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[1.8] PersistentRotation 1.8.6


MarkusA380

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xcpzqB0.png


Lots of thanks (and cookies) to the following people:

@White Owl, @MK3424, @xXIndestructibleEVAXx - for giving the mod a name.

@BahamutoD, angavrilov, SilverFox, darklight - for helping me getting started with KSP modding and answering lots of dumb questions.

@MK3424, @Unknown Venom - for helping me test my mod and becoming friends

@Heretic391 - for creating a video featuring my mod

@whale_2 - for contributing and maintaining the mod

Virindi-AC - for fixing lots of bugs

dkavolis - for cleaning up the code

 

Please leave comments on your experience!


Donate

If you like this mod and you want to show your support, you can safely donate via Paypal and make me a happy developer.


Description

Momentum and Rotation in KSP are quite unrealistic and don't meet the needs of most players.

So I have created this mod, with many features to make this aspect of the game better!

 

9vxPC6q.png  PersistentRotation by heretic391

25231.png  Beginners guide on GitHub wiki

9vxPC6q.png  Feature Trailer on YouTube [deprecated]

 

Feature List

- Persistence of Momentum through timewarping and restarts.

- Momentum Autopilot, keeping your vessel at fixed RPM.

- Non-physical spin simulation when vessel is warping or unloaded.

- Reference Rotation in both realtime and timewarp, 100% persistent.*

- Slight spin for every Asteroid per default.

- Simple & intuitive GUI supporting both Stock and Blizzy's Toolbar.


License:

GNU General Public License v3


Download

Download PersistentRotation via CKAN and keep it up to date! :wink:

or download it directly:

PersistentRotation on SpaceDock

GitHub Releases

Manual Installation

To install, just extract the .zip file and put the contents of the included GameData folder into your KSP/GameData folder.

Warning: Do not copy old cfg files over to a newer version of PersistentRotation! It is not backwards compatible and doing so could result in errors!


GitHub

25231.png  GitHub Repository


Changelog:

1.8.6

- Updated for KSP 1.8

- Minor corrections

Older Versions:

Spoiler

1.8.5

- Code cleanup

- Recompile for 1.4

1.8.4

- Hotfix for misbehaviour when spinning while packed.

1.8.3

- Fixed a deviation in trajectory every time the vessel exits timewarp when having high angular momentum.

-  Other bugfixes.

1.8.2

- Fixed RemoteTech compatibility for RemoteTech 1.8.3.

1.8.1

- KSP 1.2 compatibility.

1.8

- Added compatibility to MechJeb and RemoteTech.

- Bugfixes.

1.7

- Fixed some exceptions occuring.

- Fixed a bug wich caused vessels on inclined orbit to sometimes deviate in their orientation.

1.6

- Fixed an exception causing some weird behaviour.

- Added feature: Default Reference Body can now be set to "Main Body" (old behaviour) or "None" (better for MechJeb).

1.5

- Bugfixes.

1.4

- Changed how PR handles vessel data (from dictionaries to one class).

- Added Packed Body Relative Rotation threshold at a momentum magnitude of 0.05.

1.3

- Hotfix.

1.2

- Changed save location of cfg files to PluginData folder.

1.1

- 1.1.3 compatibility

- Overhaul of GUI structure.

- Added Momentum Autopilot (WIP)

1.0.2

- Quicksaving / Quickloading now fully supported.

Old changelogs:

1.0.1

- "Revert to Launch" also reverts the PersistentRotation data status.

- Fixed: Vessels disintegrating on launchpad after "Revert to Launch".

1.0.0

- Complete overhaul of Mod Mechanics.

- Many bugs fixed.

- Removed Artificial Gravity Calculator.

0.6.1

- Fixed: Direction of momentum changing in some situations.

0.6.0

- Body Relative Rotation now persistently supports both vessels and celestial bodies.

- It is now possible to fluidly change the reference body in every situation.

- Look, a penny!

0.5.3- New GUI design.

- GUI now 100% persistent.

- Fixed bug: SAS swing after timewarp with Body Relative Rotation enabled.

0.5.2

- Fixed bug where Stock Button multiplicates.

- GUI position and configuration now persistent.

0.5.1

- You can now choose for the GUI to be always visible or hideable via Stock or via Blizz's Toolbar.

- Asteroids spawning mid-flight will now also receive a random spin.

- "No Key! 7" - spamming fixed.

0.5.0

- Removed dependency to Blizzy's Toolbar, now completely standalone.

- Seemingly fixed bug changing momentum when entering timewarp.

- Major code cleanup.

0.4.3

- Asteroids now get a random spin when loaded for the first time.

0.4.2

- More bugfixes.

- Removed Toolbar from included files.

0.4.1

-Fixed some bugs.

0.4.0

- Added Blizzy's Toolbar.

- Artificial Gravity GUI now hideable via Toolbar.

- Vessels can rotate relatively to any celestial body in Timewarp and using the SAS in Realtime.

- Completely reworked cfg persistence (Old files will not work anymore).

- Solved most Exceptions occuring.

0.3.2

- Kerbals die when exposed to too much Artificial Gravity (20G +-4, depending on stupidity).

0.3.1

- Rotations now save when game pauses.

- Multiple save files now fully supported.

0.3.0

- added a GUI showing every Kerbal onboard and the artificial gravity it experiences.

0.2.2

- Added .cfg file management.

0.2.1

- Hotfix.

0.2.0

- Major cleanup.

- Added GPLv3 License.

- Added source.

- Added K to every word.

0.1.3

- Fixed bug: "Vessels will rotate faster after you loaded them in some situations".

0.1.2

- Exceptions when warping for the first time fixed.

- Packed vessels still rotate visibly while warping.

0.1.1

- Minor bug fix

0.1.0

- All vessels, even unloaded ones, rotate when warping.

- When stopping timewarp, the rotation will be calculated back to physical rotation.

 


Known issues & requests:

See GitHub Issue Tracker


Edited by MarkusA380
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Two thoughts/requests/questions/whatever:

  • Does this respect SAS? If a ship has SAS on but is rotating a miniscule amount (because it's wobbling a little bit) will I come back to find it turned all the way around?
  • Does this respect the new "hold" SAS for pilots? If I have "hold prograde" set on my space station (like the ISS does) will I come back to find it still holding prograde? Or Normal? Or whatever?

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Two thoughts/requests/questions/whatever:

  • Does this respect SAS? If a ship has SAS on but is rotating a miniscule amount (because it's wobbling a little bit) will I come back to find it turned all the way around?
  • Does this respect the new "hold" SAS for pilots? If I have "hold prograde" set on my space station (like the ISS does) will I come back to find it still holding prograde? Or Normal? Or whatever?

If SAS is enabled, the old system will be used. Just, the rotation stops immideatly. I have already had this "follow the planets curvature" working but I will add it after further testing.

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New version, please download and test it!

Edit: The problem with ships getting faster alot after going to the Space Center and back is still not fixed, I am working on it... ':D

Edit2: Fixed it.

Edit3: Now I need to know from you guys: What features should I add immidiatley?

Edited by MarkusA380
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If SAS is enabled, the old system will be used. Just, the rotation stops immideatly. I have already had this "follow the planets curvature" working but I will add it after further testing.

Let the usual SAS point the ship to that point and not rotate the craft, only when u use any of the new SAS widgets and rotate the craft to that setting. (Prograde keeps the craft pointing prograde, etc..)

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Let the usual SAS point the ship to that point and not rotate the craft, only when u use any of the new SAS widgets and rotate the craft to that setting. (Prograde keeps the craft pointing prograde, etc..)

Okay, I will try that.

At the moment I am working on a cool feature, showing the centrifugal acceleration the crew members receive in their pods ;)

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Been using the mod for a day or so now. Been working really good. Mechjeb is sad his momentum expolit is gone, but it was worth it. MAke timewarp much nicer especially if you eva a kerbal. You can just watch the start float by. Idk if anyone else as had this, but the download wasn't in a folder of its own. After opening the zip the files lay bare. When you use it like that you run in to any error where it tries to find the folder Timewarp Rotate in gamedata. This obviously isn't there so the mod throws errors. After creating the folder in gamedata and putting the files in no more errors. SO please add the files in your zip to a folder called Timewarp Rotate. Bonus if you put that in a GameData folder for even easier installation. Thanks for your efforts!

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Been using the mod for a day or so now. Been working really good. Mechjeb is sad his momentum expolit is gone, but it was worth it. MAke timewarp much nicer especially if you eva a kerbal. You can just watch the start float by. Idk if anyone else as had this, but the download wasn't in a folder of its own. After opening the zip the files lay bare. When you use it like that you run in to any error where it tries to find the folder Timewarp Rotate in gamedata. This obviously isn't there so the mod throws errors. After creating the folder in gamedata and putting the files in no more errors. SO please add the files in your zip to a folder called Timewarp Rotate. Bonus if you put that in a GameData folder for even easier installation. Thanks for your efforts!

Added new version, changed it regarding your complaint! :D

Thanks for the feedback.

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Added new version, changed it regarding your complaint! :D

Thanks for the feedback.

Thanks! Not that it was hard to fix but I can see people getting confused by that.

Now I anxiously await the ability for it to do the new SaS options during warp:

- Hold Prograde

- Hold Orbital

- Hold Target

- Hold Maneuver

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Getting better with every update! Still gonna wait to download though. Not a big fan of the one-save thing.

So I will fix that first. The usage of the new SAS modes is a little harder than I expected.

Also, somehow I received Curse Premium today. Idk why, but cool anyway.

Edit: Fixed it, new version online. Have fun!

Edited by MarkusA380
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New update! Have fun killing kerbals with your space centrifuges!

This will be the last update for this week, I am out of town until Friday.

Have fun rotating! :D

ALSO, PLEASE POST IDEAS FOR A NEW NAME OF THE PROJECT! ;)

Edited by MarkusA380
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