Kerbal Space Program
Discussion
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Mentioned KSP in a space related thread and unearthered another player
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"
So this evenings plan is to use it for auto-rendezvous and do some fully preprogrammed orbital rescue missions.
Anyone else still at it?
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"
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 said:
RizzoTheRat said:
Anyone else still at it?
Yes, occasionally 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
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.
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.
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.
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.
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. 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
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.
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.
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.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.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++.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.
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.
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!
They’re going to be built like brick sthouses by now!
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