

- Kerbal space program service bay bug how to#
- Kerbal space program service bay bug install#
- Kerbal space program service bay bug mod#
- Kerbal space program service bay bug mods#
- Kerbal space program service bay bug code#
Kerbal space program service bay bug mod#
There’s no particular reason for or against choosing KSP, other than it having the required mod support, being something new to me (not having played it much) and being something different from the usual robot sims – I’ve built interfaces to other games in the past, like an LCD “instrument” for FlightGear). I thought to write this as part of my journey of discovery, in case it’s of use to anyone who might be interested in an end-to-end example use of ROS2, coming from a ROS1 background. Why might this be of interest? While I was familiar with ROS1 (having used it for Multi-robot learning by demonstration and ROBERt, the Recycling Of Bottles Encouragement Robot), I wanted to discover the changes in ROS2. A toy “brain” for the spacecraft, which will launch and land the spacecraft back near the spaceport, using everything we’ve built before then ( video).Service for triggering stages and turning on SAS.ROS node (publisher) for telemetry data.
Kerbal space program service bay bug how to#
I chose Telemachus and kOS to show how to work with two different interfaces. You could most likely achieve the same thing with kRPC.
Kerbal space program service bay bug mods#
Kerbal space program service bay bug install#
You can instead install packages that do these things for you, and configure a ROS-based system to adapt the common libraries to your robot. If you’re for example working with a 4-wheeled robot, you no longer need to solve all the common problems – like driving in a straight line, localisation, mapping and path planning from first principles.
Kerbal space program service bay bug code#
Amongst other benefits, it provides everything that’s required to allows users to share code effectively, and thus build on each other’s work. As with all animations in KSP, the moving doors are an irresistible force so will never be stopped by anything in their path.The Robot Operating System is a great framework for building robots and other distributed systems. Depending on joint strength, the other parts will either bend out of the way and snap back no problem, or will break off.

So the lesson here is, if you're loading up a bay you don't plan on opening in flight, be sure you do everything necessary to the parts inside before closing the bay the last time and then building stuff around it.īay doors that impact other rocket parts will opening in flight don't usually result in vibrations, Instead, they work like bulldozers, pushing hard on the surrounding parts. This situation usually arises when you belatedly remember you need to assign action groups to parts in the service bay and you've already built more rocket around the bay in the way of the doors (you don't plan on opening the bay in flight). This results in the whole rocket vibrating badly. While the doors move harmlessly through other rocket parts in the editors, the EFFECT of them having passed through the other parts remains when you later go to fly the rocket. There are actually 2 ways this can cause problems: This is when the swinging doors impact some other part of the rocket. However, it's a different story with animated parts, IF the moving components themselves clip the flor or ceiling of the service bay. The only time this causes a problem is if that other part is a docking port, which of course usually don't work with anything clipping into them. For instance, I routinely hang the large radial RCS tanks from the ceiling and their feet clip through into whatever part is stacked above the bay. Not really a problem for "inert" (non-animated) parts. Clipping Through Floor/Ceiling of Service Bays: However, if you hang the probe core from the ceiling node in the service bay, you get horrible shakes as soon as you launch.Ģ. If you attach an inline probe core to the floor node of the service bay, or on top of something else inert (SAS, inline battery, etc.) that is itself on the floor node of the bay, no problem.
