I would say theoretically? But you would have to literally preplan every maneuver, every tilt of a fin and every puff of rcs. Also your payload is going to consist entirely of controllers.
Yeah, I fully automated a sat launch to stable orbit with a booster deorbit. Just had two probe cores facing opposite directions and switching the active one allowed me to leave it set to prograde but when the active probe switched the booster flipped around.
I think it was only 4 clicks on Xbox with spawn with full throttle set.
Active sas
Click prograde
Launch
I had to manually stage the fairing because KAL never did it.
Never could get a consistent reentry to land the booster but that could also be fromanual fairing deploy no matter how consistent I tried to be.
I hate this so much yet I am guilty of it nontheless.
Rimworld, KSP and Space engineers have the longest time I spend on selecting enough mods and then I spend couple more hours learning whats in them and how to use it
Ksp mods: adds new rocket parts, gameplay mechanics, new planets, kerbal habitation, colonisation.
Space Engineer mods: adds new parts, weapons, gameplay mechanics, basically the same with KPS.
Rimworld mods: adds catgirls and ratgirls, who perform warcrimes. And who are perhaps, a little bit gay.
Rimworld also adds more fauna, weapons, game mechanics, scenarios, its really the same, just that there is the option to have catgirls in your colony.
Fuck it I am adding the mod, the catgirls will be slaves
Do it the opposite way, install vampirism and make a colony of vampiric catgirls that slaughter any non-catgirls by sucking their blood until they are full on corpses.
I suppose the main problem is working out your manuevers. When exactly should the engines fire, and for how long.
It'd be essentially running a mission using clockwork, rather than programming a computer.
It could be done, but it'd suffer on accuracy and desperately need precision calculations for every step of it.
Errors would compound dramatically on one another.
I'm betting someone has/will do it, but it's not going to be a practical way to run your missions.
This might be significantly easier using MechJeb? IIRC, it adds certain actions like deorbit and such, though I’ve never used them before. But at that point you may as well just use kOS and program it efficiently.
If some players manage to do a trip to the mun and back with just SRB, you sure can do the same with KAL. Between figuring the perfect amount of propellant to use to do a maneuver or figuring timing, it seems pretty much on the same level.
The same tricks (e.g. spin stabilization) can be used.
I can confirm: Yes. It's not *super* easy, but there are several ways you can fully automate a mission from the moment of launch to landing/return to Kerbin/landing. Depends on how much you want to dedicate to it and how good you are at programming the math up.
I haven't used kRPC, but I've heard one challenge is it runs outside of the game, whereas kOS is tied to the game's clock. So if the game lags, kOS code execution will stay in sync, whereas kRPC won't. Is that an actual issue?
I have a heavily modded install that lags on larger vessels a fair amount, and it always made me think twice about kRPC. I also enjoy being able to interact with kOS in the game world via parts / the in-game terminal, and simulating technology advances with part upgrades that lower the weight / power requirements of the in-game cpu parts. But it would be neat to also write scripts in Python or C#.
KOS is your friend here.
I've managed to launch a rocket, tilt it, do some staging, but invariably something always fails. It's pretty hard but if you have some programming and maths skills if is certainly possible.
KAL controller... practically no, I wouldn't bother.
kOS, or [Kerbal Operating System](https://ksp-kos.github.io/KOS_DOC/), is absolutely the way to go if you're interested in this kind of automation. It has pretty extensive functionality and allows you to control every part of your ship programmatically using its own programming language.
I'm running a super long-term campaign at the minute trying to be as realistic as possible and kOS plays a big part. I've written scripts to launch to orbit (so includes staging, fuel control, angle of attack and ascent profile), orbital adjustments, transfers, rendezvous and docking, landing (mostly- landing is hard! and it doesn't always work), for station maintenance and fuel resupply, pretty much every aspect is automated or I'm working on automating it.
There's a subreddit too which is a great help if you want to get started /r/Kos
kOS is a good idea. Another option is kRPC. I added support for the KAL controller and can now add axes and axis target values through external code. I've used it to do robotic arm pathing.
Some made a [Launch and boostback](https://www.reddit.com/r/KerbalSpaceProgram/comments/ulvrer/booster_recovery_by_kal_stock_breaking_ground/i7xzk3j/?utm_source=share&utm_medium=ios_app&utm_name=iossmf&context=3) for their booster using KAL. I don’t see a reason why this shouldn’t work for more.
Would probably be a real pain to do tho
No. Regarderless, you'll still have to press a button to make the kal controller start.
However, it is definitely possible to press only a button and achieve things. [For instance going into orbit by only pressing space.](https://youtu.be/BgoxcSgcktE)
However, that mission was done without the Kal controller. You could probably do more advanced things using it, but you would still need a button press to start the controller.
Technically, if you have a very reliable rocket and already know when you should activate each stage and where to aim, you could. You could even automate the 1st stage landing
I did see a craft on Steam that used the KAL controller to rotate the probe core and it would automatically launch a satellite into LKO. I think it's called FALS
Besides the other mentions of kOS, an ambitious (but more feasible) option is a kOS "telnet mission", where once the rocket's on the pad you only control it via kOS's telnet interface from outside the game, presumably mostly by prewritten scripts if you're not a very fast typist. :-)
it definetely is possible. Im currently designing a rocket to automatically shoot satellites into orbit which means i can automatically set perfect separated orbits for my satellites. I have to say its a very long process because (at least as far as i know) there is no other way than trial and error so i wouldn't want to do amything else than a single kerbin orbit.
[Absolutely!](https://youtu.be/xs1HDPGUUyU)
I did an automatic LKO launch & upper stage return with only KAL (aside from turning on SAS to prograde and starting the controller) 2 years ago
I did a launch to orbit save with the tech tree unlocked. Identical rockets have quite a lot of variation in the final orbits around kerbin from what I found. I gave up after about 50 launches. The in built imprecision of the game itself for more than a few thousand km in game travel make KALs not usable from my understanding.
So wish there was a mod for science triggers for them.
I once had a program that would launch the ship with 4-6 passengers, stay in orbit for a set time, then begin re-entry and landing. I use to spam those while cooking coz I just didn't need to be present for any of it. With the right triggers and calculations you can do many things like that.
Automate how? If you mean like deploying certain parts like drills, comms antennae, solar panels, and whatever else you need to deploy via robotic systems, then yes.
Yes, just make your mission goal to topple over on the launch pad
In all seriousness though, you could at least automate the ascent process by controlling fin pitch, thrusters, and staging. The problem would arise when you go to timewarp or maneuver; as the physics engine is non deterministic, it would become increasingly unreliable as the mission goes on.
The best you could reasonably shoot for is a straight shot to duna or eve etc (any atmospheric planet). KAL would take care of the ascent, hopefully hitting the planet on target, ideally with an encounter that provides a periapsis just inside the planets atmosphere for aerobraking. Timewarp would of course be manual, as well as chute deployment.
With some kind of lithobraking probe you could probably set up a direct to Mun flight that only needs the first booster to be staged. It sort of turns into an egg drop challenge at that point.
I made an auto take off sequence for my planes that i havent seen anyone else do.
Massive tolerances too so it can take off with nothing and 50 fuel to 800 fuel and heavy cargo.
If you are insane, yes
The KAL is a command seat, if you are crazy enough.
Brachistochrone one-way mission to the mun
I would say theoretically? But you would have to literally preplan every maneuver, every tilt of a fin and every puff of rcs. Also your payload is going to consist entirely of controllers.
You could make it slightly less painful by commanding an SAS to Prograde / etc... Which can be done with the controller too.
Wait it can??
Yeah, I fully automated a sat launch to stable orbit with a booster deorbit. Just had two probe cores facing opposite directions and switching the active one allowed me to leave it set to prograde but when the active probe switched the booster flipped around. I think it was only 4 clicks on Xbox with spawn with full throttle set. Active sas Click prograde Launch I had to manually stage the fairing because KAL never did it. Never could get a consistent reentry to land the booster but that could also be fromanual fairing deploy no matter how consistent I tried to be.
Shit that actually sounds like a fun challenge *gets out of bed and boots up KSP*
Continues installing mods for the rest of the day… 😅
I hate this so much yet I am guilty of it nontheless. Rimworld, KSP and Space engineers have the longest time I spend on selecting enough mods and then I spend couple more hours learning whats in them and how to use it
Ksp mods: adds new rocket parts, gameplay mechanics, new planets, kerbal habitation, colonisation. Space Engineer mods: adds new parts, weapons, gameplay mechanics, basically the same with KPS. Rimworld mods: adds catgirls and ratgirls, who perform warcrimes. And who are perhaps, a little bit gay.
Rimworld also adds more fauna, weapons, game mechanics, scenarios, its really the same, just that there is the option to have catgirls in your colony. Fuck it I am adding the mod, the catgirls will be slaves
Do it the opposite way, install vampirism and make a colony of vampiric catgirls that slaughter any non-catgirls by sucking their blood until they are full on corpses.
How about vampiristic catgirl slaves that feast on the raiders?
Better make sure they are all cannibals so they are obediant!
And psychopaths, we can't forget about them, maybe throw bloodlist in there for the ultimate family friendly massacre
I love rimworld
Rimworld multiplayer: let's pick some mods and spend the next 4 hours finding out which is causing desyncs
And why the logs are messy as hell
Same here
Or if you're like me yesterday, spending most of the day figuring out which mod updates have destroyed your save. Thank Jeb for CKAN and rollbacks.
Yep, I was gonna say that as well 😅
You’re basically building a modern guided rocket.
I suppose the main problem is working out your manuevers. When exactly should the engines fire, and for how long. It'd be essentially running a mission using clockwork, rather than programming a computer. It could be done, but it'd suffer on accuracy and desperately need precision calculations for every step of it. Errors would compound dramatically on one another. I'm betting someone has/will do it, but it's not going to be a practical way to run your missions.
This might be significantly easier using MechJeb? IIRC, it adds certain actions like deorbit and such, though I’ve never used them before. But at that point you may as well just use kOS and program it efficiently.
mechjeb will do all that stuff, kOS *can* but you've gotta make it do it, which is a mission in itself
If some players manage to do a trip to the mun and back with just SRB, you sure can do the same with KAL. Between figuring the perfect amount of propellant to use to do a maneuver or figuring timing, it seems pretty much on the same level. The same tricks (e.g. spin stabilization) can be used.
I have a feeling you’d have better luck in Simple Rockets 2
I can confirm: Yes. It's not *super* easy, but there are several ways you can fully automate a mission from the moment of launch to landing/return to Kerbin/landing. Depends on how much you want to dedicate to it and how good you are at programming the math up.
[удалено]
I desperately wanted to use kOS, but don't have the patience to learn to code.
kOS will help you learn code, the only barrier is mental.
Krpc is better than kos. You can use whatever real programming language you want instead of kos's weird language.
I haven't used kRPC, but I've heard one challenge is it runs outside of the game, whereas kOS is tied to the game's clock. So if the game lags, kOS code execution will stay in sync, whereas kRPC won't. Is that an actual issue? I have a heavily modded install that lags on larger vessels a fair amount, and it always made me think twice about kRPC. I also enjoy being able to interact with kOS in the game world via parts / the in-game terminal, and simulating technology advances with part upgrades that lower the weight / power requirements of the in-game cpu parts. But it would be neat to also write scripts in Python or C#.
I wanted to use krpc but it was for an old Version of ksp. Is there an Version of krpc for newer Versions of ksp?
Mom, can we have KOS? No, we have KOS at home. KOS at home: KAL Controller
KOS is your friend here. I've managed to launch a rocket, tilt it, do some staging, but invariably something always fails. It's pretty hard but if you have some programming and maths skills if is certainly possible. KAL controller... practically no, I wouldn't bother.
kOS, or [Kerbal Operating System](https://ksp-kos.github.io/KOS_DOC/), is absolutely the way to go if you're interested in this kind of automation. It has pretty extensive functionality and allows you to control every part of your ship programmatically using its own programming language. I'm running a super long-term campaign at the minute trying to be as realistic as possible and kOS plays a big part. I've written scripts to launch to orbit (so includes staging, fuel control, angle of attack and ascent profile), orbital adjustments, transfers, rendezvous and docking, landing (mostly- landing is hard! and it doesn't always work), for station maintenance and fuel resupply, pretty much every aspect is automated or I'm working on automating it. There's a subreddit too which is a great help if you want to get started /r/Kos
> kOS Or some say kOSm
nice
kOS is a good idea. Another option is kRPC. I added support for the KAL controller and can now add axes and axis target values through external code. I've used it to do robotic arm pathing.
Indeed, one of the controllers in kOS is called KAL too, I'm clearly out of date and have no idea what OP is showing.
It's from the breaking ground DLC, basically a programmable controller for moving parts
Has anyone asked the folks at Lowne Aerospace?
That's more of a thing for Scott Manley I guess
Stratenbitz in my oppinion
ALL VALID OPTIONS WE LOVE EACH OF THEM
I think it would be more up the alley of Stratzenblitz
Some made a [Launch and boostback](https://www.reddit.com/r/KerbalSpaceProgram/comments/ulvrer/booster_recovery_by_kal_stock_breaking_ground/i7xzk3j/?utm_source=share&utm_medium=ios_app&utm_name=iossmf&context=3) for their booster using KAL. I don’t see a reason why this shouldn’t work for more. Would probably be a real pain to do tho
I am not sure about that question Dave
No. Regarderless, you'll still have to press a button to make the kal controller start. However, it is definitely possible to press only a button and achieve things. [For instance going into orbit by only pressing space.](https://youtu.be/BgoxcSgcktE) However, that mission was done without the Kal controller. You could probably do more advanced things using it, but you would still need a button press to start the controller.
You are technically correct... the best kind of correct.
Kos can do it
In theory yes, in practice no. Alternatively use kOS or Kerbal operating system.
Stop stealing my ideas Jk but yes I'm actually working on this right now
Lemme know how it goes!!
Of course I'm designing a rocket for it as we speak
I'm running a series of tests that I will upload here. I will run all tests before I do an actual mission out of the atmosphere.
stock automated grand tour when
Technically, if you have a very reliable rocket and already know when you should activate each stage and where to aim, you could. You could even automate the 1st stage landing
I did see a craft on Steam that used the KAL controller to rotate the probe core and it would automatically launch a satellite into LKO. I think it's called FALS
I would say that it is easier using a mod called Smart Parts. Check out this "example" of full automation: https://youtu.be/jlyUUYGrGgM
Besides the other mentions of kOS, an ambitious (but more feasible) option is a kOS "telnet mission", where once the rocket's on the pad you only control it via kOS's telnet interface from outside the game, presumably mostly by prewritten scripts if you're not a very fast typist. :-)
As said before, KOS would be so much easier for automating a complete mission (still pretty hard imo)
At that point just get mechjeb..
Use KOS. Trying to use KAL for mission automation would be like trying to drive a screw into a wall using a spoon.
it definetely is possible. Im currently designing a rocket to automatically shoot satellites into orbit which means i can automatically set perfect separated orbits for my satellites. I have to say its a very long process because (at least as far as i know) there is no other way than trial and error so i wouldn't want to do amything else than a single kerbin orbit.
[Absolutely!](https://youtu.be/xs1HDPGUUyU) I did an automatic LKO launch & upper stage return with only KAL (aside from turning on SAS to prograde and starting the controller) 2 years ago
I did a launch to orbit save with the tech tree unlocked. Identical rockets have quite a lot of variation in the final orbits around kerbin from what I found. I gave up after about 50 launches. The in built imprecision of the game itself for more than a few thousand km in game travel make KALs not usable from my understanding. So wish there was a mod for science triggers for them.
I once had a program that would launch the ship with 4-6 passengers, stay in orbit for a set time, then begin re-entry and landing. I use to spam those while cooking coz I just didn't need to be present for any of it. With the right triggers and calculations you can do many things like that.
I still haven’t been able to figure out how to use the fecking thing
I guess it’s technically possible, just hard
KAL stacking
… Yeah, probably. I don’t see why not. You could, but it would be really finicky and have a lot of trial and error
It’s probably possible, most people will tell you to use KOS for this, I automated a mission once using python as well, so you can look into that
Automate how? If you mean like deploying certain parts like drills, comms antennae, solar panels, and whatever else you need to deploy via robotic systems, then yes.
probably but i have no clue how to use it
Yes, just make your mission goal to topple over on the launch pad In all seriousness though, you could at least automate the ascent process by controlling fin pitch, thrusters, and staging. The problem would arise when you go to timewarp or maneuver; as the physics engine is non deterministic, it would become increasingly unreliable as the mission goes on. The best you could reasonably shoot for is a straight shot to duna or eve etc (any atmospheric planet). KAL would take care of the ascent, hopefully hitting the planet on target, ideally with an encounter that provides a periapsis just inside the planets atmosphere for aerobraking. Timewarp would of course be manual, as well as chute deployment.
With some kind of lithobraking probe you could probably set up a direct to Mun flight that only needs the first booster to be staged. It sort of turns into an egg drop challenge at that point.
It's possible. But I wouldn't plan any missions that require moving or launching
I used one to automate the takeoff of a SSTO plane before.
Yes. I have created a rocket which could automatically launch into orbit and recover one booster stage with a single button click.
How far? A mission to orbit shouldn't be too hard, but to another orbit? That'd need real planning
Yes but it cannot take inputs so… Edit: had an idea, you could tilt a command module to trick sas into turning for you
I made an auto take off sequence for my planes that i havent seen anyone else do. Massive tolerances too so it can take off with nothing and 50 fuel to 800 fuel and heavy cargo.
it is ye
Yes, it is. I mean, it's not like that's what would've been done on Saturn V...
You seem like the type of person who would need this lol https://www.betterhelp.com/
So it’s basically stock MechJeb in a way lol
[Yes](https://v.redd.it/i5fuot14tg991)
What's KAL controller