kcs123
Members-
Posts
2,593 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by kcs123
-
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kcs123 replied to erendrake's topic in KSP1 Mod Releases
Try with this settings for more gentle PID behaviour, it worked better for me in my scripts than defaults that were recommended elsewhere: set MyPID to PIDLOOP( 0.15, 0.05, 0.1, -1.0, 1.0 ). It might be also good idea to limit min/max values for steering based on rover ground speed. -1,1 for low speeds, -0.5,0.5 for higher speeds, to prevent jerkily behaviour. Please, note that I used above PID settings for very gently behaviour, if it is too gentle for you, then increase first parameter a bit. -
Waypoint Manager mod might help you for such purpose. Although, it does not track data automaticly, you need to put info about each position for yourself, pretty much in same way as you would if you place flag on the ground on each spot. Only difference is that waypoint created in such way is not prone to kraken forces as much as flag is.
-
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kcs123 replied to erendrake's topic in KSP1 Mod Releases
Just quick peek at the code, but it looks like you didn't set properly "goal" value in DECEIDE_NEXT function. From main loop, you call deceide_next and from within deceide_next you check for goal value only trough BEARING_IS_OK. It is not clear for me in what part of code you set goal as you have reached destination or not. Hope that will help you to get back on proper track. -
You are welcome. Of course that you can use this stuff for future OP of new CKAN thread as well as for CKAN documentation. You might also find usefull this recent post and probably this one too. On top of that, it could be a good advice for steam users to create a copy of stock game elswhere and put mods in that new instance of KSP. Otherwise, when KSP updates, steam users might end with new version of KSP and with old, probably broken mods. That will lead to create a lot of false positive bug reports too. Bunch of unwanted forum flame wars could be avoided if ordinary, especialy new users are better informed. Sentence "Just drag and drop everything from mod archive to GameData folder." is equaly misleading as "Just pick mods that you want from CKAN and press install button". Better education of users could lead to better conversation and healthier community. Might be a good idea to create separate thread with just that essential info how mods works in KSP, pin it and lock it, to be more visible for regular users. OP of new CKAN thread could be too long to read with bunch of other essential stuff. When post is too long it can be counter productive, nobody would be reading it from begining to end if it is too long. Well known feeling, might too well. I'm also lack of free time, so I can't promise any help on whole project, but I try to inform people about it on various threads within that limited time.
-
Due to latest events, CKAN might be even slower to pop up latest version in repository. Also, game version update hapened just recently, there will be need for some time to catch everything up.
-
Are you sure you have latest version ? That bg suposed to be fixed, as reported few posts above.
-
I think both, DRE and FAR have fixed this, but I'm not 100% sure, did't pay too much attention of it, but I recall some blur mention of it in some of those threads. Be carefull, might be misleading info for KSP 1.1.3., I didn't have a chance to test latest more extensivly.
-
As any tool, you need to learn how to properly use it. It is also true that you first need to understand what is ziped archive and what ordinary folder. You need to understand first how various moder pack his stuff in archive. Some pack only his own stuff and inform you somewhere that you also need some dependency. If you miss that info and only unpack his stuff you end up with broken mod install. Other moders pack his own stuff and any dependency mod that they have used together in one archive. Most of the times they pack last version of it. Sometime they not. And you end up again with faulty install. Here is full thread page of example of faulty manual install, following this post. Same issue reported on different thread. Probably will be repeated in various random threads too. As tool for automatic install, CKAN can make mistakes too. Automatic metadata creator or CKAN boot crawler can make a mistake and create bad metadata, as well as humans who do that manualy. To make things slightly worse, CKAN can also create faulty uninstall, due to policy that it should not wipe out any file created inside mod folder that was not existed at the moment of install. Due to fact how MM works, that it consider some mod as installed by only checking if some folder exist inside gamedata, without checking actual content inside that mod folder, it apply some MM paches on parts that should not be aplied. You end up again with faulty mod install. Uninstall issue with CKAN can be solved more/less easy. Whenever you encounter frequent (de)install of various mods, it is good to export your installed mods in *.ckan file. Uninstall everything end check out gamedata folder by yourself to wipe out any other files except SQUAD folder. Then install everything again trough previously exported *.ckan file. That will solve 95% of faulty install issues. Other 5% falls into that mentioned faulty install. Have to be fair and say that CKAN staff members do their best, and bad metadata that cause faulty install is solved almost soon as discovered. ------------------- I'm neither promote manual or CKAN install method. I will let that to anyone to choose method that suits their needs. Point is that ordinary, especialy new users are not informed enough how mods works in KSP. Without enough info, they can't figure out where they have made a mistake with manual install, neither they are capable to supervise automatic tools like CKAN. It is up to other community members to provide better info to newcomers to avoid any type of flame wars in future.
-
Soon, MJ will be no longer needed if you have this mod
-
Get one page back and start reading from this post.
-
Both of you are right. Only that one of you looks at forum topic header and other look at CurseForge
-
Re-installment
kcs123 replied to JoshSmith1501's topic in KSP1 Technical Support (PC, modded installs)
If you have archive file downloaded from official store, you can just extract it again, wherever you want it. If you don't have file, you can always download it again from official store, or even last previous stable version of KSP and unpack anywhere you want it. -
Major role in latest CKAN inconveniences have user themself, besides that all drama happened between CKAN staff and moders. Bunch of thing could be avoided if users are beter informed how mod in KSP works, with both, manual and automatic installs. Regardless of install type, 80-90% of reported bugs comes from faulty install. In manual install, you can easy make a mistake if you just drag and drop some mod in gamedata folder without checking if there is also packed some dependency mod and without checking if that dependency is latest version. CKAN do this kind of thing automaticaly, but it is also prone to mistakes, on both, install and uninstall. As much as regular user can make a mistake on uninstall too. Bottom line is, that users need to learn how mods work in KSP, so that they are able to to supervise automatic install trough CKAN. If you have encountered a bug, don't jump at once to moder thread and pest him about it. Be sure that you make a clean install of KSP in separate folder where your main game install is. Install only a mod that you suspect that have a bug with CKAN. Copy over Gamedata folder elsewhere, to have some reference to compare later on Uninstall everything and wipe out any other files in Gamedata folder except SQUAD folder Install manualy same mod by downloading it by yourself from original mod author source and all dependencies Copmare Gamedata folder with the one that you previously copied elsewhere. If you have found that something is different (different file version if all of the files are the same), report faulty install or wrong metadata to CKAN thread, don't pest moder about it. If moder is the one that maintain metadata, he will be informed trough this thread or by someone from other memberes of comunity. If all files are updated and in proper place, try to reproduce that bug in this "clean" instance of KSP. If you still have same issue, mark all reproducing steps, create screenshot of issue or two, upload output log somewhere and report that to moder If you didn't found reproduced issue, start adding other mods one by one, you might have conflict with some other mod somewhere, try again to install each mod manualy and by CKAN and compare gamedata folders to see if some other mod have corrupted metadata. If you found corrupted install - report that to CKAN thread, don't pest moder about it After you have installed all mods and still didn't repeated same issue, congratulation, your main game installation have corrupted files somewhere, you should reinstall all those mods in main game, you will solve your issue and you didn't pested moders about it. Sounds like a lot of work ? It takes a lot of time ? Yes ? Well, think again about it when you report bug to moder somewhere, each moder have to spend all that time too, to find possible conflict, maybe a bit less if output log contain usable info, but it still consume a lot of time that can be spend elsewhere to develop even more content or new features in your favorite mod. You have gone trough all this and you still have same issue ? At least you will have much smaller log file and you have narrowed down root of problem, so moder will be able to solve it much sooner. You will save a lot of time and work for moder by doing this. Inform regular users about it and a lot of issues that some moders have with CKAN will be reduced. Like i said, a lot of problems would be avoided if regular users are better informed. Maybe moderators can put this in more visible place and add a thing or two about it, bunch of problems could be solved more easy if there is better communication between SQUAD, moders and just ordinary players.
-
[1.1.2] Station Science (v2.0: New models by SpeedyB)
kcs123 replied to ethernet's topic in KSP1 Mod Releases
Feel free to try and report results. I didn't even try KSP 1.1.3. yet because some of my "must have" mods were not updated yet. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kcs123 replied to erendrake's topic in KSP1 Mod Releases
Exactly that. kOS should prevent pushing NaN or infinity into the stack, to prevent issues in core game engine. It should still throw error if tries to calculate something that is not valid.For example: set x to 1 / 0. // does not throw an error print x:isvalid. // prints false print x:isinfinity. // prints true print x:isnan. // prints false set y to x / 5. // This should throw error Probably not the best solution, due to game engine limits and probably bunch of other stuff, but it is better than having nothing. Also, you can use infinity value for different choices in script instead of using extremly large number for that purpose, for example. Could be used in bunch of different ways, not only to prevent errors. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
@AdmiralTigerclaw. @varsass have inspired me to do similar system as he showed in this post. Here is first solution, based on his post. After adopting of his tips, I come to even better solution: And attemt to create heavy craft with foldable wings leaded to even more simple and stronger solution, although, doing this on extremly heavy craft is still not good idea. But something for up to 60t craft is feasible. You can find more info in KCS Space Planes Craft Repository thread and link for download craft examples and subassemblies for foldable wings, ready to be used. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kcs123 replied to erendrake's topic in KSP1 Mod Releases
Exactly, one part of solution would always give negative number and it is excluded from script. Other part should always return positive number, unless, as I found in a hard way, craft runs out of fuel and have zero available thrust. Who would think of that craft without fuel can't produce thrust ? Same thing would be if script is used on craft with TWR lower than 1. Solved that issue by additional checking if part of equation under square root is positive number or not. Never thinked about soulution by using max function for that purpose. looks more elegant. I quoted IsNull function from already raised issue/feature request on github. "Valid" might be a better term in this case, but, yes you got idea, purpose for this is to know in front if something is "NaN" and prevent to use that in inapropriate way that will cause CTD. kOS already properly breaks if sense a NaN, to prevent issues in core of the game and gives exception error on screen. Can that part of code be used for new feature ? Instead of writting error on terminal, it can give true/false value if something is NaN. Not necessary to give true null result. That could be sufficient I know that is not something of biggest issues that you are working on and that might be a more complicated problems with this on the first sight, I just throwing ideas as I encounter some difficulties trough kOS usage. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kcs123 replied to erendrake's topic in KSP1 Mod Releases
I don't have github account, so it will take some time to create one. When I create account I would probably use it for other stuff than KSP, so I need to get more familiar with github first. Anyway, I was able to sort out my issue, it was negative number uder SQRT function. It works fine as long as TWR is greater than 1, but it fails when it is not. Regardless, that IsNull feature would be usefull for idiotproof scripts. This line of code was actualy gave error: set FallTime to -1 * ship:verticalspeed/(2*(((CraftMaxThrust - CraftWeight) / SHIP:MASS) - Body_g)) + SQRT(ship:verticalspeed^2 +4 * (((CraftMaxThrust - CraftWeight) / SHIP:MASS) - Body_g)*FallAltitude )/(2*(((CraftMaxThrust - CraftWeight) / SHIP:MASS) - Body_g)). And other variables that were set before that line were: set Body_g to SHIP:BODY:MU / (SHIP:BODY:RADIUS+altitude)^2. set CraftWeight to SHIP:MASS * Body_g. set CraftMaxThrust to SHIP:AVAILABLETHRUST. local FallTime is 0. // additional +20m for safety, alt:radar is measured from COM that is much higher of safety altitude local FallAltitude is alt:radar - HoverAlt. As you probably guessed, it is part of suicide power landing script that I currently try to improve with new built in pidloop instead of old library and slowing down ground speed in more efficient way. Impreovement was necessary due to few rocket tip over on landing due to too high ground speed. Yep, even 1 m/s of ground speed can tip over rocket on Mun, especialy if terain slope is uneven. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
Have you tried with KJR ? It strenght out all joints (usefull for all crafts), not only IR joints. I highly recommend to try it, if you didn't already. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kcs123 replied to erendrake's topic in KSP1 Mod Releases
Well, I encountered another issue. It is related to IsNull checking feature. I didn't found any info is it already available in kOS or not. I got this in my code: set CraftMaxThrust to SHIP:AVAILABLETHRUST. It calculate everything fine with "CraftMaxThrust variable as long as craft have fuel. Once it runs out of fuel, that variable become NaN. Obviously it throws error in any calculations later on with NaN. Not a big deal, but I would like to put safe checks in script, if craft runs out of fuel to prevent kOS throwing error. Is there already a way to use IsNull function in kOS ? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kcs123 replied to erendrake's topic in KSP1 Mod Releases
I'm not expert when come to kOS, bit this few lines looks suspisious to me: Both variable names, "V" and "R" are also used as keywords in kOS. Example, from kOS documentation: set myVec to V(0,90,0). lock steering to UP + R(20,0,0). That might cause some undesired conflict. I haven't checked the rest of your code, there might be some other oversight somewhere. -
Similar thing for me too. I stick with previous version until majority of my favorite mods were updated. At the moment when most of them become stable enough another KSP update kicks in. It's been like that from 0.25, not only from 1.05. version. Because of that and lack of free time, I was only able to enjoy in sandbox mode between updates. Btw, if you are steam user, it is good idea to keep main steam install folder unmoded, copy everything outside of program files and mod that copy of game there. Once new version of KSP is released, stop updating mods as it might break your save game and just continue to play previous version of KSP at "last known working condition". Once your favorite mods become available for latest KSP, copy again stock game outside of program files and mod new game there.
-
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
kcs123 replied to Starwaster's topic in KSP1 Mod Releases
Deadly Reentry is not only burning effect, although it is improved version of stock. From the OP: Besides burning, you have also need to watch for extreme G forces, you need to slowdown smoothly and with less breaking force (airbrakes/engines/parachutes/air drag) to avoid Kerbals being killed. But, yes, stock heating system is much improved, so you might not even need deadly reentry if it is too chalanging and produce conflict here and there with some other mods.- 5,918 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Something went wrong on your end if for others works just fine. As much as I was able to understand, error poped up when CKAN tried to populate grid with data from metafile list or something. You should try to wipe out everything in CKAN folder except "download" folder, to ensure you don't have to download everything again. Also you should wipe out everything but SQUAD folder in gamedata folder, to ensure that you will be able to install mods again trough CKAN. After that, run everything again. Just for safety reason, you should backup everything outside KSP folder (deleted files in CKAN and gamedata folder) before you try mentioned.