Jump to content

An idea I had today... LOGIC MODULE!


Recommended Posts

So, I'm a big fan of automation... but not fancy autopilots or anything.

I'm thinking something like an inline module, similar in size/weight to an SAS module.

My thought was to take output from sensors or other things, say, the output of a solar panel, and turn those into dynamic variables

you could then have simple commands linked to custom action keys that relate to the variables, like "if 'large solar array output' < 50%, then execute custom command 1"

where custom command 1 could be set up to activate a kethoelectric generator, or shut off all of the station lights or something.

or another example would be to open a few solar panels as soon as you exited the atmosphere (using the output value from a Barometer)

When I say "custom commands", I am talking about the command groups or whatever that are already implemented, I just can't remember exactly what they are called, I don't have the game open.

I know these wouldn't have much of a use most of the time, since when you unload ships, they basically just do their own thing... but I think it'd be fun and useful to set up habitation bases/stations to manage themselves when you are working in/around them.

anyone else think this is a neat idea?

I feel like it wouldn't be TOO hard to implement, all of the data is already there, it'd just be a matter of linking things together, and getting it all to work harmoniously.

I am imagining an editor UI with dropdown menus in columns, like to choose between numerical operators (<, >, =, /=), action groups, and variables.

I feel that it'd be a lot easier if you could have an empty list of useable variables, but then add to the list by right clicking on an item, like a solar panel, and having a button to "add variable", so you wouldn't have 15,000,000 variables to choose from (you could select to view only the ones you plan on implementing)

also, to go along with making this easy to use, it'd be nice to be able to re-name action groups for the sake of knowing what you're doing in the editor UI.

I feel like this is simple enough not to be ridiculous and OP, and I'd really have fun with it :)

Edited by User Unrelated
Link to comment
Share on other sites

Thankfully you weren't the only person to have this idea. What you are asking about already exists.

It's called kOS scriptable auto pilot. It's in the addon release section of the forum. This is not really an auto pilot unless you program it to be. It's a programmable computer for KSP. I think it has access to most of the variables you are talking about. Maybe not solar array output but it does have access to the battery charge.

Link to comment
Share on other sites

Also, the maker of RemoteTech has said that something like this will be part of the next release of remotetech so you'll have to deal with the fact that computerized rather than manned missions cannot be manually controlled on the fly without a lightspeed delay in the controls. The idea is that you'll have to figure out how to program routines for the craft to handle those cases where a faster response time than lightspeed delays will allow is needed.

This is a case where I think it should remain as a mod-only optional thing and not become part of the stock game. The ability to immediately control unmanned craft without software controls on board and without lightspeed delay is unrealistic, but most players of the game won't be programmers and won't find it fun to have to script the program, so it's an unrealism that is probably necessary for sales.

As a side note, I think anyone in this forum that responds to a request with "it already exists, here's the mod for it" should also include a justification for why they think it needs to remain OUT of the stock game and only be in a mod as I did above. Otherwise the existence of the mod is not REALLY a reason to dismiss the request. If Squad never implemented anything that a modder had previously implemented, the game development would be more severely curtailed the more mods there are.

Link to comment
Share on other sites

IMHO, this is a part of realism that is important enough to be included in stock. If people think it makes things difficult, it could have a toggle in the options menu, or it could be unlocked later in the tech tree--to prevent newer players from being overwhelmed.

Edited by Ernest3.14
grammar
Link to comment
Share on other sites

I looked into the kOS, and that's a bit TOO in-depth for even my taste. Maybe I was interpreting it wrong... I didn't look TOO hard, maybe I'll try it out.

I feel like what I outlined would be less of a "you need to use this to fly successful missions", and more of a "this is something fun you can mess around with"

Link to comment
Share on other sites

I looked into the kOS, and that's a bit TOO in-depth for even my taste. Maybe I was interpreting it wrong... I didn't look TOO hard, maybe I'll try it out.

I feel like what I outlined would be less of a "you need to use this to fly successful missions", and more of a "this is something fun you can mess around with"

I looked at kOS and the problem I have is that it picked some syntax decisions that make no sense at all. I could sort of accept that it if it was trying to emulate older programming languages for the sake of the old-skool feel of the game (i.e. can you make an autopilot using the same primitive tools that were available to the Apollo Program instead of using a modern easier language?). But the problem I have is that it's NOT for that reason that it's got some syntax problems. It's just because the designer wanted something different and make up a new language thats a bit sloppy and messy. Also, it puts up unnecessary obstacles like making you have to type the code inside the game and not allowing you to just have it read it off a text file on the hard drive (allowing you to edit the code in whatever external text editor you like). This is one of those cases where the program trying to do *LESS* would actually make it more versatile and useful.

Link to comment
Share on other sites

drag and drop simple computer would be awesome, imagine detach a fuel tank and it automatically deploys a parachute when there is enough atmosphere.... would be awesome!!!

Thus, the 2km of loading area can be a problem, maybe a a computer shut down system could solve it if you say that all ships with a computer active must be loaded even if they aren't in the 2km range... use too many of them would be laggy, but I think that the idea is awesome.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...