Regex and forgot to specify RegexOptions.IgnoreCase. I won't put out a fix just for that, but it'll be rolled into the next version.Uhhh... I have no idea! I don't think anything I did in 0.45 could explain that...Did you try it? Because all I did was change the dll. I took the computer unit off the craft and it went over 6000 like nothing was wrong. I put it back and crazy things happen after 6km every time. I will try to delete the entire craft file and make a new one. Maybe something in the file got bugged somehow? We shall see.I have tried everything. There is something wrong with what you have done with the part ID thing. I am actually staging things and trying to go to orbit. Give it a shot and tell me what happens. Go over 6k. I'll go dig up the info on what causes this as it has happened to a lot of mod devs. I know a few have given minor explanations of the problem that might help. Edited September 2, 2013 by Payload Link to comment Share on other sites More sharing options...
razark Posted September 2, 2013 Share Posted September 2, 2013 (edited) When I try and launch, my command pod is nailed in space. I fire full throttle, and the ship goes nowhere. I stage, and the second stage burns for all it's worth. Stage again. There's a pile of rocket stages below my ship now, but I haven't so much as moved upwards. I'm on my final stage; it burns out and is staged onto the pile. Nothing to do now but abort. Push that big red button, watch those sepratrons burn, pushing my capsule... nowhere. My rocket spent, all propellent gone. The stages lie in a heap on the pad, and Sherbas Kerman calmly looks out the window, and sees that his glorious spacecraft has moved not a damned inch, and now hangs stapled to the sky.Figuring out the orbital period is easy. T = 2*pi*sqrt( (Ap+Pe)^3/8u) where U is the gravitational parameter for the parent body. All these operations are already implemented (At least, I think we have powers) so you can use a small script to calculate it. All you need to do is feed it sufficiently accurate values for pi and u.Ah. Thank you. I didn't know we had exponents. Do we have a full list of which mathematical operations we have? Edited September 2, 2013 by razark Link to comment Share on other sites More sharing options...
KevinLaity Posted September 2, 2013 Author Share Posted September 2, 2013 Did you try it? Because all I did was change the dll. I took the computer unit off the craft and it went over 6000 like nothing was wrong. I put it back and crazy things happen after 6km every time. I will try to delete the entire craft file and make a new one. Maybe something in the file got bugged somehow? We shall see.I have tried everything. There is something wrong with what you have done with the part ID thing. I am actually staging things and trying to go to orbit. Give it a shot and tell me what happens. Go over 6k. I'll go dig up the info on what causes this as it has happened to a lot of mod devs. I know a few have given minor explanations of the problem that might help.I definitely am seeing this bug with one of my launches. That's a weird one.. stay tuned Link to comment Share on other sites More sharing options...
KevinLaity Posted September 2, 2013 Author Share Posted September 2, 2013 Did you try it? Because all I did was change the dll. I took the computer unit off the craft and it went over 6000 like nothing was wrong. I put it back and crazy things happen after 6km every time. I will try to delete the entire craft file and make a new one. Maybe something in the file got bugged somehow? We shall see.I have tried everything. There is something wrong with what you have done with the part ID thing. I am actually staging things and trying to go to orbit. Give it a shot and tell me what happens. Go over 6k. I'll go dig up the info on what causes this as it has happened to a lot of mod devs. I know a few have given minor explanations of the problem that might help.Okay, it looks like this was the result of some experimental things I was doing. Sorry! I didn't mean those to go into the upload.Please grab 0.46! Link to comment Share on other sites More sharing options...
KevinLaity Posted September 2, 2013 Author Share Posted September 2, 2013 Nice work on this!I wanted to take a look at things and poke around, but...the .csproj is referencing a few code files which seem to be missing from the repo(BindingsRoverStats.cs, SpecialValue.cs, SpecialValueTester.cs, StageValues.cs, VesselTarget.cs).At least SpecialValue.cs seems to be referenced from other files, so the whole thing won't build without it Crap, sorry! I'm relatively new to git and thought it was auto adding everything for me. I've added those now. Link to comment Share on other sites More sharing options...
Kerbolus Posted September 2, 2013 Share Posted September 2, 2013 Hi,I have tested the new version but the bug with remotetech 1 still exist (shortcut keys not blocked when typing in console). Is someone here who can confirm this bug? Is a solution in progress? Link to comment Share on other sites More sharing options...
TNCreator Posted September 2, 2013 Share Posted September 2, 2013 Hi,i LOVE this mod. Thanks for your work!i just managed to do an autolander script able to land anything with twr > 1.On question though, i got a "direction to retrograde" in a loop, it works but acts very softly, far from the maximum rotation speed possible with classic input. Is there a reason? Link to comment Share on other sites More sharing options...
Ralathon Posted September 2, 2013 Share Posted September 2, 2013 Hi,I have tested the new version but the bug with remotetech 1 still exist (shortcut keys not blocked when typing in console). Is someone here who can confirm this bug? Is a solution in progress?I can confirm that. But since this is a conflict between the 2 mods I doubt it'll be resolved anytime soon. I solved it by simply doing the programming in notepad++ and locking staging while messing around with loading programs. Link to comment Share on other sites More sharing options...
Kerbolus Posted September 2, 2013 Share Posted September 2, 2013 Have you tested if the problem will be solved with the playtest of remotetech2? Link to comment Share on other sites More sharing options...
anything Posted September 2, 2013 Share Posted September 2, 2013 none of us are good programmers?kOS isnt capapable of parsing comments or documentation?itd also be cool to be able to hit up and enter to run the previous command (like most other cli consoles). for example, this would be handy with the mass editing im doing in notepad externally and loading from save to run a script Link to comment Share on other sites More sharing options...
Payload Posted September 2, 2013 Share Posted September 2, 2013 I have a strange question. How do I get one program to end before the next one starts? The linking works fine until I run my main menu script which is similar to the menus I have put in my programs. Well when I call run from the menu it does run the script but the craft is not controlled anymore and it doesn't throttle up. It just stages. Well I wrote a splash screen that shares none of those variables and it can launch and run the orbit script. When I made it to orbit I noticed it ended both programs. I know it seems like a non-issue for most people right now, but I'm there already. I need someway to make sure one program has ended before it runs the next one linked. And I could really use some sort of autoexec.On a side note. I think I might have to edit that font to fix the jacked up backslash so my rocket art looks sexy. Also gotta love that ugly menu. I think the bottom is a little far to the right.. HAHAHA Link to comment Share on other sites More sharing options...
curiousepic Posted September 2, 2013 Share Posted September 2, 2013 I also have the issue with the SCS part overheating with Deadly Reentry installed It's like a time-bomb! Link to comment Share on other sites More sharing options...
KevinLaity Posted September 2, 2013 Author Share Posted September 2, 2013 I have a strange question. How do I get one program to end before the next one starts? The linking works fine until I run my main menu script which is similar to the menus I have put in my programs. Well when I call run from the menu it does run the script but the craft is not controlled anymore and it doesn't throttle up. It just stages. Well I wrote a splash screen that shares none of those variables and it can launch and run the orbit script. When I made it to orbit I noticed it ended both programs. I know it seems like a non-issue for most people right now, but I'm there already. I need someway to make sure one program has ended before it runs the next one linked. And I could really use some sort of autoexec.Wouldn't it make more sense to run the splash screen FROM the orbit program, like a subroutine? And then return to the orbit program to finish.If chaining programs is needed I can probably come up with some kind of BREAK AND RUN command.How do you envision autoexec working? Link to comment Share on other sites More sharing options...
Payload Posted September 2, 2013 Share Posted September 2, 2013 Wouldn't it make more sense to run the splash screen FROM the orbit program, like a subroutine? And then return to the orbit program to finish.If chaining programs is needed I can probably come up with some kind of BREAK AND RUN command.How do you envision autoexec working?Just a few commands so we can switch to the right volume and start the main program whatever it might be named. That way we don't have to console hump to get going. Just power up.I'm sure other more creative people can think up other ways to use it. But that is what I would use it for. Would be nice to just be able to toggle the power when I want to test a revision. Link to comment Share on other sites More sharing options...
KevinLaity Posted September 2, 2013 Author Share Posted September 2, 2013 Just a few commands so we can switch to the right volume and start the main program whatever it might be named. That way we don't have to console hump to get going. Just power up.I'm sure other more creative people can think up other ways to use it. But that is what I would use it for. Would be nice to just be able to toggle the power when I want to test a revision.What I'm getting at is this: Each unit is a virtual computer. If you set the autoexec on your ship, and then later launch another ship (or revert to launch), the autoexec would then be blank. Link to comment Share on other sites More sharing options...
Payload Posted September 2, 2013 Share Posted September 2, 2013 Just set the plugin to load a txt file called autoexec from the archive. It shall be called autoexec so that your plugin knows what to load. The files them selves are not removed and I can call those from any unit. Why not have the autoexec work the same way? Just called automatically by the terminal. If it's empty or it doesn't exist, it does nothing. If it has commands, it executes them. Like a call to MAIN with a BREAK and RUN. Even my old 286 had an autoexec. Link to comment Share on other sites More sharing options...
Nicok Posted September 2, 2013 Share Posted September 2, 2013 (edited) Are they any way to point toward prograde or retrograde in surface mode ? I'm smashing my head into my desk to find out a way... Edited September 2, 2013 by Nicok Link to comment Share on other sites More sharing options...
Glaucus Posted September 2, 2013 Share Posted September 2, 2013 (edited) How do you work out TWR I assume you use maxthrust and mass, but what's the equation.Is it (mass x9.81)/maxthrust ?Also the save and copy from achieve aren't working, where is the archive folder meant to be? Edited September 2, 2013 by Glaucus Link to comment Share on other sites More sharing options...
Elliptical Orbit Posted September 2, 2013 Share Posted September 2, 2013 This may help some users about using volumes, unless I have missed something that has changed…You have two volumes to work with one is “0â€Â, which is the archive volume. This is the volume you need to be in to save (at least your first) program. And you tend not to use it unless you really want to after your first program.The other is “1†which is what I call the working volume. This is the default volume you are working in when you first start the terminal and it is the volume that I run my programs from.If you wish to program in the terminal then you switch to volume 0 with theswitch to volume 0. command.Say the file I wish to create is named ls2. Switch to volume 0 and start withedit ls2. command to label the file and start coding the program.From there you can program your code and save the completed file by pressing F5 when you are done. Your files will be saved in the archive folder on your machines hard drive. Mine happen to be in C:\KSP 21.1 - Loaded\Plugins\PluginData\Archive. Not sure what steam users would be.As long as you have a single file there you can copy, paste and rename as many files in the directory, and they are technically stored on volume 0 for KOS. Once you have a working file then I switch back to volume 1 and load the file from volume 0 that I wish to run.switch to volume 1.Copy ls2 from 0.Run ls2. If you have a file already then all you need to do is copy the file over from volume 0.If I have another file that I have modified then all I do is load that file name since I am usually in volume 1 anyway, then run the program. Link to comment Share on other sites More sharing options...
Glaucus Posted September 2, 2013 Share Posted September 2, 2013 (edited) Thanks got it working by creating a Txt file in the archive file, as long as I edit and save it in a text editor and only copy it in game, then it works, it still won't save in game.If I have an until loop.What is the proper syntax for checking if If Verticalspeed >-3 <0 {It doesn't throw up a syntax error, but doesn't appear to work either.Sorry for so many questions trying to figure it all out. I expect this is because the speed isn't actually -3 it's just 3 but in a down direction, so is there a way for checking if the velocity is going towards or away for the planet.Edit - actually it does display it as a - number. Edited September 2, 2013 by Glaucus Link to comment Share on other sites More sharing options...
Elliptical Orbit Posted September 2, 2013 Share Posted September 2, 2013 Simple timer code:set t to 15.until t < 7 { print "T - 0:" + t. set t to t - 1. wait 1.}.clearscreen. Link to comment Share on other sites More sharing options...
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