Search the Community

Showing results for tags 'automation'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


Location


Interests

Found 3 results

  1. AutoRove Mod for Kerbal Space Program A KSP Mod to give the Protodyne Rove Body the ability to move a landed vessel towards a target coordinate autonomously in the background. Right click on the Rove Body and activate AutoRove. The speed of the rover is the maximum speed the wheels can tolerate, scaled down for lower gravity worlds (but not up for higher). This mod is redistributing ModuleManager and Mini-AVC License: MIT Source: Bitbucket Download: * Bitbucket * Kerbalstuff * CKAN File Changelog: v. 1.0.3: - should now work if the Rove Body is not the root part - fixed a bug with rovers having a speed of 0 v. 1.0.2: - should now work if generators are attached - minor cosmetic changes v. 1.0.1: - AutoRove works now properly around the KSC - fixed the .version file v. 1.0.0: - initial release Known Issues: * does not track energy use for moving * only numeric input for target coordinates, no mouse over * does not move the active vessel, only unloaded vessels * no visual display for the target
  2. THIS IS THE OLD THREAD! @linuxgurugamer has graciously taken over this mod as he has the tools, talent, and most importantly (and surprisingly given the number of mods he maintains) time to keep up with it. Please visit the new thread here: Spoilering the rest of this as it's going to get more and more irrelevant over time. Thanks to KottabosGames for showcasing All Y'All on YouTube (why didn't I think to do that?) And also thanks to Chrizz for his review as well, that shows All Y'All working with non-stock science parts.
  3. I’m in the camp where I think “best practice” is to leave my Steam™ installation alone, and copy the entire KSP folder to a different spot and use that to play KSP with. That also has the advantage that you can keep your existing 1.1.3 install while frolicking around with the 1.2 pre-release. Of course there is the boring act of copying over the files from Steam when a new pre-release-release has taken place. A simple file copy will do, but there’s always the theoretical risk of leaving files from a previous release that are no longer needed. More thorough is to remove all existing files, but keep your mods and saves, and then copy the new release over. To get a clean update, every single time, I’ve written a simply Python script that does all that for me. I’m sure there is room for improvement—let me know! The advantage of using a script like this is the ability to extend it. This weekend I'll add a function to change some of the settings (notably using IJKL to steer rovers, and running KSP in window mode) for instance. That will be easy at this point. Anyway, I thought sharing wouldn’t be harmful. Enjoy! # --------------------------------------------------------------------------- # update KSP installation by copying over from steam # --------------------------------------------------------------------------- import os, shutil from zipfile import * # source is the location of your steam (squad?) copy SOURCE = r'C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program' # dest is the actual install you're playing with DEST = r'C:\Users\Kerbart\Documents\Kerbal Space Program 1.2' # zipfile is where the data is temporarily saved. your system temp folder # would be good. or a ramdrive, if you have one. ZIPFILE = r'R:\kspsave.zip' # the exception list of directories NOT to back up EXCEPT = ['saves\\scenarios','saves\\training','gamedata\\squad'] def main(): exec('Backup', makeZip) exec('Clear', clearDest) exec('Copy', copyAll) exec('Restore', extractZip) print('Done') def exec(title, function): print(title) function() def clearDest(): shutil.rmtree(DEST) def copyAll(): shutil.copytree(SOURCE, DEST) def extractZip(): myZip = ZipFile(ZIPFILE, mode='r') myZip.extractall(DEST) def makeZip(): myZip = ZipFile(ZIPFILE, mode='w') process_sub_path(DEST, 'gamedata', myZip) process_sub_path(DEST, 'saves', myZip) myZip.close() def process_sub_path(base_path, sub_path, zipfile): full_path = os.path.join(base_path, sub_path) for name in os.listdir(full_path): short_path = os.path.join(sub_path, name) if short_path.lower() in EXCEPT: pass else: full_name = os.path.join(base_path, sub_path, name) if os.path.isfile(full_name): zipfile.write(full_name, short_path, ZIP_DEFLATED) elif os.path.isdir(full_name): process_sub_path(base_path, short_path, zipfile) if __name__ == '__main__': main()