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[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02


maja

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To prevent the rover from exploding from spawn below ground, can't it just make it appear much higher than it should, and gently roll to the ground? (An example of what I am saying is the "set position" option in the cheat console)

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49 minutes ago, jaunco325 said:

To prevent the rover from exploding from spawn below ground, can't it just make it appear much higher than it should, and gently roll to the ground? (An example of what I am saying is the "set position" option in the cheat console)

It already does that to an extent - and the question is how much higher should it spawn the craft?  It will fall when released, which could cause the craft to shift position slightly as it lands, or the wheels to break if it falls to far.  And we're noticing that the exact height of the surface changes depending on the settings in the game, so it's hard to guess what the height should be.

Basically, there's trade-offs no matter which way the issue is solved.  This issue could be avoided, but it would cause other issues.  Which issues are worse depends on the player - and what settings you play with.

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From what they explained, the current program is much more complex, and it is not working in 100% of cases.
That's why I said: "Let the ship gently drop to the ground" (if you press ALT + F12 and go to "set position" you will understand what I'm saying). This way, not only will the ship not hit the ground, Also the player will have plenty of time to analyze the conditions of the terrain, and activate the reaction wheels or RCS propeller if necessary.
And I think that at the height that the program considers necessary, add 5 to 10 meters.

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On 6/6/2020 at 8:29 PM, jaunco325 said:

To prevent the rover from exploding from spawn below ground, can't it just make it appear much higher than it should, and gently roll to the ground? (An example of what I am saying is the "set position" option in the cheat console)

It's already done. The position of a rover is set to whatever the game is returning as a height of the terrain plus some margin and after switch to a flight scene the BV tries to move the rover up or down to avoid clipping issues.

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7 hours ago, maja said:

 the BV tries to move the rover up or down to avoid clipping issues.

here is the difference. that's a complex system where all that process is done in an instant, and by the time the player can see the scene, it's done.
What I'm saying is that the ship appears at an extra height, and when the scene is finished loading and the game begins to process the physics, the ship begins to fall very slowly. using a crash slowdown function that is already implemented in the base game

Edited by jaunco325
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44 minutes ago, jaunco325 said:

here is the difference. that's a complex system where all that process is done in an instant, and by the time the player can see the scene, it's done.
What I'm saying is that the ship appears at an extra height, and when the scene is finished loading and the game begins to process the physics, the ship begins to fall very slowly. using a crash slowdown function that is already implemented in the base game

BV can do this when it is permitted to do it by the game. The game API and scene load order aren't documented well enough, so it's possible, that it can be done better. If you know how to implement it, don't hesitate to contribute a PR.

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Hey, just want to say that the option to drive to your current target seems to be a little too accurate. I targeted a surface science base I'd set up on Kerbin, and when I arrived, the rover appeared directly on top of the control center. I just wanted to put up a couple more solar units and a transmitter dish, but I ended up having to replace the seismometer too.

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2 hours ago, Paaaad said:

Hey, just want to say that the option to drive to your current target seems to be a little too accurate. I targeted a surface science base I'd set up on Kerbin, and when I arrived, the rover appeared directly on top of the control center. I just wanted to put up a couple more solar units and a transmitter dish, but I ended up having to replace the seismometer too.

Hiya maja, one proposal would be to add a settable offset (say x number of meters from target), maybe a cardinal direction or bearing from target as well. Or randomly within that circumference, but it does create the complication of arriving in a zone with multiple vessels, usually like MKS or Pathfinder bases which allows for discrete base/vessels in a given flight scene and range to interact; the rover could be targeted to arrive at an offset from the targeted but it just so happens that another vessel is on that same spot. Maybe add a conflicting traffic check as well prior to spawning, and then offset the rover to spawn clear of the vessel?

Other than that, Paaaad, if you've got Waypoint Manager, you can set up a marshalling waypoint clear of your base for rovers to target, and have BV target that. Just make sure as well if you're sending multiple vessels simultaneously to that one spot to stagger their launches (and thus arrivals), or you'll have the same issue as targeting the base--this time with all the arriving rovers. :D

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  • 2 weeks later...

So i'm running 1.9.1 and having some trouble.

First problem i have is, i get bon voyage autopilot to display the message that it's working. But i can't go to tracking station because of some reason, (Is it normal for the rover to start moving when i set the target??)

mq8P0AI.png

WP0YL8g.png

Second problem i have is.. When i try to set target on map, it works the first time i try it after launching my game.

But after that when i press pick on map button it just goes to map screen and doesn't let me pick the location. That info on the cursor when u pick from the map is not displaying(latitude and longitude).

So when i press pick on map button once more on the map screen, the lat and long info on the cursor  appears, but when i pick target on map screen nothing happens.

When i try to set specific long and lat with numbers, it says it cannot find route or it just doesn't do anything.

here's the player.log file and list of my mods

https://www.dropbox.com/s/cctd5dlak7m86lb/Player.log?dl=0

Spoiler

AECS_Motion_Suppressor (air brake, engine, & control surface) (AECS-Motion-Suppressor 1.3.2.3)
AlphaMensae's Modular Launch Pads (ModularLaunchPads 2.0.8)
Antenna Helper (AntennaHelper 2:1.0.7.2)
ASET Agency  (ASETAgency 1.0)
ASET Avionics (ASETAvionics 2.1)
ASET Props (ASETProps 1.5)
Astronomer's Visual Pack (AstronomersVisualPack 2:v4.04)
Astronomer's Visual Pack-8k Textures (AVP-8kTextures v1.11)
AtmosphereAutopilot (Fly-By-Wire) (AtmosphereAutopilot v1.5.16)
AutoAGL (AutoAGL 1.2)
B9 Part Switch (B9PartSwitch v2.16.0)
BetterBurnTime (BetterBurnTime 1.10)
BetterTimeWarpContinued (BetterTimeWarpCont 2.3.12.6)
BonVoyage (BonVoyage 1:1.0.1.1)
Camera Focus Changer (CameraFocusChanger 1:1.1.0)
Camera Tools (CameraTools v1.14.0)
Chatterer (Chatterer 0.9.99)
Chatterer Extended (ChattererExtended 0.6.2)
ClickThrough Blocker (ClickThroughBlocker 0.1.9.5)
Community Category Kit (CommunityCategoryKit 5.1.0.0)
Community Delta-V Maps (CommunityDeltaVMaps v2.6.0)
Community Resource Pack (CommunityResourcePack 1.3.0.0)
Contract Configurator (ContractConfigurator 1.28.0)
Contract Parser (ContractParser 9.0)
Contracts Window + (ContractsWindowPlus 9.4)
Craft Manager (CraftManager 1.2.0)
Critical Temperature Gauge (CriticalTemperatureGauge 1.9.1.1)
Custom Barn Kit (CustomBarnKit 1.1.20.0)
Custom Pre Lauch Checks (CustomPreLaunchChecks 1.8.1)
DE IVAExtension (DE-IVAExtension v1.0.2)
Decoupler Shroud (DecouplerShroud 0.7.2)
Destruction Effects (DestructionEffects 2:v1.11.0)
Distant Object Enhancement Continued (DistantObject v2.0.0.2)
Distant Object Enhancement Continued default config (DistantObject-default v2.0.0.2)
Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.9.1)
Docking Port Descriptions (DockingPortDescriptions 1.0.1.1)
Docking Port Sound FX (DockingPortSoundFX v2.1.12)
Earn Your Stripes! (EarnYourStripes 4.0.2)
Easy Vessel Switch (EVS) (EasyVesselSwitch 2.1)
Engine Lighting Relit (EngineLightRelit 1.6.2.3)
Environmental Visual Enhancements (EnvironmentalVisualEnhancements 2:EVE-1.8.0-2)
Extended information about scientific experiments in VAB (ScienceSituationInfo 1:1.3.4)
Field Training Facility (FieldTrainingFacility 1.2.0.0)
Filter Extensions - Plugin (FilterExtensions 3.2.5)
Final Frontier (FinalFrontier 1.8.1-3479)
Flight Tracker (FlightTracker 3.0.0.1)
HeapPadder (HeapPadder 0.0.2)
HullcamVDS Continued (HullcamVDSContinued 0.2.0)
Improved and Updated Chase Camera (ImprovedUpdatedChaseCam 1.6.4)
Jet Sounds Continued (JetSoundsContinued 1.3.0.6)
JSIPartUtilities (JSIPartUtilities 0.5.0.4)
Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0)
Kerbal Attachment System (KAS 1.6)
Kerbal Changelog (KerbalChangelog v1.3.0)
Kerbal Construction Time (KerbalConstructionTime 1:1.4.7.13)
Kerbal Engineer Redux (KerbalEngineerRedux 1.1.7.1)
Kerbal Inventory System (KIS 1.25)
Kerbal Joint Reinforcement - Next (KerbalJointReinforcementNext v4.1.15)
Kerbalism (Kerbalism 3.9)
Kerbalism - Default Config (Kerbalism-Config-Default 3.9)
Kerbal-Konstructs (KerbalKonstructs 1.8.1.15)
Kourageous Tourists (KourageousTourists 0.5.2)
KRASH - Kerbal Ramification Artifical Simulation Hub (simulation mod for KSP) (KRASH 0.5.33)
Kronal Vessel Viewer Continued (KVVContinued 0.1.1)
KSC Extended (KSCExtended 2.2)
KSP AVC (KSP-AVC 1.4.1.4)
KXAPI (KXAPI 1.2.0)
LightsOut Relit (LightsOutRelit v0.3.0.1)
MagiCore (MagiCore 1.3.2.3)
Magpie Mods (MagpieMods 1.5.5)
MechJeb 2 (MechJeb2 2.9.2.0)
Minimum Ambient Lighting Updated (MinAmbLightUpd 1.2.6)
Module Manager (ModuleManager 4.1.3)
Navball Docking Alignment Indicator CE-2 (NavballDockAlignIndCE 1.1.0)
NavHud (NavHudRenewed 1.4.0.4)
NavUtilities continued (NavUtilitiesContinued 0.7.2)
Omega's Stockalike Structures: No Textures Required (StockalikeStructures 0.0.12)
One Window (OneWindow 4.0)
Persistent Thrust (PersistentThrust 1:1.4.3)
PersistentRotation (PersistentRotation 1.8.7)
PlanetShine (PlanetShine 0.2.6.3)
PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.3)
Progress Parser (ProgressParser 11.0)
RasterPropMonitor (RasterPropMonitor 1:v0.31.3)
RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.3)
RCS Build Aid Continued (RCSBuildAidCont 1:0.10.0)
Real Plume (RealPlume 2:v13.3.1)
Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.1)
Reentry Particle Effect Renewed (ReentryParticleEffect 1.9.1.1)
ReStock (ReStock 1.1.2)
ReStock Extra - Rigid Legs (RestockRigidLegs 1.1.2)
ReStock+ (ReStockPlus 1.1.2)
SafeChute (SafeChute v2.1.19)
SCANsat (SCANsat v20.1)
scatterer (Scatterer 3:v0.0610)
Scatterer Default Config (Scatterer-config 3:v0.0610)
Scatterer Sunflare (Scatterer-sunflare 3:v0.0610)
ScrapYard (ScrapYard 2.1.0.0)
Ship Effects Continued (ShipEffectsContinued 1.0.11)
SIMPLEX TechTree (SimplexTechTree 1:1.16.2020)
SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0)
StageRecovery (StageRecovery 1.9.2.2)
Strategia (Strategia 1.8.0)
TextureReplacer (TextureReplacer v4.1.3)
Textures Unlimited (TexturesUnlimited 1.5.10.25)
The Janitor's Closet (JanitorsCloset 0.3.7)
Time Control (TimeControl 1:2.9.8)
Toolbar Controller (ToolbarController 1:0.1.9.4)
TooManyOrbits (TooManyOrbits 1.1.6.2)
Tracking Station Evolved (TrackingStationEvolved 6.0)
Training Laboratory (FieldTrainingLaboratory 1.2.0.0)
Tundra's Space Center (TundraSpaceCenter 2.0.1)
Vessel Viewer Continued (VesselView 2:0.8.8.3)
VesselView-UI-RasterPropMonitor (VesselView-UI-RasterPropMonitor 1:0.8.8.3)
Waypoint Manager (WaypointManager 2.8.1)
Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1)
 

I've looked thru the forum and saw people get it working in 1.9.1, so i guess its not the problem with the version?

What could possibly cause this?

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18 minutes ago, One eyed Smile said:

So i'm running 1.9.1 and having some trouble.

First problem i have is, i get bon voyage autopilot to display the message that it's working. But i can't go to tracking station because of some reason, (Is it normal for the rover to start moving when i set the target??)

mq8P0AI.png

WP0YL8g.png

Second problem i have is.. When i try to set target on map, it works the first time i try it after launching my game.

But after that when i press pick on map button it just goes to map screen and doesn't let me pick the location. That info on the cursor when u pick from the map is not displaying(latitude and longitude).

So when i press pick on map button once more on the map screen, the lat and long info on the cursor  appears, but when i pick target on map screen nothing happens.

When i try to set specific long and lat with numbers, it says it cannot find route or it just doesn't do anything.

here's the player.log file and list of my mods

https://www.dropbox.com/s/cctd5dlak7m86lb/Player.log?dl=0

  Reveal hidden contents

AECS_Motion_Suppressor (air brake, engine, & control surface) (AECS-Motion-Suppressor 1.3.2.3)
AlphaMensae's Modular Launch Pads (ModularLaunchPads 2.0.8)
Antenna Helper (AntennaHelper 2:1.0.7.2)
ASET Agency  (ASETAgency 1.0)
ASET Avionics (ASETAvionics 2.1)
ASET Props (ASETProps 1.5)
Astronomer's Visual Pack (AstronomersVisualPack 2:v4.04)
Astronomer's Visual Pack-8k Textures (AVP-8kTextures v1.11)
AtmosphereAutopilot (Fly-By-Wire) (AtmosphereAutopilot v1.5.16)
AutoAGL (AutoAGL 1.2)
B9 Part Switch (B9PartSwitch v2.16.0)
BetterBurnTime (BetterBurnTime 1.10)
BetterTimeWarpContinued (BetterTimeWarpCont 2.3.12.6)
BonVoyage (BonVoyage 1:1.0.1.1)
Camera Focus Changer (CameraFocusChanger 1:1.1.0)
Camera Tools (CameraTools v1.14.0)
Chatterer (Chatterer 0.9.99)
Chatterer Extended (ChattererExtended 0.6.2)
ClickThrough Blocker (ClickThroughBlocker 0.1.9.5)
Community Category Kit (CommunityCategoryKit 5.1.0.0)
Community Delta-V Maps (CommunityDeltaVMaps v2.6.0)
Community Resource Pack (CommunityResourcePack 1.3.0.0)
Contract Configurator (ContractConfigurator 1.28.0)
Contract Parser (ContractParser 9.0)
Contracts Window + (ContractsWindowPlus 9.4)
Craft Manager (CraftManager 1.2.0)
Critical Temperature Gauge (CriticalTemperatureGauge 1.9.1.1)
Custom Barn Kit (CustomBarnKit 1.1.20.0)
Custom Pre Lauch Checks (CustomPreLaunchChecks 1.8.1)
DE IVAExtension (DE-IVAExtension v1.0.2)
Decoupler Shroud (DecouplerShroud 0.7.2)
Destruction Effects (DestructionEffects 2:v1.11.0)
Distant Object Enhancement Continued (DistantObject v2.0.0.2)
Distant Object Enhancement Continued default config (DistantObject-default v2.0.0.2)
Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.9.1)
Docking Port Descriptions (DockingPortDescriptions 1.0.1.1)
Docking Port Sound FX (DockingPortSoundFX v2.1.12)
Earn Your Stripes! (EarnYourStripes 4.0.2)
Easy Vessel Switch (EVS) (EasyVesselSwitch 2.1)
Engine Lighting Relit (EngineLightRelit 1.6.2.3)
Environmental Visual Enhancements (EnvironmentalVisualEnhancements 2:EVE-1.8.0-2)
Extended information about scientific experiments in VAB (ScienceSituationInfo 1:1.3.4)
Field Training Facility (FieldTrainingFacility 1.2.0.0)
Filter Extensions - Plugin (FilterExtensions 3.2.5)
Final Frontier (FinalFrontier 1.8.1-3479)
Flight Tracker (FlightTracker 3.0.0.1)
HeapPadder (HeapPadder 0.0.2)
HullcamVDS Continued (HullcamVDSContinued 0.2.0)
Improved and Updated Chase Camera (ImprovedUpdatedChaseCam 1.6.4)
Jet Sounds Continued (JetSoundsContinued 1.3.0.6)
JSIPartUtilities (JSIPartUtilities 0.5.0.4)
Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0)
Kerbal Attachment System (KAS 1.6)
Kerbal Changelog (KerbalChangelog v1.3.0)
Kerbal Construction Time (KerbalConstructionTime 1:1.4.7.13)
Kerbal Engineer Redux (KerbalEngineerRedux 1.1.7.1)
Kerbal Inventory System (KIS 1.25)
Kerbal Joint Reinforcement - Next (KerbalJointReinforcementNext v4.1.15)
Kerbalism (Kerbalism 3.9)
Kerbalism - Default Config (Kerbalism-Config-Default 3.9)
Kerbal-Konstructs (KerbalKonstructs 1.8.1.15)
Kourageous Tourists (KourageousTourists 0.5.2)
KRASH - Kerbal Ramification Artifical Simulation Hub (simulation mod for KSP) (KRASH 0.5.33)
Kronal Vessel Viewer Continued (KVVContinued 0.1.1)
KSC Extended (KSCExtended 2.2)
KSP AVC (KSP-AVC 1.4.1.4)
KXAPI (KXAPI 1.2.0)
LightsOut Relit (LightsOutRelit v0.3.0.1)
MagiCore (MagiCore 1.3.2.3)
Magpie Mods (MagpieMods 1.5.5)
MechJeb 2 (MechJeb2 2.9.2.0)
Minimum Ambient Lighting Updated (MinAmbLightUpd 1.2.6)
Module Manager (ModuleManager 4.1.3)
Navball Docking Alignment Indicator CE-2 (NavballDockAlignIndCE 1.1.0)
NavHud (NavHudRenewed 1.4.0.4)
NavUtilities continued (NavUtilitiesContinued 0.7.2)
Omega's Stockalike Structures: No Textures Required (StockalikeStructures 0.0.12)
One Window (OneWindow 4.0)
Persistent Thrust (PersistentThrust 1:1.4.3)
PersistentRotation (PersistentRotation 1.8.7)
PlanetShine (PlanetShine 0.2.6.3)
PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.3)
Progress Parser (ProgressParser 11.0)
RasterPropMonitor (RasterPropMonitor 1:v0.31.3)
RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.3)
RCS Build Aid Continued (RCSBuildAidCont 1:0.10.0)
Real Plume (RealPlume 2:v13.3.1)
Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.1)
Reentry Particle Effect Renewed (ReentryParticleEffect 1.9.1.1)
ReStock (ReStock 1.1.2)
ReStock Extra - Rigid Legs (RestockRigidLegs 1.1.2)
ReStock+ (ReStockPlus 1.1.2)
SafeChute (SafeChute v2.1.19)
SCANsat (SCANsat v20.1)
scatterer (Scatterer 3:v0.0610)
Scatterer Default Config (Scatterer-config 3:v0.0610)
Scatterer Sunflare (Scatterer-sunflare 3:v0.0610)
ScrapYard (ScrapYard 2.1.0.0)
Ship Effects Continued (ShipEffectsContinued 1.0.11)
SIMPLEX TechTree (SimplexTechTree 1:1.16.2020)
SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0)
StageRecovery (StageRecovery 1.9.2.2)
Strategia (Strategia 1.8.0)
TextureReplacer (TextureReplacer v4.1.3)
Textures Unlimited (TexturesUnlimited 1.5.10.25)
The Janitor's Closet (JanitorsCloset 0.3.7)
Time Control (TimeControl 1:2.9.8)
Toolbar Controller (ToolbarController 1:0.1.9.4)
TooManyOrbits (TooManyOrbits 1.1.6.2)
Tracking Station Evolved (TrackingStationEvolved 6.0)
Training Laboratory (FieldTrainingLaboratory 1.2.0.0)
Tundra's Space Center (TundraSpaceCenter 2.0.1)
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VesselView-UI-RasterPropMonitor (VesselView-UI-RasterPropMonitor 1:0.8.8.3)
Waypoint Manager (WaypointManager 2.8.1)
Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1)
 

I've looked thru the forum and saw people get it working in 1.9.1, so i guess its not the problem with the version?

What could possibly cause this?

Hit the breaks and then try changing scene, on the runway the rover or anything else will move a bit on its own (game design?) i think that's the reason you cant change the scene, also you should get a message something like "cant change scene while vessel under acceleration"

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1 minute ago, One eyed Smile said:

Will bon voyage disable the brakes and move on their own if i do that? Hmm... i’ll give it a try.

What about the problem not being able to pick a target on a map screen? Any idea on that?

dont worry about breaks Bon voyage will do everything for you, as to your other problem,try using waypoint manager mod? set a waypoint target it select it in bon voyage and off you go :)

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12 hours ago, One eyed Smile said:

What about the problem not being able to pick a target on a map screen?

I tried removing the mod 'Too Many Orbits' now im able to pick target on map just fine. I'll have to further play on to check if it was actually the problem with this mod.

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1 hour ago, One eyed Smile said:

I tried removing the mod 'Too Many Orbits' now im able to pick target on map just fine. I'll have to further play on to check if it was actually the problem with this mod.

Sorry, for late response. I went through the log and saw a few exceptions from BonVoyage, but other errors from other mods too (ScrapYard for example), so I suspect influence of some other mod(s). So be careful, that some other error might arise. If you can raise an issue on BonVoyage github about 'Too Many Orbits' compatibility, I'll look into it eventualy. I must finish BV update for KSP 1.9.1, but all that turbulent changes (Covid and my personal life) put it on hold for some time. But don't worry, I'm still here and have plans to maintain and develop it :)

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45 minutes ago, maja said:

I'm still here and have plans to maintain and develop it

Thank you for taking a look into this issue and keeping on with this mod!

Any tips on searching for the possible faulty mod? Since there are lots of lines i'm not sure what to look for specifically.

 

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4 hours ago, One eyed Smile said:

Thank you for taking a look into this issue and keeping on with this mod!

Any tips on searching for the possible faulty mod? Since there are lots of lines i'm not sure what to look for specifically.

 

Look for word 'exception '

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hello love the mod i use it for quite some time but since 1.9 i can't make it work on minmus or other low gravity celestials body, work great on kerbin and duna tho.
It won't move at all i try waypoint manager, pick a target etc nothing seems to work i habitually use to go see the easter eggs, this time it just tp me a few meters up or just flip upside down the rover, i did try with a stock config but no changes...
any ideas ? kindly, keep up the good work love u'r mod
Q3uCFK0.jpg
Ps : BV is front but i oriented it upward and work great on kerbin i try to put it up the rover no change.

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  • 3 weeks later...

@maja I pestered you about a year ago about getting warnings about not enough fuel from fuel cells and the rover stopping.  It seems like your fix was to just disable using fuel cells entirely when at night.

I carry fuel cells to continue driving at night. I think the fuel consumption or power required calculations are off by quite a bit.  Yesterday, Bon Voyage stopped my rover at sundown and I continued the final 170km on fuel cells.  Overall it barely made a dent if fuel.  Starting from Full 78.2/63.8 LFO End 74.79/61.03. 

The rover has 2 OX-STAT-XL panels at 2.8 EC/sec (5.6 total) and three fuel cells that say 9 EC/sec (27 total) as reported in the VAB. So it should have more than adequate power.  The fuel cells seem to operate on demand, so if they aren't needed they aren't producing power or burning fuel..

A Bon Voyage system check reports 14.94 Generated power /7.00 Required Power, but because it's night it won't run. The (?) info in the system check shows:

Solar power 5.94 (while at night with no sun)
Generators and reactors: 9 (only counting one fuel cell instead of 3) 

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18 hours ago, Tonka Crash said:

@maja I pestered you about a year ago about getting warnings about not enough fuel from fuel cells and the rover stopping.  It seems like your fix was to just disable using fuel cells entirely when at night.

I carry fuel cells to continue driving at night. I think the fuel consumption or power required calculations are off by quite a bit.  Yesterday, Bon Voyage stopped my rover at sundown and I continued the final 170km on fuel cells.  Overall it barely made a dent if fuel.  Starting from Full 78.2/63.8 LFO End 74.79/61.03. 

The rover has 2 OX-STAT-XL panels at 2.8 EC/sec (5.6 total) and three fuel cells that say 9 EC/sec (27 total) as reported in the VAB. So it should have more than adequate power.  The fuel cells seem to operate on demand, so if they aren't needed they aren't producing power or burning fuel..

A Bon Voyage system check reports 14.94 Generated power /7.00 Required Power, but because it's night it won't run. The (?) info in the system check shows:

Solar power 5.94 (while at night with no sun)
Generators and reactors: 9 (only counting one fuel cell instead of 3) 

Can you replicate it in a game without mods and send me a sample craft? I finally get around to update BonVoyage and other mods, so I want to test it before releasing a new version.

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5 hours ago, maja said:

Can you replicate it in a game without mods and send me a sample craft? I finally get around to update BonVoyage and other mods, so I want to test it before releasing a new version.

Simple rover all stock parts from my stripped test environment. Same power parts as the rover having the issue, 2 solar panels and 3 fuel cells.  Timewarped to night tried to start it and it stops with not enough fuel. Set to use batteries and fuel cells. The test rover has excessive amounts of fuel for a destination that's just up the hill from KSC

Test Rover

KSP.log

Edited by Tonka Crash
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  • 2 weeks later...
On 4/10/2020 at 12:59 PM, maja said:

This is WAY back, but FYI I've dropped a comment into this issue. It may be something with KSPWheel in general, and not just CritterCrawler.

Side question though - do all wheels need to be touching the ground, or does it just need sufficient amounts of wheel touching? For example, if I were to make a rover with tracks on both sides (allowing it to work as long as it doesn't land on its side,) would BV understand that two tracks touching the ground are enough for it to move?

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10 hours ago, etmoonshade said:

Side question though - do all wheels need to be touching the ground, or does it just need sufficient amounts of wheel touching? For example, if I were to make a rover with tracks on both sides (allowing it to work as long as it doesn't land on its side,) would BV understand that two tracks touching the ground are enough for it to move?

At least three rover wheels must be intact, operable and in contact with the ground.  One track is counted as two wheels.

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