![]() ![]() If that sounds simple to you, you’re going to be in for a shock. Regardless, I’m not sure what exact format this is going to take, but I wanted to record my foray into using kOS and diving into the math and science behind rockets. Executing Maneuver Nodes & Figuring Out the Rocket Equation If you hate rockets, space or math, you’re going to absolutely despise this article. Let’s assume you’ve got a rocket in space. In KSP, this in modeled in Maneuver Nodes: This rocket wants to change where it is in space. I’ve got a couple of scripts written into kOS already that help me execute maneuver nodes, but they’ve given me some pretty mixed results. I think it’s because the scripts aren’t taking into account the change in acceleration due to the loss of mass of a rocket. So I’m going to do some an absurd amount of research and rewrite the script.įirst off let’s break my problem down into the steps of executing a maneuver node.Ģ) Start accelerating at the correct time.ģ) Stop accelerating at the correct time.įor #1, we’re working with nodes in kOS. Luckily there are lots of helpers for nodes, which let us write the following code: SET n TO NEXTNODE. N is now a “Node” object, which there’s lots of data in, including the vector of the node. I did a lot of digging on vectors since I had zero experience with them, but they’re basically just directions with magnitude. If you were to raise your hand and point at a wall in your house, you’d be identifying a direction. You could imagine that direction being drawn as a line on a graph. The latter makes braking way more easy for a fat-fingered slob like me.If you’re pointing at the wall, your finger isn’t really moving towards the wall, it’s just pointing that way. That allows me to adjust the pitch for high thrust at low speeds or increase the maximum speed at which the props generate thrust, and at it allows me to nearly direct control over the airspeed at low speeds by lowering the prop pitch (down to 0 for braking on the runway, or a quick increase for a go-around). ![]() Then when flying I set the torque limit to the limit of my power consumption (usually just max), and do the actual thrust control with the propeller pitch. I keep the max RPM to max, bind the torque limit to one axis group, and bind the propeller pitch to another axis group. ![]() I usually use a small fairing to put two (electrical) engines on the same axis, but a classic twin-engine design also works well.įor my prop-planes I don't use the main throttle at all. The usual solution is to have two counter-rotating propellers. That is a known problem, and I think this issue is worse in game than in real life. The plane keeps trying to spin/roll due to the single engine. TBH it's going to be a headache figuring some of this out without some help/comparison from the PC community. There's a lot of new settings/options for action groups and the Kal 1000 etc, that are not explained at all. If so then it could be really helpful for us console players to have one of you folks do a comparison of sorts, as in how well some of the controls/methods to control robotics and planes etc have been implemented on console.(I have a feeling some things have probably been overlooked in this regard) Are there any PC players who happen to also own the console version?(highly unlikely I know) It's going to take a while to get my head around all the new robotic parts and how to use them with a controller.Īlso, just out of curiosity. įor the moment I just want to figure out how to make the Kal sequence work In reverse also. The plane keeps trying to spin/roll due to the single engine.however I'll figure out how to sort that later. I've seen advice on another forum ,to use the Kal 1000 to bind RPM and Torque limits to the main throttle, this seems to be working, kind of as intended. I'm having difficulty with throttle controls. I've put together a basic biplane using the R121 turboshaft. So I've just downloaded the Breaking ground dlc on xbox. ![]()
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