KSP-KOS / KOS

Fully programmable autopilot mod for KSP. Originally By Nivekk
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KSC mainframe #1366

Open tomekpiotrowski opened 8 years ago

tomekpiotrowski commented 8 years ago

This is an idea that was discussed briefly on slack about a month ago. Basically we could add a kOS processor that would be associated with Kerbal Space Center and the archive volume. I think it would open some interesting possibilities after comms are added - KSC could communicate with vessels. Among the ideas mentioned were:

ozin370 commented 8 years ago

So would this mean that a program could persist and run while changing vessels (in/out of proximity of KSC)? If so, that would be fantastic!

tomekpiotrowski commented 8 years ago

I haven't done any research into this yet and I don't know if it's possible to keep a script running when switching scenes. At least you should be able to set a bootfile that would execute after every switch.

ElWanderer commented 8 years ago

I like this idea.

I have an old probe in a polar orbit of the Mun and several contract waypoints to take temperature readings over. The disk on the probe is too small for my script that calculates the next overflight of each waypoint, so instead I've been pushing a pile of batteries, core plus a cpu with a larger capacity onto the runway each time I want to run the calculations. Running the script on the mainframe would make more sense and look better.

Edit: one place this is useful is if you need to time warp ahead as part of a script - you can warp a lot faster at the KSC compared to a low orbit.

hvacengi commented 8 years ago

I would expect that the easiest way to do this would be with a KSPAddon. Using that, you can make it loaded in every scene and you should be able to keep persistence across scene changes.

Honestly, I think this should be done in parallel to the stand alone interpreter that we have talked about introducing. If you're gonna take the time to find out everything that you need to replicate from kOSProcessor to make it work, you might as well use it for two purposes.

pgodd commented 8 years ago

I've been studying the Kerbal Konstructs mod. It allows us to make special scenic structure parts and load them with persistence. It's just a regular model like any part, with a special config file and a file location for structural libraries. In the game you fly or drive a craft (Hyperedit) to the location you want a building, invoke the building from a list, then you use 6 DOF button controls to place the part. When designing buildings, it is a good practice to surround them with a sloping terrain which you can then sink into the uneven terrain where you are placing the building, and prevents things like doors that are 3M above ground level, or roadways you can't drive onto because the sides of the road are high walls.