xytovl
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Everything posted by xytovl
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RemoteEverything: http remote access for KSP mods
xytovl replied to xytovl's topic in KSP1 Mod Development
I am not developing this mod anymore, the GPLv3 allows you to do whatever you want with the mod, download it, modify etc. The only limitation, is that if you publish a modified version, you must also publish source code with the same conditions. -
[1.12.x] Smartstage, intelligent VAB reset button
xytovl replied to linuxgurugamer's topic in KSP1 Mod Releases
I don't think the code is really accurate now (post-1.0), it simulates a gravity turn as per default mechjeb settings, with atmospheric settings of the selected planet. There is no circularization, it keeps pushing prograde after the end of the gravity turn. The rationale for it was that initially the atmosphere could change fuel consumption and affect the staging decision. Don't rely on it too much, it used to have several percent differences in delta-v compared to the actual game. -
[1.3] Smartstage, intelligent VAB reset button 2.9.7
xytovl replied to xytovl's topic in KSP1 Mod Releases
If you want to take care of future releases, just clone the repo and I'll make a pull request on ckan to change the official link. I don't know if I can give you the first post of this thread, but anyway there is not much activity here. -
[1.3] Smartstage, intelligent VAB reset button 2.9.7
xytovl replied to xytovl's topic in KSP1 Mod Releases
I have not tested everything on the mod, but it seems to just compile and run fine with no change... I'll just publish a new release to update the compatibility info. -
[1.3] Smartstage, intelligent VAB reset button 2.9.7
xytovl replied to xytovl's topic in KSP1 Mod Releases
I'll have a look, I can't right now so I have just created an issue on github https://github.com/xytovl/SmartStage/issues/7 to track it. -
[1.3] Smartstage, intelligent VAB reset button 2.9.7
xytovl replied to xytovl's topic in KSP1 Mod Releases
If it is about ToolbarWrapper, support has been dropped 2 years ago. I only use stock application launcher. By the way, I am not playing KSP much anymore, I will only make compatibility update when people ask. If anyone wants to take responsibility for the plugin it could make things happen faster. -
RemoteEverything: http remote access for KSP mods
xytovl replied to xytovl's topic in KSP1 Mod Development
And now a greatly updated version : RemoteEverything-0.3.0.zip The mandatory screenshot: News for this version: The API makes it now possible to give a name for the object identifier (in this case vessel names). Display of properties (and not only fields) is possible through the web UI Many usability fixes and some polishing -
RemoteEverything: http remote access for KSP mods
xytovl replied to xytovl's topic in KSP1 Mod Development
Some news on this plugin. I have updated it for 1.1 and enhanced the web UI. Here is an example of what you can get: The latest version is RemoteEverything-0.2.0.zip, it contains the modified MechJeb dll to test it. There are many known limitations: you can only display fields (not c# properties or function results), units are not present yet, nor is the vessel name (only the id). -
[1.3] Smartstage, intelligent VAB reset button 2.9.7
xytovl replied to xytovl's topic in KSP1 Mod Releases
It already puts the chutes in a separate stage, hab136's post was a bug and it is fixed. -
[1.3] Smartstage, intelligent VAB reset button 2.9.7
xytovl replied to xytovl's topic in KSP1 Mod Releases
Indeed the special logic for last stage got broken in my update for 1.1 With version 2.9.4 the behaviour for items directly attached to root node should be as it was before (ie activated in a separate stage, after all the others). -
[1.3] Smartstage, intelligent VAB reset button 2.9.7
xytovl replied to xytovl's topic in KSP1 Mod Releases
Updated for 1.1, and the in-flight button is now optional. -
[1.3] Smartstage, intelligent VAB reset button 2.9.7
xytovl replied to xytovl's topic in KSP1 Mod Releases
Sepratrons are detected based on their orientation. There is no difference between a solid booster and a retrorocket, the mod can't guess what the purpose of the engine is. The solution would be to add some sort of UI to configure some parts or parameters but I have not found how I could do that in an user-friendly way. -
[1.3] Smartstage, intelligent VAB reset button 2.9.7
xytovl replied to xytovl's topic in KSP1 Mod Releases
Can you publish your sources please ? If you made a configurable item, I'll certainly integrate it in the next release. -
[1.3] Smartstage, intelligent VAB reset button 2.9.7
xytovl replied to xytovl's topic in KSP1 Mod Releases
I have integrated code from KSP Trajectories, advanced mode is back ! Don't expect too much accuracy, it assumes angle of attack is always exactly 0, ignores fairings and has an outdated model for ascent profile. There is also a change for fairing staging (normal mode too), they are decoupled one stage before being decoupled, which is usually the correct choice. -
[1.3] Smartstage, intelligent VAB reset button 2.9.7
xytovl replied to xytovl's topic in KSP1 Mod Releases
I am not currently actively working on the mod, if anyone can find a good documentation on the new drag model, I could try to implement it and reactivate the plot. Secondly, many values depend on the ascent profile, before the patch, acceleration limit and rocket direction were copied from MechJeb. Now those values are not that optimal, the plot would be even less accurate. -
[1.3] Smartstage, intelligent VAB reset button 2.9.7
xytovl replied to xytovl's topic in KSP1 Mod Releases
Version 2.7.0 adds a button in flight too. It may not work after docking things or with elements already activated, but at least on launch pad it is safe. @Chimer4 I had to disable the plot after KSP 1.0 because I have to update the simulation part with the new aero model. -
RemoteEverything lets you access various mod elements from a web browser, or other applications you develop. Installation: * Extract the zip as usual for other mods * Install any mod that has RemoteEverything support (currently only an experimental MechJeb branch is available) * In game activate the server with the application launcher icon * Go to http://localhost:8080/ (or other port if you have changed the settings) Links: Source RemoteEverything-0.1.0.zip Mechjeb-RemoteEverything.zip For mod developers If you want to add support for RemoteEverything in you mod, follow the instructions on github. Help wanted If you want to improve the web UI, feel free to submit pull requests I need to implement method call, support for static objects, configuration and probably more.
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[1.3] Smartstage, intelligent VAB reset button 2.9.7
xytovl replied to xytovl's topic in KSP1 Mod Releases
I have tried to install Ven's mod then load the craft, but it complains about a missing GeminiNosecone2m part. Have you used other parts as well ? For the last stage, it could be caused by the fairing, I have not added any logic to handle them and SmartStage may fail to understand the engine can be turned on... -
[1.3] Smartstage, intelligent VAB reset button 2.9.7
xytovl replied to xytovl's topic in KSP1 Mod Releases
I will probably add this when I have time. I need to change some things: take into account engines that have already been turned on and vessel orientation at least. -
[1.3] Smartstage, intelligent VAB reset button 2.9.7
xytovl replied to xytovl's topic in KSP1 Mod Releases
Are you using a 2.6.x version of SmartStage ? For some reason CKAN downloads an outdated version if KSP has been updated but I have not released a new version. I have just published a 2.6.2 so CKAN should be happy now -
[1.3] Smartstage, intelligent VAB reset button 2.9.7
xytovl replied to xytovl's topic in KSP1 Mod Releases
I did not have KSP 1.0.2 actually, the release is updated. There is no change except for ksp version number -
[1.3] Smartstage, intelligent VAB reset button 2.9.7
xytovl replied to xytovl's topic in KSP1 Mod Releases
I have just published an updated version for 1.0 Advanced mode is disabled as I have to simulate the aerodynamic model. -
With feed forward, the controller will be much more reactive to target changes. I don't know what the corrective steering is supposed to do exactly, but it has certainly been tuned with the "normal" attitude controller in mind. If anyone knows the control it should implement, we can fix it, otherwise we may drop the feature.