FenrirWolf Posted October 9, 2013 Share Posted October 9, 2013 This is the first time I've actually used this so I could have it installed wrong or something. But basically if I use a throttle lock command in the terminal it works, but if I put it in a program and run it, then it applies for only an instant before resetting back to zero for some reason. Link to comment Share on other sites More sharing options...
Bizz Keryear Posted October 9, 2013 Share Posted October 9, 2013 This is the first time I've actually used this so I could have it installed wrong or something. But basically if I use a throttle lock command in the terminal it works, but if I put it in a program and run it, then it applies for only an instant before resetting back to zero for some reason.This way we are getting nowhere. I can only make wild guesses if you don't post the code. Link to comment Share on other sites More sharing options...
Proply Posted October 9, 2013 Share Posted October 9, 2013 (edited) Simple question, when I run the following program the "wait until stage:solidfuel < 1" end condition never triggers despite stage:solidfuel being 0. Does not work with until or when commands either. Any ideas why?wait until stage:solidfuel < 1.stage.[EDIT] nvm was just a bug in the version. Edited October 9, 2013 by Proply Link to comment Share on other sites More sharing options...
razark Posted October 9, 2013 Share Posted October 9, 2013 ...if I put it in a program and run it, then it applies for only an instant before resetting back to zero for some reason.Is the program ending? Link to comment Share on other sites More sharing options...
Payload Posted October 9, 2013 Share Posted October 9, 2013 v0.84 still doesn't work.Throws an error when you.print "ETA:Apoapsis" + eta:apoapsis.So I commented that line out.Fails shortly there after with generic Expression Error.No line number given.I think we are in special case hell. Link to comment Share on other sites More sharing options...
Sma Posted October 9, 2013 Share Posted October 9, 2013 Drop the sarcasm and be helpful. I did a lot of Googling and I read through several pages of comments. I legitimately missed the few posts that mention this in a clear way. I actually figured it out from another source. I thought I deleted my second post there.I've edited my post to help anyone else with the same problem.I apologize, but more than once we've gotten similar questions about different things that were answered on the previous page or sometimes even the same page. Again Sorry for the sarcasm. Link to comment Share on other sites More sharing options...
Sma Posted October 9, 2013 Share Posted October 9, 2013 (edited) Ok, so far in my testing of 0.84 most things work, the problem I'm running into though is with the print at statement. The problem is that it doesn't work unless there is already text there. For example if I do:print "test" at (0,0).it works. However:print "test" at (0,10).does not (does nothing, when typing it in at the prompt). Now, if I keep trying to run that line over and over it'll eventually work, once the text reaches line 10.The next problem I ran into is adjusting the throttle programmatically, at least the way I do it to try and maintain 200m/s. if sspeed > 200 and altitude < 12000 {lock throttle to throttle - 0.005.} if sspeed < 200 and throttle < 1 {lock throttle to throttle + 0.005.}I also tried "lock throttle to throttle" manually at the prompt....yeah don't do that lol, KSP locked up. That's as far as I've gotten in testing 0.84 so far today, but everything else seems to work, locking throttle to 1 or any other number (without performing math on it..also didn't try it with variables), locking steering (used heading 90 by 90), and math using stage:liquidfuel all seem to work.I've got some stuff to do out in the shed (clean up from making a wooden bottle stopper for my cousins wedding a few weeks ago and start on making a new corian pen), but later this afternoon/evening I may get back to it. Good luck all!I must say, props to Kevin for working on this during his vacation. I'm guessing, due to the somewhat obvious bugs that pop up, he doesn't have access to KSP while working on this. It's great that he's taking time out of his vacation to do the best he can though. Edited October 9, 2013 by Sma Link to comment Share on other sites More sharing options...
JackGruff Posted October 9, 2013 Share Posted October 9, 2013 Thanks very much for this.One suggestion, could it be partless? Like with VOID, you can toggle the interface from a button by the HUD. You can keep the part in the download so that older vessels may still be loadible, this is what other mods that transitioned to being partless did.- Again, thanks for your hard work,Jack. Link to comment Share on other sites More sharing options...
willow Posted October 9, 2013 Share Posted October 9, 2013 One suggestion, could it be partless? Like with VOID, you can toggle the interface from a button by the HUD. You can keep the part in the download so that older vessels may still be loadible, this is what other mods that transitioned to being partless did.I'd agree. I just edited my mechjeb part to include the kOS module. So every ship that had mechjeb now also has kOS. Link to comment Share on other sites More sharing options...
Sma Posted October 9, 2013 Share Posted October 9, 2013 Thanks very much for this.One suggestion, could it be partless? Like with VOID, you can toggle the interface from a button by the HUD. You can keep the part in the download so that older vessels may still be loadible, this is what other mods that transitioned to being partless did.- Again, thanks for your hard work,Jack.While that could lower the part count, you can also run into issues with it. If you want more than one SCS you'd have to add more probe cores (if you need more storage space). Maybe not a big deal, other than adding more torque (which you could disable) and it's likely such a small addition that it's not going to cause problems.That being said, there is a page on the kOS Wiki that talks about how to add it to stock parts if you like http://kos.wikia.com/wiki/Modding_Stock_Parts One of the things I didn't like with RT2 was that it was added to all the probe cores/command pods automatically. Sure it cuts down on the part count, but I'd like to be able to decide if I want that function on a rocket or not. For example I almost don't see the point of putting kOS on a command pod for example. Which in this case, I could just leave that part out of the config file, how ever if kOS was made specifically to be built into stock parts then I might not have that option. Then again, I just wouldn't have to turn it on, but it's still there and the code for it is activated. At any rate, I think the option I posted the link to is the best solution for this. That way you can decide if you want it built into stock parts or not. Plus eventually I believe Kevin plans on putting out different SCS parts, for faster processing speed, and increased storage space (at the cost of more power of course) so not exactly sure how that would work if it were added to stock parts. Link to comment Share on other sites More sharing options...
willow Posted October 9, 2013 Share Posted October 9, 2013 .84 definately fixes the "lock steering to nextnode." bug. Thanks for the quick fix!Does anyone have any suggestion as to how I can force my ship to burn an exact amount of deltaV in the direction I'm pointing? I can get the ship to burn. And I can see the current velocity vector. But I just can't seem to subtract two vectors. Link to comment Share on other sites More sharing options...
Sma Posted October 9, 2013 Share Posted October 9, 2013 .84 definately fixes the "lock steering to nextnode." bug. Thanks for the quick fix!Does anyone have any suggestion as to how I can force my ship to burn an exact amount of deltaV in the direction I'm pointing? I can get the ship to burn. And I can see the current velocity vector. But I just can't seem to subtract two vectors.I assume you're burning towards a target? If so, you can get the deltav using mag:node (from http://kos.wikia.com/wiki/KerboScript#Maneuver_nodes)to tell you how much you need/have left (I imagine). I haven't tried it as I'm still trying to fine tune my launch and circularization script.If you're not burning towards a target, there is some formula you can use, I think using maxthrust, the amount of fuel left and possibly mass. Not sure what the formula is but someone else like Steven will likely know. Link to comment Share on other sites More sharing options...
Chris92 Posted October 9, 2013 Share Posted October 9, 2013 Hmph... missing textures.The two images are in the legacy plugin folder at: D:\Games\KSP 0.21.1\Plugins\PluginData\kOS\gfxThey are:font_sml.pngmonitor_minimal.pngDownloaded from spaceport, advertised as 0.46.Am I missing something?Hi, I am having the same issue with 0.83 and ksp 0.21.1. You said a restart would help. So I restarted the game... but it didnt work for me. I also re-downloaded and reinstalled it. Is there something I missed? Link to comment Share on other sites More sharing options...
TMS Posted October 9, 2013 Share Posted October 9, 2013 Well, firstly, the mod file structure was altered in 0.6 or 0.7 to match SQUAD's new plugin directory, rather than the legacy folder that was used back in 0.46.Textures and associated folders should be in: <Your KSP Folder>\GameData\kOS\GFXSo if it's throwing the exact same error, then that's an issue for the author.The reason my installation errored back then was because I just dumped the file in the proper place and hit the debug menu's database refresh while the game was running. I assume that doesn't load art assets, hence why a full restart worked.Are you sure you haven't installed this in the legacy folder? Link to comment Share on other sites More sharing options...
willow Posted October 9, 2013 Share Posted October 9, 2013 I assume you're burning towards a target? If so, you can get the deltav using mag:node (from http://kos.wikia.com/wiki/KerboScript#Maneuver_nodes)to tell you how much you need/have left (I imagine). I haven't tried it as I'm still trying to fine tune my launch and circularization script.I think the suggestions at the link are bugged. They don't work. print nextnode:deltav:mag. gives a relevant value.However, it tells me how much to burn to follow that node, which is cool, but I really wanted to know how to do the actual burn programatically. The node doesn't change whilst burning, so repeatedly checking it's value won't help me.If you're not burning towards a target, there is some formula you can use, I think using maxthrust, the amount of fuel left and possibly mass. Not sure what the formula is but someone else like Steven will likely know.Thanks Sma, but there's no way to do simple vector math yet?V(1,0,0)+V(0,0,1) = V(1,0,1)if I could do the above I could get the whole thing to work. I imagine there's some way to do that isn't there? Link to comment Share on other sites More sharing options...
FenrirWolf Posted October 9, 2013 Share Posted October 9, 2013 (edited) This way we are getting nowhere. I can only make wild guesses if you don't post the code.There's nothing really to show. If I put 'lock throttle to 1.' in a program and execute it (independent of any other code in the program), the throttle shoots to max then immediately drops down again. if I type 'lock throttle to 1.' in the terminal window, the throttle goes to max and stays there. Upon further experimentation it seems that steering lock statements aren't working either if I do them in a program vs directly in the terminal. Maybe it's some weird mod incompatibility so I might try it again off of a fresh install. This is the .84 download off of SpacePort btwedit: If you must have a code sample, this is what I've been messing with.lock steering to heading 90 by 90.lock throttle to 1.print "Did this even work? I don't know.".If I put that in a program, the print statement appears and the program ends, but the lock commands do not apply. If I type those lines individually in the terminal, they work just fine. Edited October 9, 2013 by FenrirWolf Link to comment Share on other sites More sharing options...
Sma Posted October 9, 2013 Share Posted October 9, 2013 I think the suggestions at the link are bugged. They don't work. print nextnode:deltav:mag. gives a relevant value.However, it tells me how much to burn to follow that node, which is cool, but I really wanted to know how to do the actual burn programatically. The node doesn't change whilst burning, so repeatedly checking it's value won't help me.Ahh I see. I figured it would change once the burn had started.Thanks Sma, but there's no way to do simple vector math yet?V(1,0,0)+V(0,0,1) = V(1,0,1)if I could do the above I could get the whole thing to work. I imagine there's some way to do that isn't there? Link to comment Share on other sites More sharing options...
razark Posted October 9, 2013 Share Posted October 9, 2013 edit: If you must have a code sample, this is what I've been messing with.lock steering to heading 90 by 90.lock throttle to 1.print "Did this even work? I don't know.".If I put that in a program, the print statement appears and the program ends, but the lock commands do not apply. If I type those lines individually in the terminal, they work just fine.Try (in a program):lock steering to heading 90 by 90.lock throttle to 1.[i]wait until 0 = 1.[/i]See if that acts any differently. Link to comment Share on other sites More sharing options...
Bizz Keryear Posted October 9, 2013 Share Posted October 9, 2013 (edited) There's nothing really to show. If I put 'lock throttle to 1.' in a program and execute it (independent of any other code in the program), the throttle shoots to max then immediately drops down again. if I type 'lock throttle to 1.' in the terminal window, the throttle goes to max and stays there. Upon further experimentation it seems that steering lock statements aren't working either if I do them in a program vs directly in the terminal. Maybe it's some weird mod incompatibility so I might try it again off of a fresh install. This is the .84 download off of SpacePort btwedit: If you must have a code sample, this is what I've been messing with.lock steering to heading 90 by 90.lock throttle to 1.print "Did this even work? I don't know.".If I put that in a program, the print statement appears and the program ends, but the lock commands do not apply. If I type those lines individually in the terminal, they work just fine.Yeah that is looking like I guessed it looks. If commands are executed within a program (you could also type them in in the command line) they will be reset once the programs ends.And this one ends after executing the print.What you have to do is to keep the program running. you can do it by executing a: "wait time_in_seconds_here.".Or you can use a wait until compare_condition. ("wait until 0." or "wait until 0=1." will never come true and going to hold the program forever)you can also use a "until compare_condition" loop. (everything after // is a comment and will be ignored from kOS.)e.g. until altitude > 9999 { // beginning a loop and excuting it //until the altitude of the vessel becomes bigger than 9999m set calt to round(altitude). // set up a variable named calt (for current altitude) // and put in the rounded value of altitude print "current altitude: " + calt at (0,0). // print a string plus variable at a //specific location on the screen. (start_character,line) //currently in 0.84 broken for other values than (0,0). //do some more stuff }. //end of the loop. Edited October 9, 2013 by Bizz Keryear corrected unfortunate auto line breaks in code Link to comment Share on other sites More sharing options...
Sma Posted October 9, 2013 Share Posted October 9, 2013 There's nothing really to show. If I put 'lock throttle to 1.' in a program and execute it (independent of any other code in the program), the throttle shoots to max then immediately drops down again. if I type 'lock throttle to 1.' in the terminal window, the throttle goes to max and stays there. I was going to say the same thing the others said. Tryinglock throttle to 1.wait 15. should keep the throttle at 100% until 15 seconds pass, at which point the "program" ends and throttle goes back to 0. Link to comment Share on other sites More sharing options...
FenrirWolf Posted October 9, 2013 Share Posted October 9, 2013 Oooh, okay then. That actually makes a lot of sense lolI was doing it piecewise like that since I wanted to see if the first part worked before I made an entire launch script. But bringing the script to a premature end would end its inputs I suppose. Link to comment Share on other sites More sharing options...
Bizz Keryear Posted October 9, 2013 Share Posted October 9, 2013 Grr. 0.8x is still a pain.Somehow it seems for each bug Kevin fixes he breaks something else.I know its a little unfair and he is doing his best, but I am still upset (and frustrated to run in bugs everywhere).While I am thinking about it I think he must feeling really frustrated right now.At least I would.OK, while I am still not like 0.84. I should say:GO, KEVIN, GO, GO! KEEP UP THE GOOD and not so good WORK UP, WE ALL KNOW YOU CAN DO IT! GO, KEVIN, GO!*clears sore throat* Hope that will cheer him up.Sorry for this most useless post. But I felt like telling the world Link to comment Share on other sites More sharing options...
Sma Posted October 9, 2013 Share Posted October 9, 2013 (edited) Grr. 0.8x is still a pain.Somehow it seems for each bug Kevin fixes he breaks something else.I know its a little unfair and he is doing his best, but I am still upset (and frustrated to run in bugs everywhere).While I am thinking about it I think he must feeling really frustrated right now.At least I would.OK, while I am still not like 0.84. I should say:GO, KEVIN, GO, GO! KEEP UP THE GOOD and not so good WORK UP, WE ALL KNOW YOU CAN DO IT! GO, KEVIN, GO!*clears sore throat* Hope that will cheer him up.Sorry for this most useless post. But I felt like telling the worldExactly! lol no harm in positive motivation. I imagine you get better results praising dev(s) than you get from cursing dev(s) working hard (and for free) on the mod(s). The work on RT2 for example, most of what I saw on that forum was complaining, and it seemed that development slowed down when the complaining increased, although there may have been other factors that came into play as well. It's like the saying "you catch more flies with honey than with vinegar".Aside from that, I wonder if some of these bugs that are coming out were there already in 0.8, or at least 0.82. I know me for one didn't notice the other bugs as lock throttle wasn't working I went back to 0.7 before trying anything else. Once throttle was working again I noticed the other problems. Edited October 9, 2013 by Sma Link to comment Share on other sites More sharing options...
Bizz Keryear Posted October 10, 2013 Share Posted October 10, 2013 Exactly! lol no harm in positive motivation. I imagine you get better results praising dev(s) than you get from cursing dev(s) working hard (and for free) on the mod(s). The work on RT2 for example, most of what I saw on that forum was complaining, and it seemed that development slowed down when the complaining increased, although there may have been other factors that came into play as well. It's like the saying "you catch more flies with honey than with vinegar".Aside from that, I wonder if some of these bugs that are coming out were there already in 0.8, or at least 0.82. I know me for one didn't notice the other bugs as lock throttle wasn't working I went back to 0.7 before trying anything else. Once throttle was working again I noticed the other problems.Didn't test 0.8 throughly but 0.82: lock throttle broken, but lock steering worked (at least for me, dunno if there where some special cases), print eta:apoapsis broken, print "" at (x,y) working.0.83: lock throttle working, but lock steering broken, print eta:apoapsis broken, print "" at (x,y) working.0.84: lock throttle working, but lock steering working, print eta:apoapsis still broken (we just found out that that was it which caused the "unreconised term eta:", print "" at (x,y) broken. error messages broken. The list isn't complete and I kinda lost track. But you see where its getting. Link to comment Share on other sites More sharing options...
Sma Posted October 10, 2013 Share Posted October 10, 2013 (edited) 0.84: lock throttle working, but lock steering working, print eta:apoapsis still broken (we just found out that that was it which caused the "unreconised term eta:", print "" at (x,y) broken. error messages broken.I was pretty sure I tested eta:apoapsis in 0.84 and it worked for me. I'll test it again now just to make sure though. Back in a few...Update: print eta:apoapsis works for me in both command line prompt and in a program. Unless I'm misunderstanding something. print "" at (x,y) is half broken in that if there isn't already text at that location it won't print. Didn't try eta:apoapsis with print at though... Just tried it, it does work, but like I mentioned it has to be at a location that already has text. In my case I don't get any error messages (from command line anyway) if there is no text at the line you're trying to print to, it just doesn't do anything....Ok just tried it in a program, and it works the same. The simple program:[COLOR="Blue"]print [/COLOR][COLOR="Purple"]eta[/COLOR][COLOR="Black"]:[/COLOR][COLOR="Purple"]apoapsis [/COLOR][COLOR="Black"]at [/COLOR][COLOR="Black"]([/COLOR][COLOR="Orange"]0[/COLOR][COLOR="Black"],[/COLOR][COLOR="Orange"]0[/COLOR][COLOR="Black"]).[/COLOR][COLOR="Black"][/COLOR][COLOR="Blue"]print [/COLOR][COLOR="Purple"]eta[/COLOR][COLOR="Black"]:[/COLOR][COLOR="Purple"]apoapsis [/COLOR][COLOR="Black"]at [/COLOR][COLOR="Black"]([/COLOR][COLOR="Orange"]0[/COLOR][COLOR="Black"],[/COLOR][COLOR="Orange"]10[/COLOR][COLOR="Black"]).[/COLOR][COLOR="Black"][/COLOR]When run will print apoapsis at the top most section of the kOS screen. If you keep running it, once you get down to line 10 (11 being as the 1st line is 0) it'll start printing at line 10 as well. For me I don't get any error messages for some reason. Edited October 10, 2013 by Sma Link to comment Share on other sites More sharing options...
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