Comments (6)
That is an interesting idea, for your PWM method do you bind an engine to an action group and turn it off and on? it wouldn't be impossible to throttle all of the engines in an action group, even with 0.22
from kos.
AFAICT there's no way to bind the throttling of individual engines to action groups. As such, this has as a prerequisite that we get a way to address individual parts in some fashion. There was some discussion of this in the kOS thread a long while back, but I don't remember the details.
from kos.
i was assuming you would be able to get the parts out of an action group and then throttle them as a group. the only reason to use action groups was to give a simple way to specify which engines you want to mess with in the in game editor.
I am pretty sure that the real way to do this is to:
- get all of the engines,
- determine their distance and direction and facing from the Center of mass
- have some kind of api setup that will let you adjust engines that are part of some group (ie port, starboard, aft, amidships)
that will be a lot of code :)
from kos.
If the only objective is to allow auto-balancing, it would be easier to have "kerbcom avionics" add a command through the kOS api that allows enabling the combined mode. If we want to be more flexible than that, we'd have to do something else.
I now get what you meant by the action groups. It shouldn't be impossible to get the parts that are "connected" to action groups - some of the code is already available in AGM (action group manager, I think). And then doing some action (where engine throttle is one example) to those parts is then a possibility. Personally I dislike relying on AGs for too much, though.
from kos.
@MaHuJa The reason i wanted to make it more flexible is the philosophy of the mod was to emulate a very primitive flight computer, not just a scripting engine that handles all of the complexity for you.
However, I think that with the addition of the tech trees in KSP i wanted to go the way of MechJeb and have progressively more advanced feature unlock as you progress. This would i believe be in keeping with @Nivekk 's original design while letting us add more syntax sugar for users.
PS I agree with you on abusing action groups.
from kos.
I think it makes sense to make the computer more powerful the higher up the tech tree you go, but NOT to make the kos scripts you write simpler as the computer gets more automated for you. That makes the mistake of making the mod more hand-holdy and less expert friendly the longer you've been playing, which feels backward.
from kos.
Related Issues (20)
- No way to read current nodeless encounter. HOT 1
- Could there be a way to read "Closest Approach"? HOT 4
- UNTIL will break at first chance. HOT 4
- v0.9.2 INLIGHT returns false negatives. HOT 1
- v0.9.2 kOS doesn't detect the reference transform has changed when the ship splits. HOT 4
- v0.9.2 alt:radar returns altitude when "too high" HOT 6
- Add page up + down to console editor
- if (encounter == encounter) { ... }. // can't compare orbitinfo to orbitinfo ... HOT 2
- Not working scripts HOT 4
- Custom filetype HOT 5
- Prograde angles wrong below 70,000M on Kerbin. HOT 9
- Can't focus on kOS Terminal HOT 4
- Some kind of autoexec [enhancement] HOT 2
- Request: ISO-8601 time format HOT 1
- LIST FILES IN var. Does not work. HOT 3
- SHIP:FACING:PITCH supplying wrong values HOT 1
- setting node:eta does not do anything
- Terminal won't open HOT 1
- Add tab to KSC
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from kos.