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PrivateFlip

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Posts posted by PrivateFlip

  1. On 8/25/2018 at 8:26 PM, Apaseall said:

    I have a question about engines. I see engines with MODULE { name = MultiModeEngine } which have primary and secondary EngineIDs'. Those EngineIDs' appear in MODULE { name = ModuleEnginesFX }. For example:

      Reveal hidden contents

            MODULE
            {
                name = MultiModeEngine
                primaryEngineID = AirBreathing
                secondaryEngineID = ElectricalDrive
                primaryEngineModeDisplayName = Air Breathing
                secondaryEngineModeDisplayName = Electrical Drive
            }
            MODULE
            {
                name = ModuleEnginesFX
                engineID = AirBreathing
    // snip
            }
            MODULE
            {
                name = ModuleEnginesFX
                engineID = ElectricalDrive
    // snip
            }

    I also see in the source code tests for both ModuleEngines and ModuleEnginesFX. For example:

      Reveal hidden contents

                        if (pm is ModuleEngines || pm is ModuleEnginesFX)
                        {
    // snip
                       }

    However I see that only ModuleEngines are interacted with after such tests. For example:

      Reveal hidden contents

                        //check if SRB
                        if (pm is ModuleEngines || pm is ModuleEnginesFX)
                        {
                            ModuleEngines cModuleEngines;
                            cModuleEngines = (ModuleEngines)pm;
                            if (cModuleEngines.throttleLocked == false) { couldadd = true; };
                        }
                        ////check if SRB
                        //if (pm is ModuleEnginesFX)
                        //{
                        //    cModuleEngines = p.Modules.OfType<ModuleEnginesFX>().FirstOrDefault();
                        //    if (cModuleEngines.throttleLocked == false) { couldadd = true; };
                        //}

    I am curious therefore how this mod works with multimode engines that are only described in terms of ModuleEnginesFX, that is to say, if the engine has no ModuleEngines in its definition?

    If I examine my modulemanager.configcache I can see that the engine as used in game still has no ModuleEngines but does have ModuleEnginesFX.

    I ask because I am trying to track down why a dual mode fan seems not to respond to this mod.

    edit.

    I do get a lot of this though:

      Hide contents

    Module DifferentialThrustEngineModule threw during OnUpdate: System.NullReferenceException: Object reference not set to an instance of an object
      at DifferentialThrustMod.DifferentialThrustEngineModule.boot () [0x00000] in <filename unknown>:0
      at DifferentialThrustMod.DifferentialThrustEngineModule.OnUpdate () [0x00000] in <filename unknown>:0
      at Part.ModulesOnUpdate () [0x00000] in <filename unknown>:0

     

    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. On 7/2/2018 at 7:47 PM, Apaseall said:

    Hi, Started to play using this mod. I have noticed a few 'things'.

    1. I tried to allocate keys for increase/decrease throttle. I pressed 7 on my keypad but that went to normal key 7. I read the manual quickly. Manually edited a profile to [7]. That now works. I could not get "insert" "delete" to do anything at all.

     

    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.

     

    On 7/2/2018 at 7:47 PM, Apaseall said:

    2. I wanted to stop using this mod, I wanted to turn it off after reaching orbit so that I could perform a circularization burn. I had throttle 1, 2 and 3 assigned to some engines. I clicked on the button in the pop up which said something about disable. Only throttle 3 seemed to be released back to normal. I say seemed because that is not the engine I wanted to use. What I saw was the removal of the piece in the part info that allows you to select which throttle group you want the part to belong to. I could not investigate further as I blew up whilst trying to work out what to do.

     

    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.

    On 7/2/2018 at 10:47 PM, Apaseall said:

    I can regain control, by changing each engine throttle to group 0, but I do have to remember to sync that to the other engines of that type.

    This shouldn't be needed when deactivating the mode like i described above. Some testing did not show similar issues.

     

    On 7/2/2018 at 7:47 PM, Apaseall said:

    3. I play with MechJeb. Nice mod. I have a patch that adds MechJeb to all Command Modules. That way I do not have to remember to add a part during build time. I thought I would write a patch to do the same for this mod. Here it is;

      Hide contents

    @PART[*]:HAS[@MODULE[ModuleCommand]]:NEEDS[DifferentialThrust]:Final
    {
        MODULE
        {
            name = DifferentialThrust

            //default direction of thrust 0 through 5 (backward, forward, down, up, left, right)
            CenterThrustDirection = 0

            //wether to only use designated engines for centerthrust. 1 = All, 0 = Designated
            selEngGridInt = 1
        }
    }

    You will note that I added it to parts that have the module ModuleCommand. MechJeb has a part that needed to be added during build time in order to use MechJeb during flight. I reasoned that this mod also has a part that needed to be added during build time in order to be used during flight. So I copied and edited the patch that adds MechJeb functionality to command modules, which are the parts that have the module ModuleCommand.

    I first thought of adding the module DifferentialThrust to parts that are engines. But I think I saw something about not doing that, whilst skimming this thread. Something about dynamically making changes during flight rather than using a patch to make changes to engine parts.

    If I click on the cockpit, I see a button for TC. I presume that is for this mod as there is also a button called TC on my toolbar which takes me to this mod. TC can be clicked on in the cockpit, changing the display to active. However clicking on it again does not seem to do anything.

     

    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.

     

     

    On 7/12/2018 at 3:50 AM, Apaseall said:

    @PrivateFlip

    Been using this mod quite often now. I have a couple of requests.

    1. Screenshots. Press F2 and all displays are hidden. Except this mods. I would love this mod to toggle display with F2 also.

    2. MechJeb integration. Example. Circ burn. I presently have to set throttle association to zero. Otherwise the engine continues to burn when it should not. In more words. Say I have some nice settings for throttle 1 and 2. Allows me to burn a little more LF than LFO as one engine uses just LF. I brought excess LF with me. Once I hit space I cut back to zero on throttles 1 and 2. Now I want to set up for a circ burn. Click MechJeb. I now have a node at which I need to burn. Craft orientates for node. Engines would normally be set to zero and hit full thrust when node burn time arrives. If I set engines to throttle 0 I have zero thrust until node burn time. Then I get 100%. Which is expected. What I would like to do is set throttles 1 and 2 to a nice mix. But if I have engines on throttle 1 and 2 I have thrust prior to node burn. I hope I explained it.

    Is it possible for you to do what I would like?

    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. On 5/11/2018 at 8:23 AM, reducing said:

    Thanks for making this vital mod!

    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. On 4/4/2018 at 9:26 PM, Atis003 said:

    I see, thx!

    I have started making a modification(allowed bodies orbital to allowed bodies orbital, basicaly a supply run between stations) using your system for myself,but  I would to contribute to this mod by sending you this code after I finished it.

    How I planned to do this:

    The start and the end deltav and resource changes would be recorded in tracking and it would be possible to send an already existing vessel to the next station without any fund costs(only resources and the needed deltav and time). 

    However I do have some problems:

    1.) Storing the vessel: to send the ship to the next station, the vessel has to be deleted(as i dont know any other way to store the vessel) which I'm not really certain how good idea it is, could science, experemients or modules be deleted?

    2.) Kerbals: after sending the ship to the next station and deleting the vessel, the crew status needs to be changed to available? If I change it to missing then will  they come back after a time automatically? Dead: resurrecting kerbals will revert their stats?

    I'm trying to keep intact the original code as much as I can, but there would be problems especially with dockingstage.

     

    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.

     

    If you are not intrested in adapting this, would you allow me to at least release the code(link) here so maybe someone is willing to update it or do something useful with it?

    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. On 3/31/2018 at 9:10 PM, Atis003 said:

    @PrivateFlip Amazing mod!

    Is it normal that it lists all kerbals both available and assigned when ordering a mission? I'm using 0.27.

    I was wondering if this has been fixed since then,because I didn't see anyone mentioning it.

    Shouldn't this in routine.cs at line 1661:

    
    if (GUILayout.Button(cr.name, buttonStyle, GUILayout.Width(165), GUILayout.Height(22)))

    be something like this:

    
    if (GUILayout.Button(cr.rosterStatus == ProtoCrewMember.RosterStatus.Available ? cr.name + " Av" : cr.name, buttonStyle, GUILayout.Width(165), GUILayout.Height(22)))

    or at line 1659 be sg like this:

    
    if (cr.rosterStatus != ProtoCrewMember.RosterStatus.Dead && cr.rosterStatus == ProtoCrewMember.RosterStatus.Available)

    If i order only the minimum crew(2) from assgined astronauts the arrived vessel is filled up completely with unassigned kerbals, it could be conflicting mods as no one seems to had this problem so far.

     

    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.  

    On 12/7/2017 at 7:46 PM, HurricanKai said:

    Thanks! Ive already Started working on it, if you, or someone else is wondering what im doing, basicaly, i just read the Thread again, seeing if something has changed in the time i didnt have a look. and saw the first few comments, someone said, he woud like an little Modular System, and well, i liked it! So ive started to create that, and almost got an Finished Version, With An Automated Module for Automation, an Few Tank Modules (Configurable Containers) and all the Changes i had to make.

    Also I love this mod! Thanks for your work again!

    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.

     

     

  9. On 2/5/2018 at 8:32 PM, Apaseall said:

    Well here is interesting. Not a sign of Davon in game. No icon in squad or blizzy toolbar. Yet are entries in the output log. Nothing in the F12 database loaded assemblies, or I missed it. In SPH or flight no means of interacting with this mod. I believe I have both SmokeScreen and RealPlume installed if that is relevant. Plus 129 other mods. When I sought to find the cause of the lack of Davon in game I quickly switched to the output log. A search for "Davon" brought plenty of entries but they all seemed to be dealing with loading Davon. Curiously there were no errors found near the results of my search. That might be because the errors do not mention the word Davon in them. If so then I would suggest a little work on the source code to spit out such in the future to aid in debugging. I also did not notice any errors thrown in game that I could not account for, that is to say yes I do have a few error messages and those seemed familiar to me. Nothing caught my eye as new but without association, like a new error without identification of its source. I post here in the hope my log might help others to find the cause of this failure and remedy it. Myself, I will remove the mod and continue my desire for thrust control with one of linuxgamerguru excellent mods.

    Here is the log: https://www.dropbox.com/s/jf4pxscidle973u/saves for Davon Thrust Controller.1.output_log.rar?dl=0

    The mod requires a part to be added to your vessel. This part is found under controls.

    On 1/11/2018 at 10:42 AM, Drew Kerman said:

    Ok @PrivateFlip I finally got around to trying this and can confirm similar behavior. Here's what it looks like doing nothing with throttle 1 active:

     

    But yea turning on center thrust makes the second throttle work both engines. Also I found that if I activate the module prior to activating or staging the engines, the engines will not start. Ran this scenario on as stripped-down a save as I could to get the aircraft out to the runway. Output log

    @eberkain no idea what you might have "fixed"?

     

    On 1/11/2018 at 10:57 AM, eberkain said:

    nope, I think it may have to do with specific engines.   I'm going to do more testing still.  

    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.

    On 1/15/2018 at 6:30 PM, Psycho_zs said:

    My previous statement that the mod affects kerbals on EVA is false. Totally unrelated coincidental thing.

    Haven't tested for mod conflicts yet, unfortunately.

    I am currently experimenting with limited throttle depth by tweaking minThrust and found out that DavonTC seems to ignore it. When enabled, engines with non-zero minThrust can be throttled past it down to 0.

    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.

  10. On 1/30/2018 at 5:48 AM, Duke Leto said:

    Sorry, didn't have response notifications on for whatever reason.

    I was using the v 27 mod when it happened, but I was also using a save from before the KSP 1.3 patch.  We'll see if it occurs again now that everything is more up to date.

    Thanks for the info: the save itself shouldn't effect the fix I made in 027, so I'm probably still missing something.

  11. 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.

  12. 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.

  13. On 1/8/2018 at 11:38 PM, The_Joe said:

    I really like this mod and want to get it working, but I also recognize that I have a few mods installed, it's an older save, so it could be an issue that no one else will ever have. I don't really understand modding that well.

    When I have the same docking port regestration issues I have a bit of a work around. 

    If I exit to main menu, load up a sandbox game, then I can register docking ports. If I then load back into my career save then I can register docking ports again. This regestration info doesn't seem to persist.

    When I order a launch, I wait, then come back to the orbital station. The game zooms out to the map, them crashes. I can share crash reports of you'd like. 

    For the sake of full disclosure, I was having [different] issues with the previous version also. Not sure why.

    Thanks for the information. Intermod bugs are often hard to find.

     

    2 hours ago, debitfett said:

    Would it be possible to have this mod work with extra planetary launchpads? That would make this mod even more appealing.

     

    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.

  14. 21 hours ago, The_Joe said:

    Well, now Im wondering if its a corrupted game save or something.  I keep have crashes that seem related to RMM and sometimes I can register docking ports and sometimes I cannot.  

     

    Disappointed.  =\

    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.

  15. 3 hours ago, The_Joe said:

    New version is not letting me register docking ports... I open the menu, select "Register Docking Ports" then right click on the port, I can type into the field but I cannot click "Register".

     

    Of course this makes the mod not work at all...

    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.

  16. On 12/30/2017 at 8:16 PM, Ericwi said:

    Can someone compile this for 1.3.1, please?

    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.

    On 12/31/2017 at 5:48 PM, Drew Kerman said:

    Did you check to see if it doesn't work before attempting to bug the developer for a recompile?

    For the record, it all shows up fine in my v1.3.1 install when I take a plane out to the runway but I just set it up this week and haven't been able to do any real testing. If I find any issues I'll post them here

    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.

     

  17. 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 

  18. On 12/3/2017 at 2:34 AM, Starfire70 said:

    Regarding tourism missions, good point. They don't lead to any game progression.

    I also tried to automate missions from the surface of Kerbin to the surface of the Mun, the landing vehicle with wheels so that I can dock to the side of the base itself. However after docking, I get a message that mission tracking is ended...but I get no option for a return mission on the docking port. I tried searching the topic but didn't find any reference to this.

     

    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. 

     

  19. On 11/29/2017 at 6:09 AM, Starfire70 said:

    Appears to work fine for me, but I've only repeated a tourism mission (which is based on Contract Configurator and Tourism Plus, so my tourists are returned but not considered 'recovered'). I love this mod, and I'm sure it will come in handy for resupply missions...just wish it would work for crew rotation/resupply/tourism missions from the contract packs.

     

    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.

    On 11/29/2017 at 6:22 AM, Starfire70 said:

    Actually, I figured out a workaround. I had thought that since the mission parameters are marked as complete when the RMM mission ends, I could just deploy the pilot and tourists to a simple capsule/module combination on the launch pad and then recover them and that should mark the tourism mission itself as complete.

    ...AND THAT WORKS.

    Easy peasy (certainly easier than doing the entire tourism mission manually). :D

    Good to hear you found a workaround anyhow.

    On 11/29/2017 at 9:03 PM, Starfire70 said:

    On a replay mission like a tourist flyby of the Mun, do you have to manually initiate the return of the vehicle from the Muna orbit station?

    Or is there a way for the vehicle to automatically return? I didn't see that behavior but maybe I'm missing something.

     

    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.

     

  20. 15 hours ago, HurricanKai said:

    @PrivateFlip Hi, so maybe you can remember me, i wrote the Wiki, So i wouod like to ask if im allowed to use The Model and Your Code in a Fork of your Porject here, Because i realy woud like to add some extra Features, But im a realy bad at making Models :D

    Be shure that i woud Credit you! Hope you Respond!

    I woud Publish Everything Under the Terms of the MIT License. (If you cant Remember the Conditions, I Suggest Looking at this easy explanation)

     

    Oh: KhaosCorp is no more on this Forum so...

    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:

    Quote

    I certainly don't mind at all. Awesome to know the mod is still being used.

    EDIT2: Just commited the last version to github. Hadn't done that in a while.

  21. 5 hours ago, JeffreyCor said:

    Have the same with K.R.X. Kerbal Rotor Expansion. While "outdated" it's a parts only mod that uses stock plugin. Everything works fine with them until activating DTC at which point the engines from this lock at whatever output previously generated. Deactivating does not restore function though reverting to before DTC was activated the engines work normal.

     

    Okay, strange behaviour, narrowing it down to one mod makes it more feasible for me to look into this. 

    Thank you for reporting this.

  22. On 10/12/2017 at 9:50 PM, Psycho_zs said:

    Hi.

    I have some troubles with this mod: It fails to reset engines to the normal state when "all normal" is selected, or when DT module is deactivated after use. Engines do not work except when "center thrust" is on.

    Also, kerbal EVA thusters seem to be affected. I landed on the Mun in a ship using DT module, and kerbals on EVA now can only barely lift off the ground.

    I'm flying a ship with 4 'pugs', KSP 1.3.1 (same thing happened in 1.3.0).

    P.S. it would be a good idea to reset thrust limiters on the engines to their initial values when current thrust is 0%. Otherwise it messes with manuver and TWR calculations.

    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.

  23. On 10/6/2017 at 5:29 AM, Duke Leto said:

    I'm seeing an odd bug with RMM, although it has been, in general, all I can hope for.

    I have a SS at 250 km, 0 inclination over Kerbin. and I'm using medium sized 2.5 m rockets to ferry fuel supplies up to it in bulk while my Minmus refinery is still under construction.  Usually, a recorded mission takes 1d,2h give or take a bit.  But on two occasions I have had to re-record because one of the missions has, after I procure a re-run, had its ETA jump up enormously.  First it was 7d, now it's 22d.  This also changes the value of the ETA for all future procurements of that mission, hence the need to re-record.

    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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