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Everything posted by Snoman314
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
Snoman314 replied to erendrake's topic in KSP1 Mod Releases
Alright I'll try watching that video again tomorrow. Maybe the third time will be the charm. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Snoman314 replied to erendrake's topic in KSP1 Mod Releases
Yeah... I've read that page about 5 times now. It has lead me to this point. Edit: I should clarify. I can see that there are some other functions I could try, and I can see other ways of doing this, but why the F*** Doesn't it work like it's supposed to in the first place? I create a rotation vector (slash direction) that's supposed to rotate another vector by 90 degrees. And then it doesn't. ...? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Snoman314 replied to erendrake's topic in KSP1 Mod Releases
I realise that this is probably an incredibly stupid question, but I've spent my last two days off work googling around, trying to get kOS to pitch down 90 degrees relative to a vector. I don't know what the hell I'm doing wrong, but every variation I try gives me a brand new completely (seemingly) unpredictable outcome. I'm trying to get the top axis of my probe oriented towards the sun, so that the solar panels will get maximum sunlight. I've been trying variations on this: LOCK STEERING TO R(-90,0,0) * SUN:POSITION. I've tried R(90,0,0), and R(0,90,0) etc etc. All of which give me random headings, none of which are in any way perpendicular to the vector pointing to the sun. I've checked that SUN:POSITION returns a vector, and that R() returns a direction, and that the * operator expects a direction on the left and a vector on the right, and is supposed to rotate the vector by the given direction. Either this is buggy as hell, or the documentation has lead me massively astray. I hope someone can give me a simple explanation, as I've only got to this point after spending a day and a half diagnosing/rediscovering a long standing known bug around the LOCK STEERING not disengaging when the kOS modules shuts down, that was screwing things up even more. Hence why my frustration may be coming across in this post. Thanks in advance. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Snoman314 replied to erendrake's topic in KSP1 Mod Releases
Yeah it's totally messed up for me as well. The scs parts fall off the rocket on the launchpad, but still remain part of the rocket. It's really weird. I've just added kOS modules to all capsules and abandoned the kOS parts. - - - Updated - - - That brings up the tantalising prospect of new parts in the future, that get upgrades as the tech tree develops. I hope you find a modeller to help out! -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Snoman314 replied to erendrake's topic in KSP1 Mod Releases
Same here. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Snoman314 replied to erendrake's topic in KSP1 Mod Releases
Ah ok. I'll check on Github tomorrow. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Snoman314 replied to erendrake's topic in KSP1 Mod Releases
My current problem is that I can't type into the terminal at all. It never seems to come into 'focus'. Is anyone else having this problem? Edit: I'm getting a lot of these in the log: [EXC 00:57:22.960] MissingFieldException: Field '.Part.uid' not found. InternalProp.OnUpdate () InternalModel.OnUpdate () Part.InternalOnUpdate () Part.Update () -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Snoman314 replied to erendrake's topic in KSP1 Mod Releases
Looks to me like it's because you've got a not-equals (<>) instead of an equals in the if statement. I'm not sure, I'm still getting into this. hmm, or maybe put the whole logical test inside parentheses? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Snoman314 replied to erendrake's topic in KSP1 Mod Releases
Fair enough about the time issue. It makes sense to focus on getting the virtual machine working how you want it first. It would be awesome to have some more part options. Maybe storage space upgrading through the tech tree etc. Unfortunately, I myself currently have time, but only have my phone on which to work :/ -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Snoman314 replied to erendrake's topic in KSP1 Mod Releases
I can't find any mention of this - is anyone else having weird problems when either of the kOS parts are attached to their ships? Weird things like parts falling off on the launchpad, rockets exploding for no reason during ascent etc? -
Not the first mod I've seen drop subassembly support in the last few days. All good.
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Whew! Now I can proceed safe in the knowledge that when I fail to intercept a planet, it was my own fault and not some nebulous, hard-to-pin-down error in KSPTOT
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- ksptot
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I've got nothing really to add still, but I've been following your posts Gaiiden, and thanks for the testing work / research. I love this tool, and everything that can be done to make it better I appreciate.
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Yeah, definitely sounds like you're trying to install in some weird and unusual new way.
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That or Karbonite.
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Well, other than the fact that the orbit in KSP is now massively overshooting instead of undershooting, but that could have been something else. Hmm, have you selected the correct object to import the initial state orbital variables from? Get the wrong one and that could give you nonsense results like this. (Just another idea, you may have noticed that I don't really know what your problem is.)
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I have KSPTOTConnect installed, but it's never worked for me on this current install. I've been quicksaving, then importing from the persistent.sfs and/or quicksave.sfs. I then get a list of vessels (and some asteroids) that are currently in the game, except that there are vessels missing. The first one that was missing was when I first posted a few days ago. Now there are a bunch of the latest probes I launched that aren't showing up. Edit: OK, that's interesting. I just removed all the debris from space (about 6 objects), and then quicksaved from a different vessel. Now the one I was trying to load is showing up. Not sure if it was saving from a different vessel, or getting rid of the debris that did it. Edit2: I'm starting to suspect that it just doesn't show the currently active vessel. I'll have to test more on the weekend.
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Which is what makes me suspect that the bodies.ini is the problem. If the manoeuvre is exactly the same, but doesn't pan out the same way in KSP than it did in KSPTOT, then it would seem possible that KSPTOT and KSP itself have different solar system configurations. I've never loaded a bodies.ini file, and I've never had a problem like you describe. What happens if you don't load the bodies.ini file?
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Do you mean, have I modified the SFS files? Because I haven't. I've just noticed that more and more of the new vessels in my current save aren't showing up on the import list. Is it possible it's a version incompatibility? I always make sure to check the changelog and make sure to only use the version of mods etc from before they're upgraded past the version I'm using, but KSPTOT makes no reference to KSP versions in it's changelog.
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This problem seems to be getting worse. About 1 in 3 new spacecraft appear in the list when I try to import the orbital data into any of the orbit input windows. I still have no idea how to even begin figuring this out. Would uploading some of my game files help? Which ones?
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OK, that does sound a bit strange. I note you're loading a bodies.ini file? I've never done that, could it be throwing KSPTOT off? If that's not it, then it sounds like the node isn't getting uploaded correctly, like you said. Did you already have any manoeuvre nodes? I always make sure to upload onto a clean slate.
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That doesn't sound like anything I've encountered before. From what you've said there's not really a lot to go on. Can you explain more about what you were doing?
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14km/s is definitely a warning you're doing it wrong. I haven't used it much, but it looks to me like you've set the earliest arrival date the same as the earliest departure date. That means the optimum point on the porkchop plot is way off the top of the plot area. Try adding a couple of years to the earliest arrival time, and you should get something like this: Note the in the results box at the bottom, the first results shown there show that I reproduced your same results (more or less) when I entered roughly the same departure and arrival times as you.
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I seem to have encountered a pretty serious problem that isn't addressed anywhere else (that I can find). I've been using KSPTOT for a while on my current KSP install, and suddenly my current probe has stopped showing up in the import list when I try to set the initial state. It seems that every other spacecraft is listed except the most recently launched one. Does anyone know what this might be?
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Just thought I'd chip in and mention I had problems with this mod when I had Tarsier Space Tech installed as well. Removing TSP fixed this mod. The problems included the 15 free upgrades at the start appearing, and the launch button taking me straight to the launchpad, as mentioned above. Perhaps list TSP on the first post as incompatible?