linuxgurugamer

[1.4.1] Take Command Continued- Launch Kerbals in External Command Seats

Recommended Posts

3 minutes ago, TheKurgan said:

Well, it's not really an issue, it's more like a request? Sure though I will put it on git, thanks man.

Make it an issue, please.  I'd like to have it working

Share this post


Link to post
Share on other sites

Just a heads up on the command seat:

Clearance around the seat is a big consideration. If there are any objects or structures that the game considers "too close" to the seat this can cause the kerbal to jump out and/or not stay in the seat.

Share this post


Link to post
Share on other sites
1 hour ago, GDJ said:

Clearance around the seat is a big consideration

Yeah, I'm pretty sure that is what is the cause of the ejection. Unfortunately that would mean an alteration of the model maybe?

Share this post


Link to post
Share on other sites
2 hours ago, GDJ said:

Just a heads up on the command seat:

Clearance around the seat is a big consideration. If there are any objects or structures that the game considers "too close" to the seat this can cause the kerbal to jump out and/or not stay in the seat.

Well, yes, but if the seats can be used normally, then the mod should allow them to be used at launch.  Which is why I need to look at it.

Share this post


Link to post
Share on other sites
On 13/12/2016 at 2:52 AM, linuxgurugamer said:

Wish I could take credit for it, but this fix was actually done by @GFX5000i, you can read about it in the previous thread.  I just tested it, packaged it up and released it.

 

On 13/12/2016 at 5:07 AM, Mandella said:

This is excellent work. Thank you to both of you!

I am glad the fix helped but the mod is still has some bugs.

These are the known issues I noticed while playing and testing:

  • Too many seats in the vessel at launch will take a while to transfer all kerbals. Could break the vessel.
  • Transferring a kerbal to an occupied seat will eject one of the kerbals. . . forcefully.
  • A vessel could be considered to have more internal crew space than it actually has. (+1 for each seat)
  • This mod seems to add an IVA to the seat so activating the internal view will show a big IVA on each external seat on the vessel.

Most of these problems are related to how the game handles external seats and crew transfers:

  • To move to an external seat the kerbal must be on EVA and with the camera focused on. You cannot directly add a kerbal to the seat by code. This mod is just a workaround.
  • I could not find any way to cancel or block a crew transfer.

The only fixes I can imagine:

  • SQUAD implementing this mod as default or adding some public functions to directly add a kerbal into the seat by code.
  • SQUAD adding an event handler for before the crew transfer happens, with info on the target and origin modules.
  • Remove the default IVA view or replace it with a smaller one.

The good news is that if you use the mod as intended (adding a few seats for a rover/lander/plane and not making a bad crew transfers to them) it will work properly.

Unfortunately, I do not know much about KSP’s code library so I hope this information help @linuxgurugamer or anyone else when making any future changes to the mod.

Share this post


Link to post
Share on other sites
4 hours ago, GFX5000i said:

 

  • Transferring a kerbal to an occupied seat will eject one of the kerbals. . . forcefully.

 

 

That isn't a feature?

:)

I did notice that pressing C does not give me any sort of IVA view, and that yes I have to be in external view to get in a chair.

Still, this fix lets me actually use the small fleet of open top rovers I have on the Mun, so a net win!

Share this post


Link to post
Share on other sites

Here is a MM patch for @Snark's Better Crew Assignment for those that use it.

Spoiler

@PART[*]:HAS[@MODULE[TakeCommand]:HAS[~minimumCrew[0]]]:AFTER[TakeCommand]
{
    MODULE 
    {
        name = ModuleCrewAssignment
        defaultAssignment = Crew
    }
}

@linuxgurugamer feel free to use it if you like.

Cheers,

Edited by Stratickus

Share this post


Link to post
Share on other sites
4 hours ago, Stratickus said:

Here is a MM patch for @Snark's Better Crew Assignment for those that use it.

  Hide contents

@PART[*]:HAS[@MODULE[TakeCommand]:HAS[~minimumCrew[0]]]:AFTER[TakeCommand]
{
    MODULE 
    {
        name = ModuleCrewAssignment
        defaultAssignment = Crew
    }
}

@linuxgurugamer feel free to use it if you like.

Cheers,

Thanks

Share this post


Link to post
Share on other sites
7 hours ago, Stratickus said:

Here is a MM patch for @Snark's Better Crew Assignment for those that use it.

  Reveal hidden contents

@PART[*]:HAS[@MODULE[TakeCommand]:HAS[~minimumCrew[0]]]:AFTER[TakeCommand]
{
    MODULE 
    {
        name = ModuleCrewAssignment
        defaultAssignment = Crew
    }
}

@linuxgurugamer feel free to use it if you like.

:)

One suggestion:  should have a :NEEDS[BetterCrewAssignment] qualifier on that first line.  Otherwise, the patch will make KSP log an error message if BetterCrewAssignment isn't installed-- it'll yell about "cannot find any module called ModuleCrewAssignment" or the like.

Share this post


Link to post
Share on other sites
On 12/23/2016 at 10:02 AM, Snark said:

:)

One suggestion:  should have a :NEEDS[BetterCrewAssignment] qualifier on that first line.  Otherwise, the patch will make KSP log an error message if BetterCrewAssignment isn't installed-- it'll yell about "cannot find any module called ModuleCrewAssignment" or the like.

Thanks, I've amended it to the following:

@PART[*]:HAS[@MODULE[TakeCommand]:NEEDS[BetterCrewAssignment]:HAS[~minimumCrew[0]]]:AFTER[TakeCommand]

@TheKurgan and others who want to have some of the parts which have multiple seats built in, such as the EAS-316 "Meadowlark" Observation Pod in SXT Continued.  I have it fixed and working with (for that part) one or two kerbals.

Because MM can't know how many KerbalSeat modules are in a part, I need to code a patch for each part which has a built-in KerbalSeat.  So, if you know of any other parts with built-in KerbalSeats, please let me know.

I'll be releasing the next version with these patches this afternoon.

On 12/22/2016 at 9:59 AM, GFX5000i said:

 

I am glad the fix helped but the mod is still has some bugs.

These are the known issues I noticed while playing and testing:

  • Too many seats in the vessel at launch will take a while to transfer all kerbals. Could break the vessel.
  • Transferring a kerbal to an occupied seat will eject one of the kerbals. . . forcefully.
  • A vessel could be considered to have more internal crew space than it actually has. (+1 for each seat)
  • This mod seems to add an IVA to the seat so activating the internal view will show a big IVA on each external seat on the vessel.

Most of these problems are related to how the game handles external seats and crew transfers:

  • To move to an external seat the kerbal must be on EVA and with the camera focused on. You cannot directly add a kerbal to the seat by code. This mod is just a workaround.
  • I could not find any way to cancel or block a crew transfer.

The only fixes I can imagine:

  • SQUAD implementing this mod as default or adding some public functions to directly add a kerbal into the seat by code.
  • SQUAD adding an event handler for before the crew transfer happens, with info on the target and origin modules.
  • Remove the default IVA view or replace it with a smaller one.

The good news is that if you use the mod as intended (adding a few seats for a rover/lander/plane and not making a bad crew transfers to them) it will work properly.

Unfortunately, I do not know much about KSP’s code library so I hope this information help @linuxgurugamer or anyone else when making any future changes to the mod.

I can't see the issue with the IVA you mention above.

Share this post


Link to post
Share on other sites

New release: 1.4.3:

- Patch added for BetterCrewAssignment
- Fixed issue when a part has multiple external seats
- Patch added for SXTContinued, for the Lark
 

Share this post


Link to post
Share on other sites
3 hours ago, linuxgurugamer said:

Because MM can't know how many KerbalSeat modules are in a part, I need to code a patch for each part which has a built-in KerbalSeat.  So, if you know of any other parts with built-in KerbalSeats, please let me know.

I'll be releasing the next version with these patches this afternoon.

That's AWESOME! Thanks man!

The only other part I can think of, off top of my head, is the Jetwing from Buffalo, it has the KerbalSeat module but no model. I'm sure there are others, but I can't think of any right now.

 

Cheers, and merry Christmas.

Share this post


Link to post
Share on other sites

The USI Exploration Pack also includes a modified external seat (that node-attaches instead of surface attaches) designed for the Pack Rat.

Share this post


Link to post
Share on other sites
1 hour ago, TheKurgan said:

That's AWESOME! Thanks man!

The only other part I can think of, off top of my head, is the Jetwing from Buffalo, it has the KerbalSeat module but no model. I'm sure there are others, but I can't think of any right now.

 

Cheers, and merry Christmas.

The Buffalo also has the ATV command seat, thanks

Share this post


Link to post
Share on other sites

The JetWing has some collision issues, so it isn't working, I think the model may need to be reworked a bit

I have the patch, so at least you can launch with it, and just need to board once launched.

The other two are working.

I'm going to wait a bit to see if any others pop up, then I'll release later this evening

Share this post


Link to post
Share on other sites

Cool, this is awesome. It's soo good to launch my new rover (with the Lark cab) with Kerbals already in it :)

Share this post


Link to post
Share on other sites

New release with support for more mods:

1.4.4:

  • - Added patch for WildBlueIndustries
  • - Added patch for USI Exploration
  • - Added patch for NESDparts

Share this post


Link to post
Share on other sites

 

9 minutes ago, linuxgurugamer said:

 

New release with support for more mods:

1.4.4:

  • - Added patch for WildBlueIndustries
  • - Added patch for USI Exploration
  • - Added patch for NESDparts

 

I have 64 mods... I'm an addict. I have 2 of the 3 you just mentioned... 

Share this post


Link to post
Share on other sites

Hey @linuxgurugamer, TakeCommand.version still set to last version...

And if you wanna add support for Omicron, i'll be glad. (besides i already included config inside the mod for it)

Edited by Climberfx

Share this post


Link to post
Share on other sites
1 minute ago, Climberfx said:

Hey @linuxgurugamer, TakeCommand.version still set to last version...

And if you wanna add support for Omicron, i'll be glad. (besides i already included config inside the mod for it)

Get me the Omicron info, I'll take care of it in a few minutes

Make sure you just downlaoded the correct version, the correct info is in the .version file

Share this post


Link to post
Share on other sites

Great. Redownloaded and nos is all ok.

Here's Omicron info:

O_seat.mu

O_seat.cfg

Quote

PART
{
//Basic
    name = O_seat
    module = Part
    author = ClimberFX
    //mesh = O_seat.mu
    MODEL
    {
        model = Omicron/Parts/O_seat
    }
    rescaleFactor = 1.25
    tags = chair control seat climberfx omicron

//Node
    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,1,0,1,0
    node_stack = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0
    node_attach = 0, 0, 0, 0, 0, -1.0, 0
    
//Cost & RD
    TechRequired = start
    entryCost = 0
    cost = 250

//Description
    category = Pods
    subcategory = 0
    title = Omicron Seat
    manufacturer = ClimberFX
    description = This is a Seat for Crew Module. Be aware that the seat ejection system will troll you out of the craft, even with windows closed. 

//Drag
    dragModelType = default
    maximum_drag = 0.01
    minimum_drag = 0.01
    angularDrag = 1

//Physical
    mass = 0.08
    crashTolerance = 50
    breakingForce = 250
    breakingTorque = 250
    maxTemp = 1200
    fuelCrossFeed = True
    bulkheadProfiles = seat
    

//Modules
    MODULE
    {
        name = KerbalSeat
        seatPivotName = seatPivot  
        ejectDirection = 0, 1, 0.2
    }

    CrewCapacity = 1
    MODULE
    {
        name = TakeCommand
        minimumCrew = 1
    }

    INTERNAL
    {
          name = GenericSpace1
    }
    
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
        passableWhenSurfaceAttached = true
    }

}

As soon as you release update i update here and remove the code inside. I'm thinking that way will be more politically correct, you know.

:wink:

Cheers

Edited by Climberfx

Share this post


Link to post
Share on other sites
23 minutes ago, linuxgurugamer said:

New release with support for more mods:

1.4.4:

  • - Added patch for WildBlueIndustries
  • - Added patch for USI Exploration
  • - Added patch for NESDparts

@linuxgurugamer i don't know how to create a pull request on github (and did not want to mess something up) here is a patch to add Kerbonov KN2 seat

https://www.dropbox.com/s/raex8mklbvv27bq/Kerbonov-KN2.cfg?dl=0

I just modified your patch so that it includes the said seat

Share this post


Link to post
Share on other sites
Just now, Climberfx said:

Great. Redownloaded and nos is all ok.

Here's Omicron info:

O_seat.mu

O_seat.cfg

 

Ok, I have it, but I'm not going to do another release right now, working on something else.  Besides, I think you should take that config out of the file so there won't be conflicts

For now, just put the following in a file:

@PART[O_seat]:HAS[@MODULE[KerbalSeat]]:FOR[TakeCommand]
{
	CrewCapacity = 1
	MODULE
	{
		name = TakeCommand
		minimumCrew = 1
	}
}

and when i do the next release, delete it.

2 minutes ago, dtoxic said:

@linuxgurugamer i don't know how to create a pull request on github (and did not want to mess something up) here is a patch to add Kerbonov KN2 seat

https://www.dropbox.com/s/raex8mklbvv27bq/Kerbonov-KN2.cfg?dl=0

I just modified your patch so that it includes the said seat

Thanks, looks good.  will be in the next release, in a day or so

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.