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PrivateFlip

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  1. ModuleEnginesFX is a class which inherits from ModuleEngines. This means ModuleEnginesFX expands on the functionality of ModuleEngines, but can still do the same stuff. When ModuleEnginesFX were introduced I didn't know this and wrote all these separate sections of code to interact with either ModuleEngines or ModuleEnginesFX. Later when I was also a little more familiar with C#, I noticed this. Since all of these separate block were unnecessary I corrected this everywhere in the mod, since ModuleEnginesFX can be treated as ModuleEngines so there was never a reason do duplicate all this code. To answer your question, the mod works equally with both ModuleEngines and ModuleEnginesFX. Don't know why your getting this error. Don't see your issue when using the rapier engine. Which multi mode engine are you using? Is this from a mod? Update: -compiled against 1.6.0 libraries
  2. Update: -compiled against 1.5.1 libraries -added functionality to show the cost of the delivery when pressing "Check delivery" before making an actual delivery. This functionality was requested by a user. As I uploaded this unto spacedock I found out there is already a new version of KSP... Update update: -compiled against 1.6.0 libraries. version 025
  3. The window in which you can configure the throttle controls does not allow you to enter keys besides the once which produce a character. I will check if there is some way to do so. In the main mod window there is a button "Deactivate module" this will deactivate the mod completely and return functionality back to regular operation. It is however possible the thrust limiter has been set by the mod to some other value then the regular 100%, for example zero. This might prevent engines from working after the mod is deactivated. The "All Normal" button can be pressed, before deactivating the module with "Deactivate module", which will set the engines to their default settings, to fix this latter issue. This shouldn't be needed when deactivating the mode like i described above. Some testing did not show similar issues. As far as I can tell this script would add the module "DifferentialThrust" which is indeed the module you should add. This module adds other modules to the engines when activated and removes them again when deactivated. When I click the blue TC-button in the cockpit the mod activates, clicking again deactivates it, just like it does outside of the craft, so I'm not able to reproduce the behaviour you report. If other mods hide their windows on F2 I gues I can't stay behind. Will look into this. In believe I understand what you would like to happen for point number 2. You would like to use this mod to configure a particular engine mix which would then be used proportionally by MechJeb. Besides the integration with MechJeb this would also change what these throttles mean in this particular scenario. Since the throttle settings act not like throttles but engine mix settings. What you want can however be relatively easily achieved by lowering the "Thrust Limiter" on the engines which should run a little slower in proportion to the other engines. This is part of the vanilla game. (This can be a little bit annoying if you have many engines which you have to set; this mod however supplies an extra option in the engine settings "Sync all <enginename>" which should sync all engines of the same type to the same settings, which also includes the thrust limiter setting.) My apologies for the late reply, I'm not very active. Great to hear you have been using this mod a lot!
  4. You're welcome, glad to hear it is of use! ===================== General update: currently working on some new features. Have added functionality so kerbals which are scheduled for a mission, are actually reserved on the astronaut roster from the moment of Launch. Currently in testing. This will enable longer mission, to destinations outside Kerbin and its moons to be supported in a more realistic manner. Also just started working on some things to eventually make routine missions to and from the surface of other planets possible, but this is still in early phases of development.
  5. Update revised version of routine mission manager -improved UI --in game manual --detailed information of tracked missions --ordering forms gives more info on the to be ordered mission and gives feedback on any not met requirements. --overview of all ordered missions -no longer nessecary to be away from a destination station for a mission to complete. (this comes at the cost of missions no longer completing when there is other traffic in the area of the destination) -support for missions which have reusable stages which return for kerbin for recovery. Example: a rocket with reusable boosters which parachute down to be recovered. Make sure each booster has a command part, like a probe core. Save the game before launch. Launch the rocket. Seperate the boosters when depleted and immediatly create another savegame. Fly the rocket on to it's destination. Jump back to the seperation savegame and switch vessel to one of the boosters. "Fly" the booster safely to the surface, repeat the same procedure for the other boosters. Jump back to the savegame before launch. Even though the rocket and boosters when tracked to their destination in different timelines the mod will combine the tracked information as if it was one mission. A new version of the mod is out. The mod has been greatly overhauled. I'll try to watch this thread more closely in the coming weeks for feedback and issues.
  6. Hi Atis, To make these type of modifications to the mod I would really encourage you to take a look at the revised version of the mod I've been working on. Code has restructured and is a lot cleaner than the current version of the mod. See this post for download of this version. I've also pushed the last code changes to github and added a link to github in the opening post of this thread. With this version in hand solving the problems you have will be somewhat more straightforward. The current mod already has code to store vessels. Storing of a vessel happens in the tracking code within method TakeVesselSnapShot(). It currently does so outside of the save game in the 'vesselfile' of the mission. This is the file form which the vessel is loaded when the mission is repeated. So there is no need to delete the vessel in order to store it. In the new version I'm storing data for ordered missions in a scenario. Although it currently does not support it, this functionality could be expanded to also store a vessel as part of the order information. This way you can save the departing vessel before deleting it and then reload it to have it dock on the destination station. In the revised version the code for arriving and departing is moved to the ArrivalWorker and DepartureWorker classes. These classes currently are still specific for arrivals and departures which the current mod supports, but they could be changed to support other functionality as well. (You already mentioned you would have to make changes to dockingstage code. This is now all in the ArrivalWorker) In the DepartureWorker class you will also find the code which deals with removing kerbals and setting their status. For automated return missions to kerbin in which the vessel does not safely return, I set the crew status to Missing or Dead depending on the campaign setting on whether lost crew should go missing. When crew go missing the game has them return later. This functionality is however never used because the current mod probably prevents the player from automating a return mission which would lead to the dead of kerbals. For the functionality you are trying to add, I suspect you could keep the crew set to assigned. This way the crew will not be available for other mission while the vessel is supposed to be underway from station to station. The mod should register this in some way and have a way to return those kerbals to available in case the mission is canceled. This is necessary to make sure kerbals are not stuck on their assigned status in case the mission cannot be completed. This last functionality is next on my own wish list because it would allow me to make routine missions to other planets realistic. Currently kerbals are plucked from the roster just as the vessel arrives. For relatively short missions to kerbin and it's moons this isn't a very visible to the player, but it would be for year long missions. The revised version could relatively easily store such data in the aforementioned scenario. The revised mod also already has functionality to compare a docked structure to a stored structure. I suspect you would need this as well to check if a docking port currently holds a vessel which is identical to the one on the original mission. Hope the above makes some sense to you. Let me know if you have any questions. The mod is released under a BSD license, so you are completely free to create your own expanded version of this mod and release it yourself. Also, although there have been numerous questions for additional functionality, I haven't been able to spend a lot of time on adding new features to this mod, so if someone comes along and makes a new mod based on this one with added functionality I would encourage it. I want to be a little bit more cautious on whether I would be interested in adapting your changes in this mod. Surely, if the functionality you added is robust I would have no issues in adding it. However, based on my own experience in making the mod so far, there are a lot of little things you have to take care and deal with to make the functionality somewhat robust. This has always made creating and improving this mod a lot more arduous then what I expected on the start. I would be more than happy to link any code changes here, to allow other people to further update the mod.
  7. The behaviour you describe is indeed what the mod would do if the crew you request are already assigned, so this is not a mod conflict. The code changes you propose would correct this behaviour. However this particular behaviour was intentional. It allowing the player to select astronauts which are currently not available but might be available when the mission starts. This crew is also identified as a preferred crew. When not available for the mission the manager selects any astronaut available to prevent the mission not completing because one astronaut did not report in on time. Currently started with testing of the new version of the mod for KSP 1.4.
  8. Update -compiled for 1.4 -added support for engines which have a minimum thrust which was ignored as soon as this mod was enabled. -making these also some error in center of thrust calculations where found when the engine adjustment hovers around zero percent. This has been improved.
  9. Hi HurrucanKai, how are things going? Is there a development thread where people can track your progress? When writing this post a got an automated warning I was necroing and old thread, this gives some indication how active I am on this forum. Update Compiled the mod for 1.4.
  10. The mod requires a part to be added to your vessel. This part is found under controls. This mod only works for the vanilla engine modules, not sure how fire spitter factor into this, which is what the A7 Aerosport Engine uses. Best is to test if the same happen for stock engines. Could well be I don't take this into account, will add this for the next release for the next KSP version, assuming it's feasible.
  11. Thanks for the info: the save itself shouldn't effect the fix I made in 027, so I'm probably still missing something.
  12. Released an update for revised version of the mod: see this post for dropbox link. -found and fixed where vessel give error when docking to complex station. -added ability to delete mission trackings. During testing I ended up with all these uncompleted trackings which cluttered up the overview screen. These can now be deleted. -times in tracking detail window now given in a more readable format. -under the hood how the arrival and departure logic is called was changed. Arrival and departure take far less time to complete and are expected to be more stable. -a few UI tweaks.
  13. This issue has been reported a few months ago (post). Although I could not reproduce the issue, I believed I had fixed the way it could happen in version 027. Have you tried this version? It is the third update for the mod for KSP 1.3.0. If you're already using version 027 and this is still happening, I would love to know.
  14. Thanks for the information. Intermod bugs are often hard to find. The architecture of the new version does make it easier to expand the mod with new types of missions which can be recorded and ordered and I have had a lot ideas while writing the new version. It ended up taking 6 months to create the new version however, after a player requested support for missions with reusable stages. It wasn't so much work but it was just hard to spend enough time on it to have some reasonable progression. So this would be a good predictor for the speed of any additional features if I would choose to implement them. On a somewhat unrelated note: A mod I came across by change a few weeks ago: Kerbal Space Transport System. It has been around for a year - I don't play a lot of KSP anymore so there are a lot of developments which I'm frankly missing. It seems like a good mod to check out for people who are following this mod.
  15. Sorry to hear that. Could you say anything about why you are not able to register docking ports? Is it indeed that the button is not available, like you mentioned in an earlier post? Any detail which you can give on the crashes: are they random or related to actions of mod? EDIT: added a warning to the download post based on your reports.
  16. I understand. Just tried did myself, using 64 bit version KSP 1.3.1 on windows, for me it works without issue. What system and game version are you on. Can you give some information on why you are not able to click register; is the button not visible, enabled or does in not respond to mouse input.
  17. Most of the time my mods work fine between small version upgrades, so I don't bother to update them until someone reports a problem. I was busy for another mod anyway, so just made a a compile for 1.3.1 and did some testing. Everything seems to work like as expected. Center thrust functionality appeared more jittery, but it still centers the thrust adequately.
  18. This post is the temporary release post for a revised version of Routine Mission Manager. This version will not be compatible with missions from earlier version of routine mission manager. The intention is to give those with a special interest in the mod a chance to make use of some new features, while not bordering more casual users with a sudden mod breaking update. Once KSP has its next major update this revised version of the mod will become the main version on Kerbal Space Dock and Kerbal CurseForge. This mod has an ingame manual, accessible from the mods main window warning currently some bugs reported with this new version, no details yet but concerning enough to warrant some caution. Making a savegame before installing would be a good precaution until more information is gathered. versions: 20-01-2018: v031 dropbox link 01-01-2018: v030 dropbox link
  19. The text "mission tracking ended" is shown when tracking is aborted, this could a clearer message. (When doing a normal docking port arrival, in orbit, you would see "mission tracking-ARRIVAL"). Docking on a planet is unfortunately not supported.
  20. My main intention for making this mod, was to make ksp more enjoyable for a longer duration by automating some of the grind of repetitive missions. This is something I encountered when for example fueling an interplanetary tug in orbit or moving fresh kerbals up to my space station. An essential part for me of something contributing to a grind is that it's essential to do, in order to do something else. For tourism mission this isn't the case, bacause these mission aren't essential to do something else. An alternative would be to skip these contracts. The player would of course miss out on some money, but unless there was nothing which could be done to earn money in a more fun way, like difficulty settings or mods, this isn't helping the player enjoying the game more. Make no mistake, I can certainly see how being able to automate some of these tourism missions, might allow you to complete these mission and make allot of money more easily. If you take a step back, I suspect, you can see the fact you're not so interested in flying these missions, can be turned around into saying something about what these contract mods add in entertaining gameplay for you. From this perspective I, in hindsight, probably wouldn't have even added the support for vanilla tourism missions. To make some sense of this it might be important to note there is a significant time investment on my part to add a feature. I've since come to think I should be preferring features which allow players to spend more time playing the interesting part of the game and thereby hopefully experiencing more of the game vs features which automate certain parts of the game but which do not themselves open up more of the game to the player. Good to hear you found a workaround anyhow. Yes, returns are always manually initiated, no automation option is present. =================== Some update on the new version I'm still working on, talked about more extensively a few posts back, I'm now at a point where the basic functionality is almost working. Some more bug fixing and testing is still required. What's working right now is almost all the functionality of the previous version and in addition: "FMRS support", the ability to track and order return missions completely separate from launch missions. improved user interface: more intuitive navigation, more feedback to the player. When for example ordering a return mission, the ordering screen will show the player if the docked vessel has sufficient resources are on board and enough crew is present, all well before the mission is ordered and attempting to order a return mission which does not meet requirements will result in the player getting feedback on exactly what grounds the order is not allowed. Some todos before releasing a first version: make a screen where the player can monitor all ordered missions add a screen where the player can inspect tracked missions. Especially for FMRS missions it's important for the player to get a sense on what parts of the mission have been tracked. an in game manual. a lot of testing.
  21. It's currently under license GPL v2.0, so you can fork it at you leisure already, but I have no issues with you releasing the code under MIT. The model is made by @KhaosCorp , we never really established anything as to the licensing of the model. I have his email, and have send him your request. I don't expect him to mind you using it: when @TheAnswerIsIsaacNewton asked for the models based on a modifications he wanted to make, Khaos didn't seem to have any reservations with sharing, however I do feel it's appropriate to ask. EDIT: Just got a reply from KhaosCorp to your request of re-releasing the model on an MIT license: EDIT2: Just commited the last version to github. Hadn't done that in a while.
  22. Okay, strange behaviour, narrowing it down to one mod makes it more feasible for me to look into this. Thank you for reporting this.
  23. Tested this in 1.3.0.1804 and 1.3.1.1091, but couldn't yet reproduce the exact same problem you describe. All normal does reset the engines for me. Tested both the "Thud" and "Puff", which are the pugs? (I'm a certified idiot) Deactivating the module does indeed not reset the thrust limiter, but this is intended behaviour.
  24. I have reviewed the code based on your report and although I'm not able to reproduce such a scenario, I did see a way for the scenario to happen. I've released a new version (027) with a small fix. Thank you so much for reporting this! =================== In other news I'm still working on a new version which aims to implement support for FMRS. Progress is slow but steady, last couple of week I'm was able to spend at least a few hours on it each week. Tracking logic and basic UI is in place and tested for tracking missions with reusable stages returning to kerbin. "Arrival" and "return" missions will likely be handled recorded independently, instead of the situation right now where the latter can only exist as a consequence of the former, although still some testing needs to be done for this. Currently working on the UI for the routine part, of which the largest parts of underlying logic will be reused from the current implementation. The overall architecture as far as there was one has been improved and the amount spaghetti code has been reduced. This will allows for easier expansion of functionality in the future and will also make it more feasible for other modders to take over and advance the project if so desired.
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