MarkusA380 Posted June 25, 2016 Author Share Posted June 25, 2016 (edited) New Version Released! Now with 1.1.3 support and new GUI structure! There still is a lot to be done. I am not sure wether I will continue developing this mod yet. EDIT: Just read your request concerning PluginData, stand by for patch. EDIT2: New Version Released! PersistentRotation now saves to PluginData. Enjoy! Edited June 25, 2016 by MarkusA380 Quote Link to comment Share on other sites More sharing options...
Nightside Posted June 26, 2016 Share Posted June 26, 2016 Thanks! I was playing 1.1.2 without it and its just weird. Glad to be reinstalling! Quote Link to comment Share on other sites More sharing options...
MarkusA380 Posted June 26, 2016 Author Share Posted June 26, 2016 8 hours ago, Nightside said: Thanks! I was playing 1.1.2 without it and its just weird. Glad to be reinstalling! I truly hope you're happy with it. Quote Link to comment Share on other sites More sharing options...
MarkusA380 Posted June 26, 2016 Author Share Posted June 26, 2016 Ok, so PR is currently storing all cfgs in KSPpath\PluginData. Do you want it to be stored in GameData\PersistentRotation\PluginData or is it (as I thought) better like this? Quote Link to comment Share on other sites More sharing options...
evileye.x Posted June 26, 2016 Share Posted June 26, 2016 11 hours ago, MarkusA380 said: New Version Released! Now with 1.1.3 support and new GUI structure! There still is a lot to be done. I am not sure wether I will continue developing this mod yet. EDIT: Just read your request concerning PluginData, stand by for patch. EDIT2: New Version Released! PersistentRotation now saves to PluginData. Enjoy! Your mod is a savior for all of us who wants to have somewhat realistic craft behavior without magic RW, thank you so much! Quote Link to comment Share on other sites More sharing options...
MarkusA380 Posted June 26, 2016 Author Share Posted June 26, 2016 1 hour ago, evileye.x said: Your mod is a savior for all of us who wants to have somewhat realistic craft behavior without magic RW, thank you so much! Sorry but what do you mean with magic RW? Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted June 26, 2016 Share Posted June 26, 2016 (edited) @MarkusA380Is it normal that PR is storing the data inside the "KSPRoot/PluginData/PersistentRotation" folder instead of the "KSPRoot/GameData/PersistentRotation/PluginData/PersistentRotation" folder? Edit: IIRC the old "KSPRoot" folders are considered "legacy" since 0.18 or so. Edited June 26, 2016 by Phineas Freak Quote Link to comment Share on other sites More sharing options...
evileye.x Posted June 26, 2016 Share Posted June 26, 2016 57 minutes ago, MarkusA380 said: Sorry but what do you mean with magic RW? Reaction wheels. Quote Link to comment Share on other sites More sharing options...
MarkusA380 Posted June 26, 2016 Author Share Posted June 26, 2016 Hotfix released! 42 minutes ago, evileye.x said: Reaction wheels. Ah yes. Thanks for those nice words. Quote Link to comment Share on other sites More sharing options...
Unknown Venom Posted June 27, 2016 Share Posted June 27, 2016 Hello Mark this is Gauration... ugh I wish I knew how to change meh username! ohwell... nice mod! Quote Link to comment Share on other sites More sharing options...
acc Posted June 27, 2016 Share Posted June 27, 2016 does a working version for 1.1.2 exist? I tried latest pre-1.1.3 (which is 1.0.2), but did'nt work. can't update yet to 1.1.3, because RO/RSS/RP-0 not ready yet. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted June 28, 2016 Share Posted June 28, 2016 On June 26, 2016 at 5:34 AM, MarkusA380 said: Ok, so PR is currently storing all cfgs in KSPpath\PluginData. Do you want it to be stored in GameData\PersistentRotation\PluginData or is it (as I thought) better like this? it will work either way, but the more standard way of doing things these days would be the second option, as mentioned the PluginData folder in the main KSP directory is mainly legacy. Ppl looking for the config files wouldn't expect to find them there Quote Link to comment Share on other sites More sharing options...
RealGecko Posted June 28, 2016 Share Posted June 28, 2016 CKAN still does not show PR as compatible with 1.1.3. Is it CKAN issue? Quote Link to comment Share on other sites More sharing options...
MarkusA380 Posted June 28, 2016 Author Share Posted June 28, 2016 2 hours ago, RealGecko said: CKAN still does not show PR as compatible with 1.1.3. Is it CKAN issue? Yes it is. I've opened an issue on their Github tracker, this should be fixed sooner or later. Quote Link to comment Share on other sites More sharing options...
RealGecko Posted June 28, 2016 Share Posted June 28, 2016 Just now, MarkusA380 said: Yes it is. I've opened an issue on their Github tracker, this should be fixed sooner or later. Thanks, man! Quote Link to comment Share on other sites More sharing options...
evileye.x Posted June 28, 2016 Share Posted June 28, 2016 @MarkusA380. I have a humble request. Can you make insta-stabization on warp when SAS enabled optional? Feels like little bit cheating, the same as stock warp rotation cheat. Sometimes you can have SAS, but no RCS or torque for stabilisation. Would be great for "realistic KSP" crowd. Quote Link to comment Share on other sites More sharing options...
MarkusA380 Posted June 28, 2016 Author Share Posted June 28, 2016 3 hours ago, evileye.x said: @MarkusA380. I have a humble request. Can you make insta-stabization on warp when SAS enabled optional? Feels like little bit cheating, the same as stock warp rotation cheat. Sometimes you can have SAS, but no RCS or torque for stabilisation. Would be great for "realistic KSP" crowd. I've already thought about it. But I am yet unsure on how to do it: Should it just continue rotating even though SAS is enabled? This is also similar to the problem wether the reference rotation mode should consume electric energy and monopropellant. I just think that for both of these you can't have a solution everyone likes... Quote Link to comment Share on other sites More sharing options...
evileye.x Posted June 28, 2016 Share Posted June 28, 2016 7 minutes ago, MarkusA380 said: Should it just continue rotating even though SAS is enabled? Consider it's like stock behavior - SAS doesn't hold prograde/retrograde during timewarp, does it? 9 minutes ago, MarkusA380 said: I just think that for both of these you can't have a solution everyone likes... Exactly, that's why we all love options and configs We all do. Quote Link to comment Share on other sites More sharing options...
leudaimon Posted June 28, 2016 Share Posted June 28, 2016 30 minutes ago, MarkusA380 said: I've already thought about it. But I am yet unsure on how to do it: Coincidentally this discussion appeared yesterday in the RO irc channel. A nice suggestion that (I think @NathanKell made) was to have SAS in time warp stopping rotation only if angular momentum is below some threshold. Above that, and the behaviour would be similar to the current when SAS is disabled. I myself often forget to deactivate SAS before separation when I have an uncontrolled spin-stabilized probe, and end up unable to time warp, which commonly dooms the mission. Thus, besides the "cheating" component, there is also a gameplay aspect that is important. Quote Link to comment Share on other sites More sharing options...
MarkusA380 Posted June 28, 2016 Author Share Posted June 28, 2016 2 hours ago, leudaimon said: Coincidentally this discussion appeared yesterday in the RO irc channel. A nice suggestion that (I think @NathanKell made) was to have SAS in time warp stopping rotation only if angular momentum is below some threshold. Above that, and the behaviour would be similar to the current when SAS is disabled. I myself often forget to deactivate SAS before separation when I have an uncontrolled spin-stabilized probe, and end up unable to time warp, which commonly dooms the mission. Thus, besides the "cheating" component, there is also a gameplay aspect that is important. This is a good idea! Will do so. 2 hours ago, evileye.x said: Exactly, that's why we all love options and configs We all do. Yeah well but I honestly don't want to write this code tree. Sorry. Quote Link to comment Share on other sites More sharing options...
MarkusA380 Posted June 28, 2016 Author Share Posted June 28, 2016 (edited) 1.4 released! 3 hours ago, leudaimon said: [...] A nice suggestion that (I think @NathanKell made) was to have SAS in time warp stopping rotation only if angular momentum is below some threshold. Above that, and the behaviour would be similar to the current when SAS is disabled. [...] This is now a feature. Also, the mod *should* be alot more resource friendly and maybe even more stable. Edited June 28, 2016 by MarkusA380 Quote Link to comment Share on other sites More sharing options...
leudaimon Posted June 28, 2016 Share Posted June 28, 2016 1 hour ago, MarkusA380 said: 1.4 released! Cool! Do you know if this version is compatible with 1.1.2? Quote Link to comment Share on other sites More sharing options...
MarkusA380 Posted June 28, 2016 Author Share Posted June 28, 2016 1 hour ago, leudaimon said: Cool! Do you know if this version is compatible with 1.1.2? I don't think so. Why should it? Quote Link to comment Share on other sites More sharing options...
leudaimon Posted June 28, 2016 Share Posted June 28, 2016 Just now, MarkusA380 said: Why should it? Because RO/RP-0 are not 1.1.3 compatible yet. But it's great news that Persistent rotation is totally updated and improved. I'll be waiting for the complete update of the RO suite before moving to 1.1.3 though Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted June 29, 2016 Share Posted June 29, 2016 @leudaimonyou can download the dev version of RO and use the current release of RP-0 if you want. 99% of these two mods are just MM patches. Quote Link to comment Share on other sites More sharing options...
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