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Found 3 results

  1. After hearing other players mention it (because it takes up a huge amount of drive space), I have also taken a look at the structure of the JSON save files in "C:\Users\...\AppData\LocalLow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer\..." and I have found the section called "TravelLogData". I believe this is evidence that KSP2's foundation supports recording mission milestones, actions and events - which will enable a lot of features we have talked about in the past: colony delivery routes and seeing active flights parallel-sequential missions by returning to the past and seeing recorded mission play out in-space asynchronous multiplayer which allows time warp single player space races against an AI controlled agency vessel stage recovery flights (like FMRS) implementing the next gen MechJeb ...and much more The structure of the Travel Log (as of 0.1.x) is: Objects TravelObjectId Statistics DistanceTravelled GroundDistanceTravelled MaxAltitude MaxGeeForce MaxSpeed MaxSpeedOverGround MaxGroundSpeed ObjectEvents TravelObjectId EventKey vesselLaunched partCrashed vesselSOIEntered vesselLanded vesselDestroyed etc. Universe Time stamp FlightReportArgs can be parts or celestial bodies etc. We will have to see if this will be expanded significantly as updates roll in. The fact that the system is now mostly disabled would explain why the save game file sizes grow to GB with only repeated entries. The bug probably appeared when they decoupled the in-depth recording system from the game.
  2. I know how controversial this subject is, I have read some long threads about it. I think we can have a constructive discussion if we stick to a few principles: 1. Clearly state the specific problem we are trying to solve. 2. Talk about ways (paradigms) to implement the automation solution. I will make a list of identified problems and ways to solve them through automation in this OP. I will centralize ideas (new and existing) and update regularly. I am not concerned about the learning process and how the levels of automation are unlocked according to experience, knowledge and skill levels. This is for the devs to decide. I am more concerned about paradigms to implement automation, using: A. Parts B. Interface tools C. Scripting D. Recording Guiding principles: 1. Do everything manually at least once. 2. If it gets repetitive, automate it. 3. Everything is a part (module) with an associated cost. 4. Centralize command and control. 5. Record only what you can automate. 6. Plan anything you can record. 7. All interfaces have a unified look. My suggestions: I think that every automation process should have a corresponding part that gets added (or upgraded) on the craft, as it's tradition. So A is closely related to B, C and D. This is why I think we should have a integrated system, a central Command & Control Core (CCC) part, where we could add automation modules (as parts). So everything related to automation would become a module (like installing software on a PC). And each module would then have it's GUI representation - up to the devs / modders. - So we know that stock KSP1 already has automation baked in mainly through action groups, SAS, RCS and KAL-1000. I feel like all of these should be modules for the CCC. - Unfortunately one significant thing that's missing is conditional triggers. This is fixed by the SmartParts mod, which I feel should be stock as modules for the CCC. - We should have a telemetry module that centralized all information regarding craft sensors and components state. - We should also have a science module for the CCC, where we can have an overview of all instruments, experiments and sensors. - All MechJeb features related to automation I think should be stock as CCC modules parts in a simplified, easy to use format (like SAS). You decide what to use if you can afford the parts and if you unlocked them. It should be a construction decision, not an interface decision. If you want to be able to hover, add a hover module. If you want to automate ascent / rendezvous / docking / landing / maneuver nodes execution - add the appropriate modules. - KOS should also be a module you could add to the Command & Control Core. It would interact with all other modules and with craft state information. This way we could easily create abstraction layers for scripting (interact with MechJeb, SAS, SmartParts, action groups, telemetry etc). - Journey recorder should be a module and it should only be able to record and re-do flying and rover driving if you have all the other necessary modules on-board (you can't record docking / landing / maneuver execution without MechJeb docking / landing / maneuver automation modules etc.). It should be linked to the journey planner for a clear overview of logistics. - There should also be a colony CCC building and modules for base related automation. - Future mods regarding automation should be integrated as modules for the CCC, not direct game interface add-ons (they would have module GUIs with a unified look). I don't know how it would work exactly, but it would look more streamlined and everything would be managed by the CCC. - Fuel distribution automation for center of mass control. - Thrust / vectoring / RCS control - modules (if engine parts support them). It would allow us to control VTOL and transformer craft. - Aerodynamic surfaces control - centralized as a module. - Have a CCC progression (mechanical -> electric -> electronic -> computer -> machine learning / AI). And then you can also upgrade the CCC hardware for any type of pod/probe and also update the software (with modules). - Initially on primitive craft replace modules like hardware components, but later be able to wirelessly update modules. But CCC hardware upgrades could only be done physically. Other automation ideas: - Manufacturing planner: build N craft of type X, economics overview etc. - Logistics planner: similar to journey planner, related to manufacturing planner. Would manage automated resources transportation routes. - Science planner: automate experiments, have overview of available science parts per craft, check realtime sensors - R&D extension. I will add more ideas...
  3. I see a lot of cool KSP-in-action videos posted in these forums. Could someone give me some pointers on how to make a video like that? I'm specifically interested in recording my attempt at one of the KSP challenges. Thanks!
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