Kerbal Space Program

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RizzoTheRat

25,165 posts

192 months

Thursday 12th April 2018
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Currently $12 on the humble Bundle!

https://www.humblebundle.com/monthly?linkID=&m...redfacet:56e8680e733462ca89a48d0b:1&utm_source=Humble+Bundle+Newsletter&utm_medium=email&utm_campaign=2018_04_11_vegaspro_softwarerebundle&linkID=&utm_content=cta_button

RizzoTheRat

25,165 posts

192 months

Monday 25th February 2019
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Mentioned KSP in a space related thread and unearthered another player hehe

I've fallen off the wagon again and started a new game in 1.6.1. Playing with KOS again and have just completed an automated rendezvous and docking script.

Ended up sending up my entire Kerbonaut corps to dock with my test target "Agena" biggrin



So this evenings plan is to use it for auto-rendezvous and do some fully preprogrammed orbital rescue missions.



Anyone else still at it?

MartG

20,678 posts

204 months

Monday 25th February 2019
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RizzoTheRat said:
Anyone else still at it?
Yes, occasionally smile

CrutyRammers

13,735 posts

198 months

Monday 25th February 2019
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MartG said:
RizzoTheRat said:
Anyone else still at it?
Yes, occasionally smile
Just started a new sandbox game the other night. After not touching it for a few years, I had a sudden urge to land on minimus again.
As is normal, I didn't have fuel to get back, so I sent an automated rescue ship. Apparently now you need a communications network though, so 3 com sat launches later, rescue ship 2 succesfully picked up Jeb.
Just as good as I remember smile

DIW35

4,145 posts

200 months

Monday 25th February 2019
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I'm still dabbling. I haven't updated to 1.6.whatever, still playing 1.5.1 in the basic game. Also have an install that uses RSS for when I want something a bit more challenging.

Flibble

6,475 posts

181 months

Monday 25th February 2019
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Playing a career game with no reverts. Jeb died on the Mun in a landing accident. Bill in a similar incident.
However the minmus mining base is producing ore and a manned mission to Duna will be launching soon (probably captained by Val).
Also I have a successful range of SSTOs which make a lot of the contacts much cheaper.

callmedave

2,686 posts

145 months

Saturday 2nd March 2019
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I’ve just got back into this. Still on 1.2.2 has i have a lot (I mean a LOT) of mods that are working with it that I can’t get to replicate in the latest version (1.3?)

I’ve got infernal robotics (makes things move and rotate) and Raster Props (fly completely from inside the rocket with working screens buttons and switches!) and a load more.


Flibble

6,475 posts

181 months

Wednesday 6th March 2019
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callmedave said:
I’ve just got back into this. Still on 1.2.2 has i have a lot (I mean a LOT) of mods that are working with it that I can’t get to replicate in the latest version (1.3?)
Latest is 1.6.1. You're way behind. wink

I'm just configuring a new install of 1.3.1 with realism overhaul. Going to try proper hard mode. ETA also adding in Principia. Time for some proper gravity.

Edited by Flibble on Wednesday 6th March 11:22

RizzoTheRat

25,165 posts

192 months

Wednesday 6th March 2019
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Is Principia the one that uses n-body rather than patched conics? If so how different is it?


I'm stuck in a bit of a rut. I've got Bob in to a Mun orbit purely via a KOS script, but I'm struggling to come up with a decent landing script. I think what I want to do is something like the reverse of a takeoff, so a de-circularization burn about 1/4 of an orbit before the landing point, and then vary the deceleration burn around the retrograde to end up in the right place. What I can't figure out is how to calculate the impact point on the deorbit burn so it overshoots the target by a specified distance.

Flibble

6,475 posts

181 months

Wednesday 6th March 2019
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RizzoTheRat said:
Is Principia the one that uses n-body rather than patched conics? If so how different is it?
Yes. Quite different from what I've seen in the docs. I've not made it out of atmosphere in game yet (a couple of crashes caused by not taking into account fuel flow regimes hasn't helped).

RizzoTheRat said:
I'm stuck in a bit of a rut. I've got Bob in to a Mun orbit purely via a KOS script, but I'm struggling to come up with a decent landing script. I think what I want to do is something like the reverse of a takeoff, so a de-circularization burn about 1/4 of an orbit before the landing point, and then vary the deceleration burn around the retrograde to end up in the right place. What I can't figure out is how to calculate the impact point on the deorbit burn so it overshoots the target by a specified distance.
I'm looking to use kOS in my RO game (more or less completely hands off flights). It's going to be interesting to see how well I do. Not anticipating too many issues (I program for a living), but we'll see.

RizzoTheRat

25,165 posts

192 months

Wednesday 6th March 2019
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Flibble said:
I'm looking to use kOS in my RO game (more or less completely hands off flights). It's going to be interesting to see how well I do. Not anticipating too many issues (I program for a living), but we'll see.
You might want to look at kRPC in that case, it gives you access to KSP's API and lets you programme in whatever language you like.

DIW35

4,145 posts

200 months

Thursday 7th March 2019
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Finally got round to downloading 1.6.1. Thankfully it would appear that all the mods I used in 1.5.1 still work and don't need updating as well.

Flibble

6,475 posts

181 months

Thursday 7th March 2019
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RizzoTheRat said:
You might want to look at kRPC in that case, it gives you access to KSP's API and lets you programme in whatever language you like.
Interesting, though I like the in-game feel of kOS and the fact that it doesn't require external programs. Maybe if I hit the boundaries too much I'll break it out into kRPC and use C++.

Flibble

6,475 posts

181 months

Friday 8th March 2019
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Early days for FlibbSpace so far, but I have managed to get my first kOS program going - it's a ground launch controller, which handles engine pre-firing checks for correct ignition and reaching take-off thrust and then launches the rocket. It also checks for a successful ascent and activates range safety if the rocket fails to lift off correctly. It will also separate the first stage automatically (I am using with on sounding rockets which have a very short booster fire time).

My boosted sounding rocket made it to 125 km and gathered some nice data.

Next step is to start on a guidance program so we can get to orbit.

fullbeem

2,044 posts

201 months

Friday 8th March 2019
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I need to start playing this again. Was a easy play of an evening. Haven't touched it this year so far. I've never got any further than Minmus before restarting the career save.

Alias218

1,496 posts

162 months

Saturday 9th March 2019
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I haven’t touched this game in over a year. Managed a return trip to Duna using an orbital mothership, and landed a science mission on Eve which maxed out my tech tree - never got as far as launching the enormous rocket I built to bring the brave Kerbals back home! Poor chaps are still up there, heaving against the crushing gravity.

They’re going to be built like brick sthouses by now!

BrettMRC

4,091 posts

160 months

Friday 22nd March 2019
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Having read this thread, and been playing Simple Rockets and Simple Planes for ages... I am now downloading biggrin


RizzoTheRat

25,165 posts

192 months

Friday 22nd March 2019
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The DLC is a load of real world parts and a system for doing mission challenges. I don't have it and am still loving the game after playing on and off for several years. Still loads of mods available and being developed.

DIW35

4,145 posts

200 months

Friday 22nd March 2019
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It's changed and evolved a fair bit since 2015, but it's not necessary to acquire the DLC to enjoy the game still.

MartG

20,678 posts

204 months

Wednesday 3rd April 2019
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"I believe this nation should commit itself to achieving the goal, before this decade is out, of landing a Kerbal on the Mun. The return part is optional."