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PrivateFlip

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Everything posted by PrivateFlip

  1. They both have pros and cons. StageRecovery is easier to use but does make assumptions on what is recoverable and not and thereby also limits what is recoverable. FMRS is more labour intensive, because it requires the player to actually fly the stage down, but this does allow it to take into account the recovery of every possible stage which can be recovered. I'm aiming for what FMRS is doing. Especially since this mod will allow the player to reorder the complex mission in the background this will actually mitigate on of the downsides of FMRS compared to StageRecovery. This mod's "support for FMRS" only aims to support the principle what FMRS is doing and would not actually depend on FMRS in any way. The player would be able to track a complex mission with returned stages without FMRS installed at all by manually making a savegame like FMRS does and loading it to fly back the reusable stages. Not using FMRS would however result in the stages not being counted as recovered while tracking the actual mission even though the ordered repeat missions would take into account the savings amongst other things.
  2. When using a planet mod you should amend the AllowedBodies.txt and HomeBodies.txt file when using other planets. GPP can give issues, it comes with Kopernicus which comes with ModularFlightIntegrator. Thrimm reported an issue with where ordered flights would not complete. You could take a look at his posts on the previous pages of this thread and see if it matches the issue you are facing. He eventually went mod by mod an figured out this was caused by ModularFlightIntegrator. I was unable to reproduce it with the last version of ModularFlightIntegrator, but an older versions gave me the exact same issues Thrimm reported on an otherwise unmodded version of ksp. Since the last ModularFlightIntegrator version did not give these issues, apparently Sarbian has already fixed it.
  3. No No it does not, but I'm working on support for that right now. I am combining this with much needed restructuring the mod, to allow future enhancements to be applied more easily, but for now this means it will take some time before this will be done. At this point using a station in orbit as a proxy location is the only option. Note that "station" here, can be a cubesat with a docking port as far as the mod is concerned.
  4. When the mod loads vessels in game by placing them on the exact dame orbit as the destination vessel, so it's orbit should be equal to the destination, except for the location on the orbit. Did some testing on my end to see if my code could create some discrepancies between the destination orbit the the loaded vessel orbit. I also took a look at the game mechanic which creates the "Vessel X was on-rail at Y kPa pressure and was destroyed" notice. In your log it mention 0.0 kPa as the pressure. At first I assumed this was a rounding issue, with the vessel skimming the upper part of the atmosphere, but what I noticed that this normally happens at a much lower altitude. The pressure mentioned pressure is usually 1.0 kPa (It can be higher when using time acceleration). I'll post a question in the mod support forums to see if I can find some more information on why this could be happening. Also took a look at the video, nothing stands out.
  5. Thank you for reporting this! Looking at the console display in the screenshot, the game mentions the vessel was in atmosphere and was therefore destroyed. This would happen if the destination orbit had parts of it within the atmosphere. First I assumed something strange was going on, because I was under the impression the mod would not allow mission to be ordered when the destination wasn't orbital. However, upon checking the code, it appears this is not completely prevented. If the periapsis of the destination is lower than 70 km, this would explain the error. The orbit in the second screenshot gives the appearance as if this could be the case. Can you remember whether the periapsis of the destination in both cases was lower than 70 km? If not, something else is going one, which would require further investigation, so this is very relevant for me to know. I have made a change to the code, to prevent ships from arriving on orbits which partly lie inside the atmosphere. although the ordered vessel would not arrive, it would be refunded and their destruction would be prevented. This change will be shipped in the next release. (I'm currently rewriting big parts of the mod, to make it a little bit more user friendly and to bring in support for FMRS landings amongst other things.) Lastly, whatever the cause of this will end up being, I would like to apologize to you for my mod destroying your craft.
  6. It can not handle FMRS landings. The mods can no doubt work side by side but this mod will not take into account the savings of reusable parts returned by FMRS. It would be awesome for FMRS to have a mod like this. I imagine designs making use of FMRS like booster return or air launch setups can be very efficient but also quite tedious in their execution. To implement it, this mod would have to keep track of those other stages and deduct them from the mission cost. I carefully would deem it both doable and more important somewhat within the time I'm willing to spend on new development of this mod. No promises. If USI LS supplies are resources which are transferable, and from the mod's thread there is nothing which states otherwise, you should be able to resupply stations with the relevant supplies in orbit with repeat mission using this mod.
  7. Update -changed logic which materializes and places ordered vessel for docking, to await the docking event to occur before processing the next ordered vessel, in case multiple mission have arrived since now. Before multiple ordered vessels would be processed sequentially nut only up until positioning the vessel for docking. If docking was slow after positioning there could be situations where multiple ships are docking at the same time, which could be the cause of reported kraken issues reported for these situations. -added functionality to define the custom home planet the mod uses. This allows the mod to work modded versions of the game where this is not Kerbin. An AllowedBodies.txt and HomeBodies.txt file are present in the RoutineMissionManager folder in GameData. Both can be edited to edit and change the allowed bodies and the home bodies the mod works with. Planetary body names are case sensitive. Each planetary body should be placed on a new line in the file. Allowed bodies defines the planetary bodies can have their orbit be a destination for repeat missions handled by the mod. A home body defines the planetary bodies which from which launches can occur and to which missions can return to. (All basic functionality should function with multiple home bodies, but the mod logic is geared towards a single home body and could display somewhat weird behaviour from a game play point of view.)
  8. Haven't installed RSS yet, but believe I've found the problem: Although the allowed body file does make the mod work with other bodies as destinations, it still assumes Kerbin as the only home planet from which you can depart from and return home to etcetra. I will modify the mod to also allow users to specify other "homeplanets".
  9. Thanks for your detailed feedback, this will certainly help. There is specific functionality in the mode which makes sure when two vessels arrive at the same their docking is processed sequentially to prevent the docking events interfering with each other. I will take check if this functionality is still in tact, while trying to reproduce the scenario you describe. Outside of that, I would not know what would cause the issue.
  10. No, that isn't an intended effect or something I have experienced. Sorry to hear about your problem, I hope you have a save from before the event, if not my sincerest apologies if my mod contributed to that. Is RSS hard to install? I'll take a why it's not working now, no guarantees if I can make it work though.
  11. That appears to be the case. To keep it simple: the mod completes tourist contracts by simply moving through all active contracts, finding the tourist contracts, reading their content and setting the "complete flags" of the objectives. The stock tourist contracts it supports have a very specific format. Unless the contracts created from the contract pack with the configurator have the exact same format I would not expect them to work with this mod. By the way you describe completing the destinations objectives and the return, this seems to be the case. Switching vessels and recovering the tourist from the launchpad likely triggers the games or the contract configurators own triggers to complete the destinations and the return respectively; I remember seeing similar behaviour from the game itself when I was implementing the tourism contract functionality for the mod. Whether or not I could make the mod compatible I do not yet know. I have been looking at the source code of both contract configurator but haven't figured it out.
  12. I have just tested this with for a contract with two tourist which had both suborbital and orbital contracts. -After docking the suborbital and orbital objectives completed. -After auto returning the contract completed, and both tourist were removed from the astronaut complex. The mod both forcefully completes the contract and removes the tourist from the queue at the same time after an automated return when all destinations are completed. What is the status of the contract in your scenario? Are all destinations registered as completed?
  13. Thank you for reporting this, apparently i uploaded an older version to space dock, no idea how that happened. Re uploaded as version 085.
  14. Update -compiled for 1.3 testing shows basic functionality still intact
  15. Update -compiled for 1.3 -made changes to code so the mod could work with engine modules which are derived from the stock engine module (ModuleEnginesFX) Testing showed all functionality to work as before. Hi Drew, I didn't interpret it in a harsh manner. The 1.3 version mentioned above has the code changes I mentioned before. Haven't tested it with AJE yet. If this doesn't work, supporting AJE is probably going to be much more complicated.
  16. Update -compiled for 1.3 tested in career with and without Kerbal Alarm Clock, functionality looks fine
  17. Sorry, that wasn't intentional. I have taken a brief look into source code of Advanced Jet Engine and Solver Engines on which it depends and it's quite an extensive overhaul. I think it might(TM) work if my mod does not solely looks for the ModuleEnginesFX but also those classes derived from it. Have made changes to my mod to this effect (not published yet). The thrust balancer in this mod makes some temporary assumptions about the relation of throttle and thrust which do not exactly hold in Advanced Jet Engine, but as long as thrust increases with throttle I suspect it should be able to balance engines for any practical purpose. I'm not able to test it yet because I can't get AJE itself to work. The engines give no thrust at all. This is without my mod being involved. FAR is working (as far as I can judge, haven't used it before). Will keep you posted.
  18. The manual for this mod was only located on space port which made it somewhat difficult to reach. Added this manual to the first post,
  19. It should work, but you would have to add some resources to the part itself To add extra resources to the part you only need to make some changes to the part.cfg file. There's a link on how to do this a few posts back. I'll add this link to the first post of this thread (Here is is link to the github repository with the source code https://github.com/PrivateFlip/DavonSupplyMod, but you shouldn't need it for what you're trying to do)
  20. Jip, orbit only. Update: -reimplemented support for tourist missions
  21. Hi ss8913, sorry for the very late reply; Maybe TCA is already repaired in the mean time. But if it isn't, what were you trying to do? Thrust going to zero happens to me when engines which I want to balance are not facing backwards. This is often the case in VTOL designs. In that case you have to change the "direction" in the center thrust screen. Engines facing in other directions have to have their "center thrust" setting set to ignore. (manual) I'll test the mod first in 1.2.2 first time i get.
  22. Hi tsaven, blnk2007 put up a log, mixed the two of you up. You could send the both KSP.log and Output_log.txt just after the first time you switched to the station after the arrival time passed, but the ship doesn't appear.
  23. Could be, it's working fine for me. You do seem to have a lot looking at your screenshot. Could you resend the log you posted earlier, the link is broken.
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