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610yesnolovely

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Posts posted by 610yesnolovely

  1. FYI: Reviva has been transferred on GitHub to https://github.com/FirstPersonKSP/reviva - so a bunch of people can collaborate better. Consider this also a confirmation of transfer of any license to that organization, and the right of that organization to change license and do whatever they think is best (I'm part of the organization of course, but more people is better).

    The old links will still work, so nothing should be impacted.

  2. On 2/28/2024 at 6:34 PM, marxman28 said:

    Where would I put this code fix?

    Find the KSP game root folder (C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program - if you use Steam), put text in some file with a ".cfg" extension under the "GameData" folder.

    My recommended is make a folder based on your name, and file based on mod, so "...\Kerbal Space Program\GameData\MarxMan28Patches\EskandareAerospace.cfg".

    Typically people post fixes like this for mods, so you can repeat the same pattern. I have about 30 or so files like this. There's several players out there who put their patch folders on GitHub.

  3. 2 hours ago, JonnyOThan said:

    Version 1.0.0 is now available!

    Changes from previous version

    • Giant refactoring of patches to make it easier to add support for mods and parts
    • Fixed bugs regarding RPM variable persistence and action group memos being lost
    • Fixed bugs that prevented ProbeControlRoom from working properly with Reviva
    • Added Apex and Kermantech options for mk3 cockpit
    • Fixed some configuration bugs

    JonnyOThan is awesome! He's now a co-contributor for Reviva on GitHub (ie. has full power and authority to do anything with the mod), he's got my energy and time than I have, so expect some more cool things soon. Who knows, it may motivate me to help out too :-)

  4. 18 hours ago, kurgut said:

    Hello, I'm trying to use vapor vent parts in space, for some cinematic, is it possible to make them work in space via config change ? or does that require code change ?
    Thank you :) 

    You could also try FuelVent - it's different and weird (it's actually a tiny LFO engine) so it probably still works in space. I like both for different reasons.

     

  5. For anyone using this mod, works great in 1.12.5!

    One minor set of fixes I use ensure the Radio Biome science part works - it was slightly broken:

    • The experimentID was incorrect.
    • The usage requirements was incorrect: You need crew in the vessel (value 3), not the part (value 5) which would be impossible, so it can't be used on a probe, by design.

     

    // Fix Science
    @PART[EHI_ball]:AFTER[Eskandare_Heavy_Industries]
    {
    	@MODULE[ModuleScienceExperiment]
    	{
    		@experimentID = ballbiomeanalysis
    		@usageReqMaskInternal = 3
    	}
    }

     

  6. On 1/21/2024 at 7:00 AM, OrbitalManeuvers said:

    :heart_eyes: smartparts!

    I have a fully automated Titan III somewhere that requires only the initial command to launch, and it gets to orbit with proper staging (Titans are the titans of special staging needs) all using SmartParts :)  This is a very fun approach.

    I automate all my launches using anything reasonable: typically the Scripting Module in MechJeb which is easier than kOS. Probe science and launces are two clicks "Start" on MechJeb script and then "Launch" on NASA Countdown (which automates some pre-launch sequencing via staging).

    Sometimes I restart my career, and it's always fun to launch several rockets in a row and just watch it go and take pictures.

    If Kerbals are present, I switch to using some automation and Kerbals 1st person in IVA - both fun alternatives.

    Below is Pioneer-1 in BDB, with KSRSS Reborn, Skyhawk Science System and History of Spaceflight contract. The script has a "parallel" section where the left panel is sequencing the staging to orbit, and the right panel is doing roll, pitch and circularizing. The last four actions are using action groups to collect science. I just unlocked MechJeb's Ascent Guidance, so it gets easier to program as you get more MJ modules.

    Usually later though I have multiple programs (launch, orbit, transfer, return).

    screenshot376.png?ex=65c12b28&is=65aeb62

  7. 2 hours ago, hellothere___ said:

    if i use reviva can i put both cfgs in?

    Yes, Reviva will support both (last time I checked), see https://github.com/harveyt/reviva/blob/main/README.md

    From the notes, it has to be installed carefully and the CRT in Retro is probably still broken:

    • Only copy UltimateShuttleIVA into GameData, ignore the top level USIVA-xxx.cfg files.
    • Mk3 Ultimate Retro variant CRT do not seem to work. Will eventually try to fix.
  8. 4 hours ago, jeffreymelton24 said:

    It appears that this thread is dead, this mod is dead, and any assistance about it is also dead but, I have to try. If i cant get answers directly from here, then where? Anyways.
    Can anyone tell me why when I use FMRS to land a booster the RCS doesnt work? no matter what I do the RCS doesnt work.

    Thread and mod are definitely alive, but given that it's the holidays and the mod owner is pretty busy with hundreds of other mods, it's unlikely you'll get prompt response (LGG also has "no logs, no support" policy, but others in here might help, but it could take many weeks if ever).

    As to the particular issue, you should probably ask in Booster Guidance forum. Though it may be better to go to the RO discord, as you might get more of an appropriate audience who may be using FMRS and Booster Guidance with RO, and get a response sooner - but there's a lot of mods involved, so it could be many things.

  9. 22 hours ago, Jaxx said:

    Sorry, my fault :') https://www.dropbox.com/scl/fi/p2lk9sw60vp1j5j0kro50/KSP.log?rlkey=w3bcq9wrsub5jbtbj0v8fvqzc&dl=0

    e: Specifically the Mk1 Command Pod has no alternate versions, I just tested out the 4 pods I have access to and the Mk1 Cockpit DOES have its alternate versions.

    I've not been around KSP development for a while, but I had a quick look and saw nothing unusual - usually the best way to figure out why things have gone wrong in this case. Details on how you could help diagnose in spoiler.

     

    Spoiler
    • Open <KSP/GAmeData/ModuleManager.ConfigCache is a decent editor (that supports very large files, this is a big file)
    • Use search to find "name = mk1pod_v2" which should start like this:
    UrlConfig
    {
    	parentUrl = Squad/Parts/Command/mk1pod_v2/mk1Pod_v2.cfg
    	PART
    	{
    		name = mk1pod_v2
    		module = Part
    		author = RoverDude
    ...
    }
    • There should be a block like this inside the UrlConfig { ... } section:
    Quote

            MODULE
            {
                name = ModuleB9PartSwitch
                moduleID = IVASwitch
                switcherDescription = IVA
                switcherDescriptionPlural = IVAs
                switchInFlight = true
                uiGroupName = IVASwitch
                uiGroupDisplayName = IVA Switch
                SUBTYPE
                {
                    name = Stock
                    primaryColor = White
                    secondaryColor = White
                    descriptionSummary = Stock IVA
                    descriptionDetail = Use the Stock IVA.\n<color=green>Low Tech</color>
                    MODULE
                    {
                        IDENTIFIER
                        {
                            name = ModuleIVASwitch
                        }
                        DATA
                        {
                            internalName = mk1pod_IVA
                        }
                    }
                }
                ... // hopefully more SUBTYPE for each IVA

    • There should be a SUBTYPE in that module for each available IVA to switch, this defines what B9 PartSwitch will list, if that's missing or broken it'll not work.
    • Then afterwards there has to be this module which manages the switching, if that's not there, it won't switch correctly.
    		MODULE
    		{
    			name = ModuleIVASwitch
    			internalName = mk1pod_IVA
    		}
    • Typically this sort of thing is due to mod conflicts and ModuleManager cfg - these are quite hard to get right to handle every situation. I think Jonny has done lots with KSA and FreeIVA.
    • If you can't figure it out, link the ModuleManager.ConfigCache on dropbox, might be able to figure it out from that.

    I also trust that @JonnyOThan can figure it out, and fix things, he's now an official contributor for this mod on GitHub. :-)

  10. I've been taking a break from KSP playing/modding this past year also. I really love Skyhawk Science System, it's the best TechTree IMHO. Totally get how complex it is. I think I made some posts about some issues I found.

    I tried both Kerbalism based and non-Kerbalism based SSS together with KSRSS Reborn (and 200+ other mods). I ended up preferring non-Kerbalism mode, it has for various reasons not really SSS related, less issues with all the mods I use, even though I love the science collection aspect.

    Totally understand not having the time or inclination right now to contribute, I'm in the same position, but I'd definitely recommend @JonnyOThan's suggestion - personally I made him a Contributor on Reviva so he could fix things while I was distracted by paid work. That seemed to make him very happy, and he does good work with various things like FreeIVA and adopting other IVA mods.

  11. 19 hours ago, Poppa Wheelie said:

    @610yesnolovely, thanks for the quick response.

    Any thoughts on how to do thrust limiting from within IVA without a dedicated thrust-limiting prop?

    I see that, as you suggested, MOARdV has stepped back from supporting MAS.  Any other thoughts?

    Yup, trying to do everything from IVA. I'd try throttle limits on action groups using the following, I think I've used it for that:

    I've not found a great way of controlling MechJeb from IVA other than via RPM or MAS IVA MFDs. I have not looked a kOS though, but last time I checked there's no kOS to MJ interface, but there are kOS scripts that can execute nodes and there's kOS PropMonitor which works on some MFDs (sometimes hidden), a bit tricky to set up, but once you do you can control tons of things (Atmosphere Autopilot, robotics, remote vehicles). Look into that, BakerOS perhaps, and also check out https://www.youtube.com/@Vulkans who does a lot of IVA flying, and even builds their own IVA mods (usually private, but the OPT-J one is now in a mod, I think MAS itself?!)

    As for MAS, perhaps we can hope that IVA master @JonnyOThan will adopt it, but I think they're having too much fun with FreeIVA (and looking after RPM).

     

  12. I've found that MAS controlled MechJeb does often result in different behavior, though usually not this extreme. Great video and descriptions on what's going on, though it's out of Reviva's realm of resolving - likely something involving MAS, and MOARdv the author is no longer working on it last I read.

    From the video, I might have some thoughts - the particular craft seems to have a fairly high TWR (2.0 according to IVA view) for such a maneavuer, which only lasts about 1 second - so the impulse is quick and overshoots - then the craft turns to chase the correction which is in the opposite direction. Why MJ direct can handle this I'm not sure, but design wise there's probably only just enough reaction wheel power to stabilize it, and possibly MAS isn't setting up some control values (tolerances, pids).

    To help:

    • Try limiting the thrusters to get a much longer burn, perhaps even as low as 10%. This so the reaction wheels can handle stabilizing, but also so the throttle down can hit the mark without overshoot.
    • Not sure, but I didn't see any RCS thrusters, and RCS wasn't enabled (there's 27 monoprop though so I might not have seen it).
      • Definitely add rotational for stability, but translation will also help for the fine control to finish off the maneavuer (I think?)
      •  I recommend using RCS Build Aid to ensure they're balanced. You could spam more RW, but I usually play with the equivalent of MandatoryRCS, and prefer the coolness factor of RCS.

    Hope that helps! Cool SSTO! (One day I'll finish K-Planes which aims to have SSTO contracts for payload deliveries)

  13. On 7/2/2023 at 1:03 AM, kurgut said:

    Hi !

    I just found your very useful github page, where you list every IVAs, their support, quality, etc (thank you so much, it's so convenient having this in a single organized place, instead of my messy notepad^^).

    Had a little question regarding Airplane plus : you mention "APF16" IVA, as well as "APIP", I googled it, but couldn't find anything... Do you know where I could find these IVAs ?

    Thank you :) 

    Ah, yes, they were hard to find, I think they're originally mentioned in the Airplane Plus KSP forum posts:

    • APF16 = acronym for "ASET/RPM for Falcon cockpit"
    • APIP = acronym for "Airplane Plus IVA Pack"

    Both of these actually have hyperlinks in the https://github.com/harveyt/reviva#dependency-summary part of the README:

    Optional Airplane Plus IVA Pack GitHub RPM AirplanePlus Done Various plane/chopper cockpits
    Optional ASET/RPM for Falcon cockpit Dropbox RPM AirplanePlus Done F-16/mk2 non-commerical IVA

    I have hyperlinks for other IVA mods, but I'm been only adding them in as I support them.

    Glad you like Reviva and the README - I actually started out with a text file of URL links and hand edited each IVA in (and out) as I needed them and eventually went "well this sucks big time, I should make it easier"...

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