"It really does emulate a real kind of behavior in real rockets," Scott Manley said, as the probe tumbled more than fast enough for it's solar panels to be torn right off in a real situation.
Maybe while waiting for 1.0 to drop.... you could do a fully automated probe landing on one of the moons or Duna... using remote tech only to send updated KOS programs to be carried out by the probe.
QuantumFluxable well TBH, right now I'm toying with getting a remote tech "kerbosyncronous, 6 satellite constellation" done, 100% using kOS (not working so well yet though, because the launcher isn't getting to altitude, its a work in progress)After this though, I want to see if I can try to make a couple of probes rendezvous in LKO, from there, perhaps we'll go for a docking attempt. there is stuff in the documentation to support even docking ships in deep space.which, would be FUCKING AWESOME. Though I haven't messed with how well the programs will run in ships that arent actively under your control.
Juha Leinonen When I try it its jsut going to be a pair of really simple symmetrical probes with a little RCS. Still don't know exactly how I'm gonna do it though. Rendevous comes first though, which I haven't accomplished.
Man, this looks awesome for those long burn times you sometimes need to perform in deep space when using very efficient engine setups. I wonder how stable this is for very laggy launchers, because it could be a way to automate a launch of a stupid huge ship and get maximum performance and efficiency, without having to really suffer through controlling a ship at
The name of the language is actually KerboScript, which is meant to sound like languages that start with "Turbo". But, yes it takes a lot of cues from Basic.
Nivekk Nice to see you active again Scott Manley Nievkk is the guy who started kOS. ... And I used to manage the Wikia back then. (Since he never bothered to keep the documentation somewhat up to date) Funny fact the TV in my channel picture ... The grey frame around the screen is made (or used to be ... I replaced it later with something I made myself) from the original kOS image files (which Nivkk generously allowed me to use in any kind I'd like when I was composing the background images for the wikia)
Fantastic! I spend the day launching an automated fleet of remote tech satellites to the whole Kerbin system and I must say: This is the mod I had the most fun with since I originally started playing KSP. The language feels just right, like you could programme a real rocket but is not over the top complex and you can really get stuff done with it. I also really love that you can edit your programmes in your own editor while the game is running. You even could put all the files under version control (not a joke, I'm seriously considering it right now). Now I just need some ancient box with VGA out and a CRT Display to use it with the telnet interface.
I've posted his on a couple previous videos, but maybe make a Realistic Space Program using remote tech infernal robotics, Klockheed Martin, B9, Ferum, Deadly Re-Entry, and other hyper realistic mods you can find and loosely follow the path of NASA from the '50s to the near future. (No fusion drives!!!) Possibly also limit it to IVA view.
Well, I usually do that too, but it still fells like cheating. Plus, writing and fine tuning my own "orbit" program will sure be lots more fun than simply using mechjeb.
fcnemr Thats true. while altitude 90000 throttle = 1 else throttle = 0 ... circularize ... haha, yeah, sounds like good fun. I dont know basic, so a tad intimidating and off putting, if it were C based I might download it now, but, idk. We shall .... C... hahahahahah (im lame)
***** Do you remember/have you seen the Interstellar Quest episode where he has to rescue Sean and his capsule from the Mun? *Goes up to grab capsule* "Alright... coming in now for some surprise buttse... Er... I mean..."
Combine this with both RemoteTech, and another mod for hull-mounted cameras, and you could have a pretty realistic probe-based space exploration experience. :)
I really wish I'd known about this mod before... I launched my first surface mission to Duna and Ike a few weeks ago, and it would have been really cool if I could've automated the landing. The only problem was that the Ike probe (Which was bigger than the Duna rover) mysteriously disappeared after transmitting its data back. There's no wreckage and when I left it it was just sitting there, securely standing in a small canyon. Then when I looked for it in the tracking center there was nothing. I guess the Kraken isn't completely dead yet. The Rover still works fine though.
I like the idea of a TelNet connection as well. It means I can have my laptop or tablet act as a terminal and makes the entire experience more interesting. I need to revisit my Steel Batallion setup and see what more can be done with all that.
Hey Scott, it would be really awesome if you could do an interactive series with your audience where you work together and write kOS scripts to fly certain rockets. It would be like this: you decide based on contracts, science and exploration to create a certain rocket + payload. For instance you make a lander on mars where a rover goes around to collect science. You give the audience a certain amount of time to work together (perhaps on github) to create the code for the rocket and payload. People can simulate it in their own game, but your game is supposed to be "real life" where failures are irreversible. With github you could use the issue tracker and pull requests that provide telemetry on how the rocket should perform after the code update (expected resulting orbit, landing coordinates, mission time, etc.). Based on that you could choose which version to run for the episode, but you would have to record and upload the first run (unless there was a serious case of "pilot error" (check yo stagin')
Guess we are in the same boat :) I have only scratched the surface so far but i just can't get enough. Succeeded in creating simple stuff. Very much fun!
Gamer24/7 I've found all coding languages to be similar enough for me to write code in one and run it in another without any big problems. I build up all my functions using only universal terms, it's kinda cheating since it allows me to use my own coding language and I don't need to worry about changes to the base language.
I'd love to see use of kOS + RemoteTech + RealismOverhaul with remote mission to gas giant. Nothing big - fly-by fine, entering the orbit would be great, playing with orbits Cassini style - mighty! It has such a potential to show almost-realistic mission execution (and possibility to be extremely tedious as well).
Scott! At 3:16 you've invented a rocket-powered tumble-dryer! Also, you do know Nerd³ and Danny2462 are going to put Kerbals in this thing, don't you? :)
Scott Manley Harvester rewrote all the Unity vector functions to be double precision floating point numbers, that's why the precision in the kOS is so high.
Benjamin Jacobs That is only the max value of a signed 32 bit integer, you forgot about signed/unsigned larger integers, the point is that the nerd level is more like: 340,282,366,920,938,463,463,374,607,431,768,211,455
You know, if we have a programming language for controlling space flight, it really ought to be good at handling units of measurement. And if there are different standards for measurement units out there, it should support them all! Then we can make a rocket-control program with different subroutines using different units to represent the same kind of measurements, and watch it screw up a computation and go careening off into deep space.
So this just randomly showed in my suggestions after watching the official ksp2 video. Not sure how I missed this 4...almost 5 years ago. I was part of the small group that worked on kOS and made the KR-2042 part for way back when. It was modeled off of the cr2042 watch battery, and if I remember correctly I got the colors from a photo of a Commadore 64. Which was the first computer I learned programming on. Sadly I haven't seriously played KSP in a while. Every now and then I go into sandbox mode and throw something together. I wonder if kOS is still being maintained. It was a pretty nifty mod I think. I wrote a "skript" to send up 3 "komm" sats on one rocket. Thd script was setup so you could enter the final altitude you wanted. When it ran it would launch, handle the throttle for optimal fuel use, stage when needed, correct the trajectory and get the AP up to geosync... well...kerbosync I guess. Once there it would calculate the needed PE to allow for sat deployment to create a 3 sat network around kerbin for remotetech. Sadly at the time scripts would only run on the active vessel. The script was capable of releasing each commsat but I never figured out if I could have the released commsat automatically run a circulation script. Of course it was pretty simple to switch over to the comm sat and run it manually then switch back to the launcher. Ahhhh good times. :)
If there is a complete detailed guide of directions and commamds in the mods file so you can learn how to use it without lookimg stuff up every time then this is perfect, i likes it o.o
Hey Scott, you should do a series with the Modular Kolonization mod and this. That would be an interesting and challenging series. You might even be able to revive 100% reusable within the series too.
So this bypasses RemoteTech? This is awesome. I have had fleeting thoughts that it would be cool to program ships and give them directives when you *do* have connection so they could perform operations while you are not in contact with home base.
i should really try this some time, not sure if theirs a memory limit to the parts, but if their is it would be all the better. have to upload new instructions over old ones at certain points in the mission, make for more optimized scripts, and just add to the challenge of it all.
such an incredibly detailed and complex game can really inspire the imagination i just wonder why they made up a system instead of going with a 1:1 solar system would have been sooo cool then i can practice orbits and stuff for when i have my space ship
another great Mod showcase and its definitely got me reading the KOS wiki (I'm already thinking of automations for things that annoy me). If your in a mood for doing more automated helper mods..how about XLandetron, thats another one that never seems to get much press.
He's got separatrons that were supposed to keep the rocket stable, like how a bullet is kept stable by spinning it as it travels down the barrel of the rifle
Spin Stabilization was one of the first mechanics I used to get my rockets to fly straight. If done right is a great way to go where you want. Or you just spin out of control and go up in a big explosion. I call it a win ether way ;)
Scott Manley In my experience, although much more limited than yours, fin stabilization and spin stabilization do not mix all that well. I would not have had those fins on the second stage, or have them detach before firing the sepratrons.
C Silkenat I think you can have both, but it would probably be best if it were the fins causing the spin, rather than having Sepatrons do it. That would keep the fins from fighting the rotation while in atmo, which may be what is causing the oscillation.
Bout time Scott went over this mod! To bad I already tried it and failed miserably XD I did use an old version where edit wasn't working, and everything seemed like a mess.
KSPs core vectors are actually double precision, this includes position and rotation vectors as well quaternion and matrix calculations. also, if you use RSS and RemoteTech, remember to modify the base locations lol.
That's sort of half true. The Unity game engine itself uses single-precision floats for everything. KSP tries to track everything internally with doubles and only downgrade them to floats when it hands them off to Unity, but there are cases where Unity is running the show (i.e. detecting collisions between parts), and the fact that they're only single floats can't really be escaped from.
while I dont know everything KSP dose with regards to the datasets they chose to use... but everything up until you have to draw something (ie send it to the graphics card) can be double precision. even then you can still pack and unpack doubles for the graphics card, Unity is basically XNA with better asset management. there is nothing stopping you from overriding unity's things and substituting your own. I even have my own small collision management components with double precision that would work with Unity or Mono.
Can it works when you're not watching the ship? It's could be so useful if the probe liftoff and make the journey by its own and you go away to prepare other kerbalistic things ! :D(sorry for my english, i'm one of your french fan x) )
I can see this being used on those annoying space station building missions where you have to send 15 rockets to the same orbit to lift all the needed components (even though the stations they ask to build in the missions are quite simple and small).
Please do another episode on the new features of kOS. I am starting to learn how to use it and would love a little bit more advanced tutorial. Especially your thoughts on coding the "perfect" gravity turn.
It would engulf the kerbol system about 20 times if you put UY Scuti in the center of the kerbol system. The kerbol system only being 0.76 AU in size and UY Scuti being 15.9 AU in size
Hey Scott, my mom went through our storage building and found notes on The Blue Note Project...Yes THE Blue Notebook project and I wish i knew what was looking at. I was going to follow my grandfather's footsteps and become a scientist, but then I found I had a talent for art. I dont have much left of him because my father destroyed a lot of his stuff when he died . I was too young to remember much of him but now with my love of science, I wish I could have asked him questions that I want to know. My grandfather was a scientist for the government with 3 degrees in Mathematics, Chemistry, and Physics and also a PHD and He also studied with Albert Einstein. I just wanted to know if you could enlightened me on the subject. I'd you want to look him up; his name is Dr. Charles Martin Lowery. He went to a lot of colleges like UCLA and tough at LSU has two books(don't know what they are). Just wanted you to know.
Hey, it should actually be possible to use that telnet server to hook up KSP to a Raspberry Pi or similar network enabled device, then one could make an actually fully working control panel :O
That's one of the use cases I had in mind when I put the telnet server in. It would still be a lot of work on the client end (need to emulate a VT100) but it could work.
I just love the idea of kOS, and would gladly spend humongous amount of time playing with it... but, i also hate the programming language itself. It would be so awesome to see something like kOS which is using JavaScript/Python/Ruby/C# .. or any sensible programming language out there (thus object orientation would probably be very useful feature)
Alex Collins ***** WOW, that looks pretty neat. I'm gonna check it out very soon. Alex Collins Also.. you could avoid making the same mistake as kOS creator and make your mod language agnostic - like providing REST API, or something along those lines.
+Sayantan Dey +Hussein Al-janaby I don't know why I can't see Alex's comment (#RUclipsFail ?). Anyway - He created mod named *kRPC* that do exactly what i was writing about in my orginal comment. So I definitely encourage everyone to check it out.
It has a telnet server! Now I shall fly my rockets while sitting in lecture, using my laptop to "write code for this really important project" aka communicate with kOS.
Hmm, I wonder if it's compatible with remote tech and such, so you could do something like detect when the signal is lost and have an automated program take over. Or maybe if it could detect power levels it could shut down power hogging systems when power levels are low, or automatically reactivate the remote uplink when power is available. I know that was one problem he had with remote tech in the past if it lost power and the uplink shut down that vessel was basically lost since there was no way to control it or turn the transceiver back on. But if kOS could automatically turn the uplink back on when it has power... Again, I'm not familiar with kOS so I don't know if it can even do that.
Scott Manley One and a half questions: Did you had a look at AGC (github.com/joevenzon/kerbal-agc)? Its quite similar to kOS but is programmed in a LISP instead of KerbalScript. And if so, what are your thoughts about it?
Scott Manley Do the parts that run kOS have limited memory? I think it would be very interesting to have to upload new commands via remote tech and stay within the confines of available memory. Would make writing the code more interesting as well to try and get the most out of the system.
Could you make a video about remotetech flight computer becaus I think there are a lot of people that don't know a lot of features that it provides. I will certantly give this mod a go but I think that the flight computer from the remotetech is a lot easier to program that the kOS. Thanks. :D
Scott, I've been planning on getting a Ti-Inspire CX CAS. My maths professor says that the calculator is worth the price, but I've been looking for further information relative to its worth from people who I assume would have used the calculator sometime before. So, is the CX CAS worth its hefty price?
Honestly, I never used a graphing calculator because they were super expensive when I was going through college. All my equations and graphs were drawn by hand.
Scott Manley Interesting. You must have the patience of a tree to graph so much by hand. My palms ache after graphing in pencil or pen for too long. Either way, thanks for the response!
ninjakiwi1324 I'm getting a double major in physics and computer science, so I've been thinking that a calculator like that would be very beneficial. I'd be able to solve problems far more efficiently with one too, I assume.
***** If you are allowed to use it during exams, it's probably a good investment, if you won't be able to use it during exams (as it is at my uni), may I suggest getting a Matlab student license? They're not as expensive as this calculator, and you would have more processing power behind it. It's also probably more sophisticated than a calculator, and you can do beautiful graphs and print them. And while I don't know about the universities in your country, here in germany a lot of science is being done with Matlab.
This gives me an idea for an upcoming KSP series. The Earth is becoming inhospitable, kerbality is forced to colonize the moon, mars (eve), and europa (laythe) in a terraforming race against time. With Solar System sized kerbin, Remote Tech, Ferram, kOS and other realism ization modules.
+Scott Manley I am using this code fo an automatic orbiter, but it keeps throwing an error about the s in ship. I am even tried taking ship out of the it, but it isn't working. Any suggestions? wait for ship:altitude>75000. lock ship:heading to prograde. Print "Gravity Turn". Lock throttle to 1. Wait for ship:periapsis=ship:apoapsis. Lock throttle to 0.
LOL. good thing this wasnt a manned mission, can you imagine being in a spacecraft that spins like that 4:35 im getting dizzy just looking at it in full screen.
Hey Scott I thought of a good idea for a new series if you are planing on one. Ok so making a base yeah on every planet on KSP. Even better you land on everything possible on KSP. So like moons and stuff like that. You can think of the specs to it as your the expert. Like I would love to try and do that but I'm not enough but it would be awesome if you did that. From Alex :)
I watched this video and was really excited for this mod. Then I went to try it out and found that steering doesn't work. Hopefully an update fixes it :/
Just a little request for when you get back.. Please play Elite Dangerous again! I play the game as well and its interesting to watch someone with such a high intellect on the subject to play it and share his knowledge to the viewers. But this is just me. Have a fun vacation!
hey look it's mechjeb i can feel less scummy about using i wonder if you can just set this for launch and go to a different ship and wait for it to dock itself
Scott, is there any chance that you'll be trying out XCOM: EW soon? Possibly with the Long War mod? The base game is rather easy compared to Xenonauts, but with the mod...
"print shit *backspace* shio *backspace* ship altitude"
"It really does emulate a real kind of behavior in real rockets," Scott Manley said, as the probe tumbled more than fast enough for it's solar panels to be torn right off in a real situation.
I never thought of pronouncing kOS like chaos!
"IT IS I, KOS!"
Ironic because KSP is mostly about blowing shit up. :D
Lynx Onyx don't say it like that... its called "getting science"
Zis is kOS! We don't pronounce here!
Lynx Onyx
That is not ironic, that is a coincidental.
"chaos, beacuse that's what normally happens with kerbal rockets" underrated line
Who here wants to see Scott send an automated mission to mars?
Everyone like Hiker Wolfspaine comment so that Scott can see it :D.
I WANT TO
Maybe while waiting for 1.0 to drop.... you could do a fully automated probe landing on one of the moons or Duna... using remote tech only to send updated KOS programs to be carried out by the probe.
No. Send actual probes to deliver new programs. OSI Layer 1 all the way.
QuantumFluxable well TBH, right now I'm toying with getting a remote tech "kerbosyncronous, 6 satellite constellation" done, 100% using kOS (not working so well yet though, because the launcher isn't getting to altitude, its a work in progress)After this though, I want to see if I can try to make a couple of probes rendezvous in LKO, from there, perhaps we'll go for a docking attempt. there is stuff in the documentation to support even docking ships in deep space.which, would be FUCKING AWESOME. Though I haven't messed with how well the programs will run in ships that arent actively under your control.
linkxsc KOS program for automatic docking would be cool...
Juha Leinonen
When I try it its jsut going to be a pair of really simple symmetrical probes with a little RCS. Still don't know exactly how I'm gonna do it though. Rendevous comes first though, which I haven't accomplished.
This is one heck of a mod. Congrats to the modders and to you Scott for showing this to us.
Man, this looks awesome for those long burn times you sometimes need to perform in deep space when using very efficient engine setups.
I wonder how stable this is for very laggy launchers, because it could be a way to automate a launch of a stupid huge ship and get maximum performance and efficiency, without having to really suffer through controlling a ship at
from the syntax of it, kOS seems to run Kasic
trisymphony It does indeed.
The name of the language is actually KerboScript, which is meant to sound like languages that start with "Turbo". But, yes it takes a lot of cues from Basic.
Kerbal All purpose Simple Instruction Code
Nivekk Nice to see you active again
Scott Manley Nievkk is the guy who started kOS. ... And I used to manage the Wikia back then. (Since he never bothered to keep the documentation somewhat up to date)
Funny fact the TV in my channel picture ... The grey frame around the screen is made (or used to be ... I replaced it later with something I made myself) from the original kOS image files (which Nivkk generously allowed me to use in any kind I'd like when I was composing the background images for the wikia)
somebody should hash tag that.
Fantastic! I spend the day launching an automated fleet of remote tech satellites to the whole Kerbin system and I must say: This is the mod I had the most fun with since I originally started playing KSP. The language feels just right, like you could programme a real rocket but is not over the top complex and you can really get stuff done with it. I also really love that you can edit your programmes in your own editor while the game is running. You even could put all the files under version control (not a joke, I'm seriously considering it right now).
Now I just need some ancient box with VGA out and a CRT Display to use it with the telnet interface.
I've posted his on a couple previous videos, but maybe make a Realistic Space Program using remote tech infernal robotics, Klockheed Martin, B9, Ferum, Deadly Re-Entry, and other hyper realistic mods you can find and loosely follow the path of NASA from the '50s to the near future. (No fusion drives!!!) Possibly also limit it to IVA view.
It's like MechJeb for computer scientists and mathematicians.
MechJeb fells like cheating. This actually makes it so automation requires some work, like it does in real life
fcnemr The only thing I ever let mechjeb do for me is get my orbits, because that process gets so repetitive haha
Well, I usually do that too, but it still fells like cheating. Plus, writing and fine tuning my own "orbit" program will sure be lots more fun than simply using mechjeb.
fcnemr Thats true.
while altitude 90000
throttle = 1
else
throttle = 0
...
circularize
...
haha, yeah, sounds like good fun. I dont know basic, so a tad intimidating and off putting, if it were C based I might download it now, but, idk. We shall .... C... hahahahahah (im lame)
Kakunapod yeah, a C or Python (maybe even Lua) version would have been nicer, but basic isn't hard to learn, it is very basic
0:40
"Type things... such as 'Print Ship' *Types Shit* Uh... no. Ship. Altitude, uh... right?"
***** Do you remember/have you seen the Interstellar Quest episode where he has to rescue Sean and his capsule from the Mun?
*Goes up to grab capsule* "Alright... coming in now for some surprise buttse... Er... I mean..."
***** Interstellar Quest episode 18... that part is around 13:00.
I really enjoy remote tech. This bootstrapping approach to expanding outward is much better than the artificial progress of the mission system.
Too bad you didn't actually use this in your newest series (Kerbal Spaceships Are Serious Business) :(
Combine this with both RemoteTech, and another mod for hull-mounted cameras, and you could have a pretty realistic probe-based space exploration experience. :)
KOS, when you said that i thought KPhones for kerbals
Don't be silly , they use Kandroid
Or maybe theres a competition between Kamkung, kandroid, Kapple, and kerbosoft
Speaking of competition, there might be a space race between the United States for Kerbal (USK) the Union of Kerbal Socialist Republics (UKSR)
and in the underground hides kopensource
Matthew Nguyen Don't tell NovaSilisko.
I really wish I'd known about this mod before... I launched my first surface mission to Duna and Ike a few weeks ago, and it would have been really cool if I could've automated the landing.
The only problem was that the Ike probe (Which was bigger than the Duna rover) mysteriously disappeared after transmitting its data back. There's no wreckage and when I left it it was just sitting there, securely standing in a small canyon. Then when I looked for it in the tracking center there was nothing. I guess the Kraken isn't completely dead yet. The Rover still works fine though.
Love this stuff how realistic it can be i hope you do more of these videos scott
ohh my god please do more of this in your insane series!! DUDEAAA!! soo awesome i vant i vant i vant i vant!!!
I like the idea of a TelNet connection as well. It means I can have my laptop or tablet act as a terminal and makes the entire experience more interesting. I need to revisit my Steel Batallion setup and see what more can be done with all that.
Hey Scott, it would be really awesome if you could do an interactive series with your audience where you work together and write kOS scripts to fly certain rockets. It would be like this: you decide based on contracts, science and exploration to create a certain rocket + payload. For instance you make a lander on mars where a rover goes around to collect science. You give the audience a certain amount of time to work together (perhaps on github) to create the code for the rocket and payload. People can simulate it in their own game, but your game is supposed to be "real life" where failures are irreversible.
With github you could use the issue tracker and pull requests that provide telemetry on how the rocket should perform after the code update (expected resulting orbit, landing coordinates, mission time, etc.). Based on that you could choose which version to run for the episode, but you would have to record and upload the first run (unless there was a serious case of "pilot error" (check yo stagin')
About time this exists! Thanks for sharing!
i been loving this for automated resupply scripts , those sometimes it breaks , use with caution when writing background scripts
So... first a Minecraft mod, then Space Engineers, and now a KSP mod is tempting me sorely with programming ^^;
Guess we are in the same boat :) I have only scratched the surface so far but i just can't get enough. Succeeded in creating simple stuff. Very much fun!
I wish if it was like lua more
Gamer24/7 I've found all coding languages to be similar enough for me to write code in one and run it in another without any big problems. I build up all my functions using only universal terms, it's kinda cheating since it allows me to use my own coding language and I don't need to worry about changes to the base language.
Pyrobird KOS was invented before computercraft
Tristan Berry Really? More like computercraft was made before KSP.
I'm guessing you're waiting for the next update now before you start the new series. Excited!
I'd love to see use of kOS + RemoteTech + RealismOverhaul with remote mission to gas giant. Nothing big - fly-by fine, entering the orbit would be great, playing with orbits Cassini style - mighty!
It has such a potential to show almost-realistic mission execution (and possibility to be extremely tedious as well).
Scott! At 3:16 you've invented a rocket-powered tumble-dryer!
Also, you do know Nerd³ and Danny2462 are going to put Kerbals in this thing, don't you?
:)
YES! Been waiting for something like this! Awesome stuff
Scott Manley Harvester rewrote all the Unity vector functions to be double precision floating point numbers, that's why the precision in the kOS is so high.
Thanks and greetings to Hawaii, hope the weather is nice
The nerd levels are over 299,792,458
The nerd level is actually 2,147,483,647, the int limit
Benjamin Jacobs I use arbitrary data sets, so I have no limit.
Jim Lazorbeam OH! OH! OH!!!!! LAYL!!
Benjamin Jacobs That is only the max value of a signed 32 bit integer, you forgot about signed/unsigned larger integers, the point is that the nerd level is more like: 340,282,366,920,938,463,463,374,607,431,768,211,455
Joseph Foote
more like 2^2^128...
You know, if we have a programming language for controlling space flight, it really ought to be good at handling units of measurement.
And if there are different standards for measurement units out there, it should support them all!
Then we can make a rocket-control program with different subroutines using different units to represent the same kind of measurements, and watch it screw up a computation and go careening off into deep space.
I hope to see more Homeworld soon.
So this just randomly showed in my suggestions after watching the official ksp2 video. Not sure how I missed this 4...almost 5 years ago.
I was part of the small group that worked on kOS and made the KR-2042 part for way back when. It was modeled off of the cr2042 watch battery, and if I remember correctly I got the colors from a photo of a Commadore 64. Which was the first computer I learned programming on.
Sadly I haven't seriously played KSP in a while. Every now and then I go into sandbox mode and throw something together.
I wonder if kOS is still being maintained. It was a pretty nifty mod I think. I wrote a "skript" to send up 3 "komm" sats on one rocket. Thd script was setup so you could enter the final altitude you wanted. When it ran it would launch, handle the throttle for optimal fuel use, stage when needed, correct the trajectory and get the AP up to geosync... well...kerbosync I guess.
Once there it would calculate the needed PE to allow for sat deployment to create a 3 sat network around kerbin for remotetech. Sadly at the time scripts would only run on the active vessel. The script was capable of releasing each commsat but I never figured out if I could have the released commsat automatically run a circulation script. Of course it was pretty simple to switch over to the comm sat and run it manually then switch back to the launcher.
Ahhhh good times. :)
If there is a complete detailed guide of directions and commamds in the mods file so you can learn how to use it without lookimg stuff up every time then this is perfect, i likes it o.o
"Print Shit" - Scott Manley 2015
Hey Scott, you should do a series with the Modular Kolonization mod and this. That would be an interesting and challenging series. You might even be able to revive 100% reusable within the series too.
OMG, this is like the best video of science+games I've ever seen lol. Who are u? A NASA guy? What a xpectacular rocket lol
So this bypasses RemoteTech? This is awesome. I have had fleeting thoughts that it would be cool to program ships and give them directives when you *do* have connection so they could perform operations while you are not in contact with home base.
i should really try this some time, not sure if theirs a memory limit to the parts, but if their is it would be all the better. have to upload new instructions over old ones at certain points in the mission, make for more optimized scripts, and just add to the challenge of it all.
Reminded me Colobot game. Where you should programming you robots to survive and complete a mission.
i want to make a program to execute suicide burns, although there are mods for this it would be cool to do myself and try to figure it all out!
What would be an interesting hardcore ksp challenge would be a first person challenge using the Kos
Would love to see you do a tutorials-serie of kOS.
such an incredibly detailed and complex game can really inspire the imagination i just wonder why they made up a system instead of going with a 1:1 solar system would have been sooo cool then i can practice orbits and stuff for when i have my space ship
another great Mod showcase and its definitely got me reading the KOS wiki (I'm already thinking of automations for things that annoy me).
If your in a mood for doing more automated helper mods..how about XLandetron, thats another one that never seems to get much press.
About time on Kos, its been out for a long time, About time for the kids to learn program.
I look forward for more videos with kOS!
any particular reason it started to spin like a maniac?
Spin Stabilization, helps keep it pointed in the correct direction.
He's got separatrons that were supposed to keep the rocket stable, like how a bullet is kept stable by spinning it as it travels down the barrel of the rifle
Spin Stabilization was one of the first mechanics I used to get my rockets to fly straight. If done right is a great way to go where you want. Or you just spin out of control and go up in a big explosion. I call it a win ether way ;)
Scott Manley In my experience, although much more limited than yours, fin stabilization and spin stabilization do not mix all that well. I would not have had those fins on the second stage, or have them detach before firing the sepratrons.
C Silkenat I think you can have both, but it would probably be best if it were the fins causing the spin, rather than having Sepatrons do it. That would keep the fins from fighting the rotation while in atmo, which may be what is causing the oscillation.
Bout time Scott went over this mod! To bad I already tried it and failed miserably XD
I did use an old version where edit wasn't working, and everything seemed like a mess.
I wonder if you could set up a system with kOS to hold orientation towards or parallel to the surface of a planet, sort of like ISS...
KSPs core vectors are actually double precision, this includes position and rotation vectors as well quaternion and matrix calculations. also, if you use RSS and RemoteTech, remember to modify the base locations lol.
That's sort of half true. The Unity game engine itself uses single-precision floats for everything. KSP tries to track everything internally with doubles and only downgrade them to floats when it hands them off to Unity, but there are cases where Unity is running the show (i.e. detecting collisions between parts), and the fact that they're only single floats can't really be escaped from.
while I dont know everything KSP dose with regards to the datasets they chose to use... but everything up until you have to draw something (ie send it to the graphics card) can be double precision. even then you can still pack and unpack doubles for the graphics card, Unity is basically XNA with better asset management. there is nothing stopping you from overriding unity's things and substituting your own. I even have my own small collision management components with double precision that would work with Unity or Mono.
Can it works when you're not watching the ship? It's could be so useful if the probe liftoff and make the journey by its own and you go away to prepare other kerbalistic things ! :D(sorry for my english, i'm one of your french fan x) )
Come on Scott, enjoy your vacation!
I can see this being used on those annoying space station building missions where you have to send 15 rockets to the same orbit to lift all the needed components (even though the stations they ask to build in the missions are quite simple and small).
RSS+Realism Overhaul+KoS+remote tech=curiosity style fully automated mission to Duna! I would love to see that.
+principia
Please do another episode on the new features of kOS. I am starting to learn how to use it and would love a little bit more advanced tutorial. Especially your thoughts on coding the "perfect" gravity turn.
I believe this could be the first mod I would install for KSP, been loving it vanilla for years all the way until now =P
I wonder if this rocket's second stage is spin-stabilising...
Imagine the size of UY Scuti in KSP, would be overkill.
engulf the solar system!
It would engulf the kerbol system about 20 times if you put UY Scuti in the center of the kerbol system.
The kerbol system only being 0.76 AU in size and UY Scuti being 15.9 AU in size
OnhilXX
Yeah, because normally in real life it would engulf out to Saturn. Now it would be like... 25 - 43 times the distance. XD.
Hey Scott, my mom went through our storage building and found notes on The Blue Note Project...Yes THE Blue Notebook project and I wish i knew what was looking at. I was going to follow my grandfather's footsteps and become a scientist, but then I found I had a talent for art. I dont have much left of him because my father destroyed a lot of his stuff when he died . I was too young to remember much of him but now with my love of science, I wish I could have asked him questions that I want to know. My grandfather was a scientist for the government with 3 degrees in Mathematics, Chemistry, and Physics and also a PHD and He also studied with Albert Einstein. I just wanted to know if you could enlightened me on the subject. I'd you want to look him up; his name is Dr. Charles Martin Lowery. He went to a lot of colleges like UCLA and tough at LSU has two books(don't know what they are). Just wanted you to know.
My father was a state alchemist too. Dog of the Military, they called him.
My grandfather was in the PBS documentary" Race For The Superbomb" and was called "The Father of the Superbomb''.
Maybe you should ask this on yahoo, there is less trolls, good luck :).
I hope something like kOS will end up in the vanilla game one day.
You should totally make a serious where you can't control any vehicles, only use Kos to do it. I would definitely watch that!
Really easy to film. Just hit space, then go do something else for a while like feed hedgehogs at the zoo.
Yeah! :P
what will the fututre series be about? I thought maybe colonising the solar system?
Hey, it should actually be possible to use that telnet server to hook up KSP to a Raspberry Pi or similar network enabled device, then one could make an actually fully working control panel :O
That's one of the use cases I had in mind when I put the telnet server in. It would still be a lot of work on the client end (need to emulate a VT100) but it could work.
dunbar9finger Wouldn't the 'telnet' command do the trick for Linux?
I just love the idea of kOS, and would gladly spend humongous amount of time playing with it... but, i also hate the programming language itself.
It would be so awesome to see something like kOS which is using JavaScript/Python/Ruby/C# .. or any sensible programming language out there (thus object orientation would probably be very useful feature)
Alex Collins ***** WOW, that looks pretty neat. I'm gonna check it out very soon.
Alex Collins Also.. you could avoid making the same mistake as kOS creator and make your mod language agnostic - like providing REST API, or something along those lines.
WMTeWu It uses Google's Protocol Buffers for communication so is language agnostic :) Someone's just posted a C++ client for it on the forum too!
Alex Collins Wow then you REALLY made a good job Alex Collins :) Keep up the good work!
preach brother preach! I so agree...
+Sayantan Dey +Hussein Al-janaby
I don't know why I can't see Alex's comment (#RUclipsFail ?).
Anyway - He created mod named *kRPC* that do exactly what i was writing about in my orginal comment. So I definitely encourage everyone to check it out.
It has a telnet server! Now I shall fly my rockets while sitting in lecture, using my laptop to "write code for this really important project" aka communicate with kOS.
Really, that's the best interface and language they could come up with? Oh, god. And I was hoping for some OOP or assembly style language.
Hmm, I wonder if it's compatible with remote tech and such, so you could do something like detect when the signal is lost and have an automated program take over. Or maybe if it could detect power levels it could shut down power hogging systems when power levels are low, or automatically reactivate the remote uplink when power is available. I know that was one problem he had with remote tech in the past if it lost power and the uplink shut down that vessel was basically lost since there was no way to control it or turn the transceiver back on. But if kOS could automatically turn the uplink back on when it has power... Again, I'm not familiar with kOS so I don't know if it can even do that.
Ah you finally checked out KOS. Woot!
why do you induce that crazy rotation in the second stage?
This looks great. shame it doesn't support creating functions or classes. Maybe in a later version.
Whatever programming language and style you like, it still gets turned into machine code which doesn't inherently support functions and classes.
Scott Manley One and a half questions: Did you had a look at AGC (github.com/joevenzon/kerbal-agc)? Its quite similar to kOS but is programmed in a LISP instead of KerbalScript. And if so, what are your thoughts about it?
Thanks for the tip, I'll take a look. Been meaning to learn some LISP at some point.
Scott Manley Actually the dev team is in testing right now for implementing functions.
Scott Manley Well, yes, but that's like saying it doesn't matter what your food tastes like as long as it has the same nutritional value.
Scott Manley Do the parts that run kOS have limited memory? I think it would be very interesting to have to upload new commands via remote tech and stay within the confines of available memory. Would make writing the code more interesting as well to try and get the most out of the system.
If you could have censers that would detect distance would be amazing. You could have a rover that explores and will not crash.
Is there a possibility of seeing a whole KSP series where you only program the rockets and not actually fly them yourself?
Could you make a video about remotetech flight computer becaus I think there are a lot of people that don't know a lot of features that it provides. I will certantly give this mod a go but I think that the flight computer from the remotetech is a lot easier to program that the kOS. Thanks. :D
Scott, I've been planning on getting a Ti-Inspire CX CAS. My maths professor says that the calculator is worth the price, but I've been looking for further information relative to its worth from people who I assume would have used the calculator sometime before.
So, is the CX CAS worth its hefty price?
Honestly, I never used a graphing calculator because they were super expensive when I was going through college. All my equations and graphs were drawn by hand.
***** if you are going into a science (not biology) or engineering field yes other wise no.
Scott Manley Interesting. You must have the patience of a tree to graph so much by hand. My palms ache after graphing in pencil or pen for too long. Either way, thanks for the response!
ninjakiwi1324 I'm getting a double major in physics and computer science, so I've been thinking that a calculator like that would be very beneficial. I'd be able to solve problems far more efficiently with one too, I assume.
***** If you are allowed to use it during exams, it's probably a good investment, if you won't be able to use it during exams (as it is at my uni), may I suggest getting a Matlab student license? They're not as expensive as this calculator, and you would have more processing power behind it.
It's also probably more sophisticated than a calculator, and you can do beautiful graphs and print them. And while I don't know about the universities in your country, here in germany a lot of science is being done with Matlab.
Scott, how about a second reusable space program?
There's no way I was first. Anyway, great video. Is this an actual programming language or is it custom
Scott! Can you please do a video on Progcom?
This gives me an idea for an upcoming KSP series. The Earth is becoming inhospitable, kerbality is forced to colonize the moon, mars (eve), and europa (laythe) in a terraforming race against time. With Solar System sized kerbin, Remote Tech, Ferram, kOS and other realism ization modules.
print Shit
Bob proceeds to shit his pants
Hey scott
Did you ever think about doing a channel thats entirely about programming and computers in general???
I'm very curious why the ship started to purposely spin when ascending...
redbeam_ Spin stabilization, without it there would be no wait to keep it pointing the correct direction once the air became too thin.
Scott Manley Wow, thanks Scott for replying me! Hmm, now I see, it's like a bullet! Very clever!
+Scott Manley I am using this code fo an automatic orbiter, but it keeps throwing an error about the s in ship. I am even tried taking ship out of the it, but it isn't working. Any suggestions?
wait for ship:altitude>75000.
lock ship:heading to prograde.
Print "Gravity Turn".
Lock throttle to 1.
Wait for ship:periapsis=ship:apoapsis.
Lock throttle to 0.
Once i had a rocket clamp orbiting the sun at more than 10 km per second
LOL. good thing this wasnt a manned mission, can you imagine being in a spacecraft that spins like that 4:35 im getting dizzy just looking at it in full screen.
Oh yes this is going to make RemoteTech SOOOO much easier!
What mod is the satalight end thing at 00:4 on the top of the ship which he goes in and has a look at the thing, What mod is that?
Hey Scott
I thought of a good idea for a new series if you are planing on one.
Ok so making a base yeah on every planet on KSP.
Even better you land on everything possible on KSP. So like moons and stuff like that.
You can think of the specs to it as your the expert.
Like I would love to try and do that but I'm not enough but it would be awesome if you did that.
From Alex :)
I want multiplayer, k-os accessing mechjeb functions and every ship still active even though they are more than 2000 meter away from the player.
I watched this video and was really excited for this mod. Then I went to try it out and found that steering doesn't work. Hopefully an update fixes it :/
Just a little request for when you get back.. Please play Elite Dangerous again! I play the game as well and its interesting to watch someone with such a high intellect on the subject to play it and share his knowledge to the viewers. But this is just me. Have a fun vacation!
Ah man, now I really need to get back into KSP.
You managed to warp time above physics level and still keep rotating? What kind of wizardry is that?
+Guilherme Furst
Persistent rotation mod
Cant wait to use this
Scott, are you going to play Firefly Online when it's done?
This would be perfect for EE's World War K to make some ICBM's!
Shhhh, do you want kerb in to be destroyed XD
Well secretly yes ^_^
I reported you.
I'll just launch an ICBM running on kOS to both RUclips headquarters and your house...
hey look it's mechjeb i can feel less scummy about using
i wonder if you can just set this for launch and go to a different ship and wait for it to dock itself
i really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really really like this image
jump off a building pls :^)
moist rectum thank you for joining us tonight bill :^)
Scott, is there any chance that you'll be trying out XCOM: EW soon? Possibly with the Long War mod?
The base game is rather easy compared to Xenonauts, but with the mod...