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[1.8.x-1.12.x] kOS addons: StockCamera, EVA, SCANSat, Career


JonnyOThan

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I'm adopting a collection of extensions to kOS that I've found useful and fun:

kOS-StockCamera (Adopted from @hvacengi)

Allows kOS to control the flight camera and map camera.  
Documentation: https://github.com/JonnyOThan/KOS-stockcamera#description
Download: https://github.com/JonnyOThan/KOS-StockCamera/releases
License: GPLv3

kOS-EVA (Adopted from @Ger_space)

Allows kOS to control kerbals on EVA.
Documentation: https://github.com/JonnyOThan/KOS-eva#kos-eva
Download: https://github.com/JonnyOThan/kOS-EVA/releases
NOTE: depends on harmony.
License: MIT

kOS-SCANSat (Adopted from @Ger_space)

Allows kOS to interact with SCANSat.  Now with anomaly detection! 
Documentation: https://github.com/JonnyOThan/KOS-scansat#kos-scansat
Download: https://github.com/JonnyOThan/kOS-scansat/releases
License: MIT

kOS-Career (NEW!)

Allows kOS to interact with career mode elements like contracts, building upgrades, and the tech tree.
Documentation: https://github.com/JonnyOThan/KOS-career#kos-career
Download: https://github.com/JonnyOThan/kOS-Career/releases
License: GPLv3

 

Edited by JonnyOThan
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  • 2 weeks later...

SpaceCore kOS Script Pack (Adopted from @bodryxon)

A pack of scripts for kOS to launch and operate your rockets.
Documentation: https://forum.kerbalspaceprogram.com/index.php?/topic/194603-spacecore-kos-script-pack/&tab=comments#comment-3800181
Download: [Snip]
 

kOSPropMonitor (Adopted from @dsonbill)

RPM interface for KSP.
Documentation: https://github.com/dsonbill/kOSPropMonitor
Download: [Snip]

 

Edited by James Kerman
non conforming links snipped
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Hello @JonnyOThan and welcome to the forum @Readux and congratulations on these releases however please remember that all releases must include a licence type in your forum posts containing links to your mods as per our add-on posting rules. This does not have to be the full legalese, just the type so that your work and rights are protected.

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I'd forgotten about these.  These are great.  Especially the EVA kerbals and the camera.

Is it possible to run these at the same time?  Like with HullCamVDS and the first person camera?  I guess with action groups it would be possible to switch cameras on and off but with the first person camera this woukd be great. 

And viewing internals from within a pod as well.

Thanks for collecting these together.

 

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4 hours ago, theJesuit said:

@JonnyOThan, and I guess @Ger_space, using the EVA addon, I can get off a ladder, and even grab a ladder, but the move function doesn't seem to work

addons:eva:move(forward). etc  or on a ladder with up down etc.

any ideas, or am I instructing wrong.

This is using ksp 1.10.1 however.

It takes a string.  This should work:
 

addons:eva:move("forward").

 

Edited by JonnyOThan
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I showed my 7 year old a kerbal on a pod ladder moving by himself on the ground, alking round the front of the craft, planting a flag, returning and reboarding the pod.

I wrote a script file and showed him how i simplified the proces for writing a script.

Now he wants to learn coding.  Bless.

Peace.

Edited by theJesuit
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  • 4 weeks later...

FYI, the GOEVA doesn't work for Kerbs in Command Seats, because KSP considers them to be kind of already on EVA, but then again, they aren't because they show up in the crew portraits and not as an EVA in target filtering.  Anyway, I was able to get to the Kerb in a command seat via kOS by looking at Command Seats that had a child node, then using the KerbalEVA module PAW doaction 'leave seat' option that is there when they are in a Command Seat.  I mention it because a similar thing could probably be added to the GOEVA fn in C# I imagine, or maybe a more direct way.  There is probably a way to make sure that the name matches the one in the CREWMEMBER record but I didn't go that far yet

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  • 2 months later...
  • 5 months later...

I just spent a while removing mods one at a time and FINALLY found the problem to be this mod!

In the current version this mod breaks EVA animations, Kerbals kinda get stuck mid walk or climb animation, there's about half a second of the animation when you start moving but then it gets stuck, so the Kerbal still moves around but like a statue, making climbing ladders impossible.

edit: Sorry just realised this post encompasses all the kOS addons, but the problem lies with kOS-EVA only, the others seem fine.

Edited by phraggers
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  • 9 months later...
On 7/7/2021 at 12:09 PM, phraggers said:

I just spent a while removing mods one at a time and FINALLY found the problem to be this mod!

In the current version this mod breaks EVA animations, Kerbals kinda get stuck mid walk or climb animation, there's about half a second of the animation when you start moving but then it gets stuck, so the Kerbal still moves around but like a statue, making climbing ladders impossible.

edit: Sorry just realised this post encompasses all the kOS addons, but the problem lies with kOS-EVA only, the others seem fine.

I just found this mod is causing the same issue.   I am finding them very hard to control on Minmus...the low gravity causes them to take a half step, then freeze as they jump and fly (without the jump animation).  They are very hard to control.

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1 hour ago, traisjames said:

I just found this mod is causing the same issue.   I am finding them very hard to control on Minmus...the low gravity causes them to take a half step, then freeze as they jump and fly (without the jump animation).  They are very hard to control.

So THIS is the mod that borked the kerbal animations. It's been driving me crazy for months, and I am running over 200 mods so to go through each mod one by one felt daunting. Thanks for flagging this and saving me a ton of time!

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18 hours ago, Zelda said:

So THIS is the mod that borked the kerbal animations. It's been driving me crazy for months, and I am running over 200 mods so to go through each mod one by one felt daunting. Thanks for flagging this and saving me a ton of time!

Does this happen when you're directly controlling the kerbal, or only when using kos?  I only ever use kos-eva in an install where KOS is the only method of control...I knew it was janky with KOS but if it breaks when trying to directly move them then that probably needs some attention.

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25 minutes ago, JonnyOThan said:

Does this happen when you're directly controlling the kerbal, or only when using kos?  I only ever use kos-eva in an install where KOS is the only method of control...I knew it was janky with KOS but if it breaks when trying to directly move them then that probably needs some attention.

It happens when I'm directly controlling them. I actually hadn't gotten around to using kOS-EVA yet, even though I installed it months ago with big dreams of scripting EVAs.

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1 hour ago, Zelda said:

It happens when I'm directly controlling them. I actually hadn't gotten around to using kOS-EVA yet, even though I installed it months ago with big dreams of scripting EVAs.

yeah it's basically sufficient to plant a flag and get back in the ship (you can basically teleport with boardpart).  OK I'll have to take a look at the movement, and maybe I can fix it for the kos control too!

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  • 1 year later...
  • 1 month later...

New kos-eva version: https://github.com/JonnyOThan/kOS-EVA/releases

Note: now depends on harmony: https://github.com/KSPModdingLibs/HarmonyKSP

  • Added :LIGHTS and :RCS suffixes (thanks @SofieBrink)
  • KISAutoEquip and KerbalBot addons now use the KSPAssemblyDependency so they won't be loaded when KIS and RemoteTech aren't installed, respectively
  • Movement is now properly hooked into the kerbal eva state machine. No more janky animations!
  • Add :VISOR and :HELMET toggles
  • Add :STATE suffix
  • Added many movement-related suffixes: :NEUTRALIZE, :STARBOARD, :TOP, :FORE, :MOVETHROTTLE, :JUMP, :SPRINT
Edited by JonnyOThan
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