djungelorm

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About djungelorm

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  1. You can control as many vessels as you like, as long as the other vessels are within "physics range" of the active vessel (this is a restriction imposed by KSP, not kRPC). Off the top of my head I think this distance is about 25km. If a vessel moves outside that range, the game will unload it and it won't be controllable. Annoyingly, doing a spacex style launch is kind of hard due to this restriction, as your vessels will be more than 25km away from each other. There are mods to increase the physics range but increasing it too much might cause issues for the game.
  2. Hmmm something must be broken. It should be there. Will investigate. @chaossands kRPC v0.4.8 is showing up for me in the latest version of ckan, and looks like it was successfully added to the meta data repository 10 days ago. Are you sure you have updated your ckan repository?
  3. kRPC v0.4.8 has been released! The main new addition is that a lot of functionality is now accessible not just from the flight scene, but from other game scenes too! The documentation website also includes a note by every function indicating which scene(s) it is available in. Support for KSP 1.5.1 and Infernal Robotics NEXT is also included in this release. The "NameTag" mod that allowed name tags to be shared between kRPC and kOS has also now been merged into kRPC, so the separate mod is no longer required. A full change log is available here
  4. kRPC v0.4.8 has been released! The main new addition is that a lot of functionality is now accessible not just from the flight scene, but from other game scenes too! The documentation website also includes a note by every function indicating which scene(s) it is available in. Support for KSP 1.5.1 and Infernal Robotics NEXT is also included in this release. The "NameTag" mod that allowed name tags to be shared between kRPC and kOS has also now been merged into kRPC, so the separate mod is no longer required. A full change log is available here
  5. Yeah currently you have to be in the flight scene, it can't be from the space center scene. I am however working to address this short coming in the next release.
  6. Yes, this is pretty basic functionality. Documentation on how to do this in the python client is here: https://krpc.github.io/krpc/python/client.html#calling-remote-procedures Here's a python example calling launch_vessel_from_sph: import krpc conn = krpc.connect() vessel = conn.space_center.launch_vessel_from_sph(...) Added! Sorry for the delay!
  7. Thanks for spotting this, should be fixed now. (It's set on the KSP-AVC website by the mod developer, so I have to remember to bump the version manually when I do a new release...)
  8. v0.4.7 has been released - just a few bug fixes again this time, as the spare time I can spend on this has been rather limited of late... The full changelog is available here: https://github.com/krpc/krpc/releases/tag/v0.4.7
  9. v0.4.7 has been released - just a few bug fixes again this time, as the spare time I can spend on this has been rather limited of late... The full changelog is available here: https://github.com/krpc/krpc/releases/tag/v0.4.7
  10. Are you sure its not just that sph_h() is always returning zero? It depends on ref_frame. If the reference frame moves with the vessel, then the horizontal speed will always be zero, and so will delta_spd. If this is the case, try with ref_frame = vessel.orbit.body.reference_frame sph_h() is returning floating point values, which will be passed by value in python, so I don't think that's the issue here? Python only passes objects by reference, not simple types like float and int. I think this is a build issue with the current release of kRPC. This has affected a few other things too (including issue 481 and issue 483). Hopefully this will magically fix itself in the next release (which I plan to do sometime this week). In the meantime you could also try this pre-release to see if it fixes the build issue: https://krpc.s3.amazonaws.com/deploy/master/1196.1/krpc-0.4.7-22-g09e0c1c.zip
  11. I had a look at the code for computing terminal velocity, and compared it to how Kerbal Engineer Redux works and they are very different. It's possible that the terminal velocity calculation in kRPC is just totally wrong - and there are no comments in the code explaining what it's doing. I might just recode it to use the same math as KER. Must be a bug in krpcmj. It was coded for a much older version of KSP, so maybe something changed in the KSP API that breaks it.
  12. Not possible currently sorry! I've added an issue on github to get this added: https://github.com/krpc/krpc/issues/484
  13. Try upgrading protobuf >=3.2.0 should work.