Orbitalkiwi Posted November 2, 2019 Share Posted November 2, 2019 The big question - maybe in the wrong place: is there any plan to build this for the new 1.8.x updates using the latest unity? I’m building a controller that really relies on KRPC. seriously, this mod is so cool, I hope they include it as basic functionality in KSP2 Quote Link to comment Share on other sites More sharing options...
artwhaley Posted July 23, 2021 Share Posted July 23, 2021 How many folks are using or would be using this? The previous version still seems to work with 1.12 though I haven't thoroughly tested everything or checked to see if there are features that KRPC can't access yet? I've helped a little with updating this mod for new versions in the past and wouldn't be opposed to getting it compiling against 1.12 and make a pull request... since apparently this is going to be the final game version... but probably won't bother if I'm the only one who writes full software suites for every rocket in python. lol. Quote Link to comment Share on other sites More sharing options...
Kerbart Posted July 23, 2021 Share Posted July 23, 2021 I'd like to see a final 1.12 compile, @artwhaley Quote Link to comment Share on other sites More sharing options...
artwhaley Posted August 6, 2021 Share Posted August 6, 2021 On 7/22/2021 at 9:16 PM, Kerbart said: I'd like to see a final 1.12 compile, @artwhaley Well you're more qualified than me to do it! I've got things moving. Compiling against 1.12.2 was super easy, now I'm just trolling the devnotes and release notes for features that got added to the game... so far working I've got rotating docking ports, all robotic parts except for pistons working (there seems to be a bug in KSP's piston implementation that makes it not respond to anything but the PAW, but I'm hoping someone posts a work-around), lights blinking, new wheel adaptive steering, and fuel drain parts added. What's left is integration with the now stock alarm clock and maneuver planners, compound part controls, autostruts, and command pods with more than one control point. There are also a handful of issues on the issue tracker I think are worth trying to duplicate and chase down. Has anyone else noticed anything broken or missing that actually affects game play? At this point in the game / mod's life cycles I'm not concerned about emulating EVERY single button a person could ever possibly click, but want to focus on things that a person might actually want to be able to control remotely/programmatically. Quote Link to comment Share on other sites More sharing options...
artwhaley Posted August 28, 2021 Share Posted August 28, 2021 I've started on a 'final' features complete update. So far I've got support for: stock robotics rotating docking ports blinking lights stock alarm clock the wheel upgrades resource drains and autostruts. You can grab a preliminary version at https://github.com/artwhaley/krpc/releases/tag/experimental Unfortunately I'm building in windows and am just recompiling the DLLs, so I'm not able to rebuild the documentation and a few of the client files, but things should be named pretty self-explanatorily so it should at least all work for folks using python. If anyone with the full build environment working wants to help out with documentation and the client libraries that require building... I'd really appreciate it! I'll try to eventually get around to setting up a linux laptop and making it work myself if nobody else can, but... If anyone finds bugs or has questions, please let me know! I've made pull requests to both the main repo and to Null Profile who's been doing rebuilds... but until someone more qualified takes over, I'll do my best to get things updated and finalized! Quote Link to comment Share on other sites More sharing options...
Zoeille Posted September 17, 2021 Share Posted September 17, 2021 On 8/28/2021 at 8:07 AM, artwhaley said: I've started on a 'final' features complete update. So far I've got support for: stock robotics rotating docking ports blinking lights stock alarm clock the wheel upgrades resource drains and autostruts. You can grab a preliminary version at https://github.com/artwhaley/krpc/releases/tag/experimental Unfortunately I'm building in windows and am just recompiling the DLLs, so I'm not able to rebuild the documentation and a few of the client files, but things should be named pretty self-explanatorily so it should at least all work for folks using python. If anyone with the full build environment working wants to help out with documentation and the client libraries that require building... I'd really appreciate it! I'll try to eventually get around to setting up a linux laptop and making it work myself if nobody else can, but... If anyone finds bugs or has questions, please let me know! I've made pull requests to both the main repo and to Null Profile who's been doing rebuilds... but until someone more qualified takes over, I'll do my best to get things updated and finalized! hi! Would it be possible for kRPC to support Gridfins from Kerbal Reusability Expansion ? It didn't work on krpc, but work well on kOS (I think it's an issue with moveable wings in general) Quote Link to comment Share on other sites More sharing options...
Kotagi Posted September 20, 2021 Share Posted September 20, 2021 Ive built a hoverslam script on python 3.9.1 and it works perfectly on my laptop. I copied all of my files over for a friend to try it. Its an exact identical game and mods. It has a while statement that passes while the altitude is below a certain number. When he runs the script he overshoots it like it is hanging, but there doesnt seem to be any loss of function its all just way too delayed. When I add a print statement in the loop to verify the altitude it works perfectly everytime. I cant find anything about a function only working with a print statement in it. He is running python 3.9.7 so maybe that could cause it? Would anyone else have any ideas? Me and a friend of mine moved away from eachother and we learned to code(barely) by playing this but its impossible to work together online if the scripts react different on different pc's. Kind of raining on our parade. Ive included the script. We are also playing on 1.11.1. Thank you! import math import time import krpc #shortcuts conn = krpc.connect(name='VSpeed') vessel = conn.space_center.active_vessel flight = vessel.flight control = vessel.control celestial_body = conn.space_center.bodies kerbin = celestial_body['Kerbin'] srf_frame = vessel.orbit.body.reference_frame mj = conn.mech_jeb smartass = mj.smart_ass interface = smartass.interface_mode autopilot = smartass.autopilot_mode srf_frame = vessel.orbit.body.reference_frame #constants g = 6.67300 * 10 ** -11 radar_offset = flight().surface_altitude #global variables burn_prepare_flag = 0 burn_start_flag = 0 burn_complete_flag = 0 #streams ut = conn.add_stream(getattr, conn.space_center, 'ut') altitude = conn.add_stream(getattr, vessel.flight(), 'surface_altitude') apoapsis = conn.add_stream(getattr, vessel.orbit, 'apoapsis') vertical_speed = conn.add_stream(getattr, vessel.flight(srf_frame), 'vertical_speed') gravity = g * kerbin.mass / kerbin.equatorial_radius ** 2 #main class Vessel: def launch_autopilot(self, num): # Pre-launch setup control.sas = False control.rcs = False smartass.interface_mode = smartass.interface_mode.surface smartass.autopilot_mode = smartass.autopilot_mode.surface smartass.force_pitch = True smartass.force_roll = True smartass.surface_pitch = 90 smartass.surface_roll = 0 smartass.update(False) # Countdown... print('3...') time.sleep(1) print('2...') time.sleep(1) print('1...') time.sleep(1) print('Launch!') #Activate first stage control.throttle = 1.0 control.activate_next_stage() control.toggle_action_group(4) while altitude() < num: pass vessel.control.throttle = 0 vessel.control.rcs = True print('Throttle Down') while vertical_speed() > 50: pass print('Belly Flop Manuever') smartass.surface_pitch = 0 smartass.update(False) def landing_autopilot(self): while True: global burn_prepare_flag global burn_start_flag global burn_complete_flag true_radar = altitude() - radar_offset + .1 max_decel = (vessel.available_thrust/vessel.mass) - gravity stop_dist = vertical_speed() **2 / (2* max_decel) ideal_throttle = stop_dist / true_radar impact_time = true_radar / abs(vertical_speed()) #print('Altitude ' + str(true_radar)) #print('Max Decel ' + str(max_decel)) #print('Stop Distance ' + str(stop_dist)) #print('Impact Time ' + str(impact_time)) #print('Vertical Speed: ' + str(vertical_speed())) smartass.force_pitch = True smartass.force_roll = True if burn_prepare_flag == 1: pass else: if vertical_speed() < -1 and true_radar < (stop_dist + 100): print('Preparing for Suicide Burn') control.rcs = True burn_prepare_flag = 1 else: if vertical_speed() < -1 and true_radar < (stop_dist + 300): smartass.autopilot_mode = smartass.autopilot_mode.surface_retrograde smartass.surface_roll = 0 smartass.update(False) control.toggle_action_group(5) if burn_start_flag == 1 and burn_complete_flag != 1: control.throttle = ideal_throttle elif burn_start_flag == 0 and burn_prepare_flag ==1: if true_radar < stop_dist: print('Performing Suicide Burn') burn_start_flag = 1 else: pass if altitude() < 500 and burn_start_flag == 1: smartass.autopilot_mode = smartass.autopilot_mode.surface smartass.surface_pitch = 90 smartass.surface_roll = 0 smartass.update(False) control.toggle_action_group(6) if burn_complete_flag == 1: break else: if vertical_speed() > -.01 and burn_start_flag == 1 and true_radar < 2: print('Burn Complete') control.throttle = 0 smartass.autopilot_mode = smartass.autopilot_mode.kill_rot smartass.update(False) control.toggle_action_group(2) burn_complete_flag = 1 time.sleep(3) control.rcs = False time.sleep(.01) def reset_flags(self): global burn_prepare_flag global burn_start_flag global burn_complete_flag burn_prepare_flag = 0 burn_start_flag = 0 burn_complete_flag = 0 starship = Vessel() starship.launch_autopilot(1800) starship.landing_autopilot() starship.reset_flags() starship.launch_autopilot(8000) starship.landing_autopilot() starship.reset_flags() starship.launch_autopilot(15000) starship.landing_autopilot() print('Systems Shutting Down') Quote Link to comment Share on other sites More sharing options...
Cannon Posted November 14, 2021 Share Posted November 14, 2021 (edited) For anyone trying to use LaunchOrbit java code from tutorials, there is a problem in every while loop. Basically lots of variables aren't declared as "volatile" which causes different threads to not be synchronized, and then your while loop keeps going on forever without doing anything. The reason for that is the JVM is allowed to assume that other threads do not change some of the variables during the loop. The proper fix would be to make them all "volatile", but you can also fix it more easily by adding the following at the start of every loop: System.out.print("."); System.out.print("\b"); This will add a dot and then delete it every time, but what it does is force syncrhronization which makes the loop work properly. Edited November 15, 2021 by Cannon Quote Link to comment Share on other sites More sharing options...
Anth12 Posted October 14, 2022 Share Posted October 14, 2022 https://github.com/nullprofile/krpc/releases/tag/v1.0-beta-1 This is a link to a 1.12.1 version of kRPC. I don't use the mod so I have no idea how it works compared to the 1.5.1 version Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted October 15, 2022 Share Posted October 15, 2022 1 hour ago, Anth12 said: https://github.com/nullprofile/krpc/releases/tag/v1.0-beta-1 This is a link to a 1.12.1 version of kRPC. I don't use the mod so I have no idea how it works compared to the 1.5.1 version There are more updated versions available from the actions tab: https://github.com/nullprofile/krpc/actions click the most recent one with a green check mark, then scroll down to artifacts and there should be a link to a zip file to download. Quote Link to comment Share on other sites More sharing options...
LukasKerman Posted November 3, 2022 Share Posted November 3, 2022 (edited) On 10/15/2022 at 2:10 AM, JonnyOThan said: There are more updated versions available from the actions tab: https://github.com/nullprofile/krpc/actions click the most recent one with a green check mark, then scroll down to artifacts and there should be a link to a zip file to download. Just make sure you're logged in on Github, otherwise the "krpc" is not a clickable link. Thanks for the tip!! Edited November 3, 2022 by LukasKerman Quote Link to comment Share on other sites More sharing options...
LukasKerman Posted November 20, 2022 Share Posted November 20, 2022 Does anyone have a clue what this NPE is about? It seems to be KRPC related but not sure if another mod might cause it. Quote Link to comment Share on other sites More sharing options...
ComputerErika Posted November 25, 2022 Share Posted November 25, 2022 (edited) Does anyone know if this mod works with Principia? IE, can get info from principia like their predicted apoapsis and maneuver nodes and reference frames etc. Also is there any documentation on remote tech integration? After some looking I did find the remote tech integration, so nvm that But new questions raised, is there any way to make executed commands use power (ec) in game? or is this already part of it? Edited November 25, 2022 by ComputerErika Found RT Integration Docs, but also questions about power Quote Link to comment Share on other sites More sharing options...
royying Posted 51 minutes ago Share Posted 51 minutes ago Does anyone tried to use python client with Pycharm auto complete feature? Currently I have to import SpaceCenter from krpc.spacecenter import SpaceCenter and type hint object like: vessel : SpaceCenter.Vessel = conn.space_center.active_vessel to make Pycharm aware what class it is. But the weird thing is the import statement make the py script crash at start, I have to comment out that line to make it able to start...... Quote Link to comment Share on other sites More sharing options...
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