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Everything posted by garwel
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Kerbal Health 1.5.3 Fixed: Kerbalism integration Reduced amount of logging in Debug mode Download here
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Can you enable Debug mode in the mod's settings and share the log file when you experience these issues?
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Space Age 1.3.2 Compiled for KSP 1.11.2. Should be compatible with any version from KSP 1.8 Fixed: Issues with processing docking and undocking events, including failure to recognize Docking-related achievements Download here
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Kerbal Health 1.5.2 Compiled for KSP 1.11.2. Should be compatible with KSP versions 1.8 up (not tested) Changed: New rebalance pass for parts' living space, shielding and more (affects stock and most mods) Added: Patches for Far Future Technologies, KRE, Near Future Launch Vehicles, Rational Resources, Rational Resources Parts Changed: Kerbal Health's icon is now green out of respect for the work of the International Committee of the Red Cross Changed: Replaced in-game settings for min levels of the Astronaut Complex and R&D building for decontamination with a single checkbox that lets you disable this check altogether. Actual needed levels can still be set via config files (can be used by mods that increase number of upgrades) Changed: Small UI improvements and log spam reduction in Debug mode Fixed: Decontamination was broken some releases ago Fixed: Details for wrong kerbals were sometimes displayed on Health Monitor's pages beyond the first one Download here
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
garwel replied to Dunbaratu's topic in KSP1 Mod Releases
Sorry about that. I haven't played KSP for a few months, so I forgot it got updated meanwhile.- 1,364 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
garwel replied to Dunbaratu's topic in KSP1 Mod Releases
Sounds plausible. PS: However, I've done tests with much heavier vessels (up to 13 t instead of 3 t in my original tests), which should be slower to turn and therefore free from this bug, and the result was still worse than desired: kOS overshot the target direction by about 90 degrees (in the first iteration), and took overall about 1 minute and 6 units of monoprop for the maneuver vs 30 s and 3-4 units of monoprop for stock SAS (which also moves very smoothly and doesn't overshoot at all).- 1,364 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
garwel replied to Dunbaratu's topic in KSP1 Mod Releases
It's me again, and I'm going to talk about the same issue: latest version of kOS' handling of RCS. I've done some testing with a simple vessel with RCS controls and no reaction wheels. With weak RCS (I used 8 ReStock's 0.1-strong RV-1X thrusters), stock SAS turns the sample vessel into the desired position in 6-7 seconds using just 1 unit of monoprop. kOS with cooked control takes about 40 s and 3.5 units of monoprop for the same maneuver. If you install stronger RCS (8 RV-105 thrusters, 1 kN each), things get even worse. Stock SAS works just as quickly and just spends a bit more RCS fuel. kOS, however, never really managed to completely stabilize and spent at least a minute and 15 units of monopropellant to at least get close to the desired direction. You can test it out yourself with this save I've made: https://mega.nz/file/eyJ2mBIY#iblUThD75r7nQX98JbwNurpCRT0RUX11uQU_OAjhPrY Mods used: kOS (v1.3.2), ReStock, ReStock+, Module Manager. KSP 1.11.1. Vessel R1-105 uses strong RCS thrusters, vessel R1-1X uses weak ones. I tested by setting SAS to prograde and by using script that did "LOCK STEERING TO PROGRADE." (and a wait loop). I am pretty certain things didn't look so bad in the older version of kOS steering. I used it extensively and the only problem I had was too small corrections when near the desired direction (and IIRC these mostly happened when the vessel was in the atmosphere). So far, my attempts to play with PID parameters haven't brought any good results. Is it a bug or WAD? Is there a way to revert to the old system?- 1,364 replies
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Because cockpits are supposed to be used in the atmosphere and cupolas are covered with glass. So generally, they are not suitable for radiation protection. But you can override this when needed.
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
garwel replied to Dunbaratu's topic in KSP1 Mod Releases
Check that you have enough disk space on the kOS CPU volume. If you don't, it just silently skips copying.- 1,364 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
garwel replied to Dunbaratu's topic in KSP1 Mod Releases
I removed the MandatoryRCS DLL, but I still have the oscillation. I think the problem arises when you have no or very weak reaction wheels: kOS can't stabilize the vessel only using RCS and the engine. Strangely, it worked reasonably well in the past (although sometimes it used too much monoprop for preventing roll). I noticed that it gets better when I manually turn off RCS about halfway between towards the target orientation at every oscillation. Then I manage to reduce the amplitude and have the (more or less) needed orientation. So my idea is that the PID just keeps firing RCS thrusters for too long. It may cause any issues when you have strong reaction wheels, because they'll eventually stabilize the craft, but with weaker (and more realistic) RW, you are doomed to have this endless swinging. I'm not very good with PID settings, so I'm wondering if this is something that can be addressed in scripts (other than using more stronger reaction wheels).- 1,364 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
garwel replied to Dunbaratu's topic in KSP1 Mod Releases
Thanks, I've reported it in the MandatoryRCS thread.- 1,364 replies
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Hi, there is a compatilibity issue between MandatoryRCS and kOS (since its last update). Below is a description by kOS' author. Do you think it's something you could address on your side?
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
garwel replied to Dunbaratu's topic in KSP1 Mod Releases
Personally, I never felt the need to return a value from a script (and I could do it with global variables anyway). I also encounter the same problem as @JebIsDeadBaby: RCS keeps firing for too long, and the ship "swings" back and forth for a long time. In one case, when my vessel's CoM was a bit off, it used all the monopropellant (which was supposed to be enough for a long journey) and still failed to orient itself correctly. I also use MandatoryRCS, and KSP is 1.11.- 1,364 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
garwel replied to Dunbaratu's topic in KSP1 Mod Releases
As a big fan of kOS, I try to automate nearly everything in my vessels. But there is one little thing that keeps bothering me: exiting the program. I still can't find a simple way to tell kOS to stop the script. RETURN doesn't seem to do the trick, for example. So I have to either write long IF statements or keep temporary variables to check in the main loop. So if I can make a feature request, I want to ask for a command that stops executing the current script. Oh, and I have a question. What is the "Script Trigger" action in the Editor for kOS parts? I think it's new, but I didn't find anything in the changelog.- 1,364 replies
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
garwel replied to stupid_chris's topic in KSP1 Mod Releases
I doubt you can do that on existing vessels, but if you remove RealChute the game should (in theory) you'll be able to design ships with stock chutes and your kerbals will obtain those too. However, your existing designs may become unavailable (because some of the parts come from a removed mod). You may, of course, roll back the game to 1.10, replace all RealChutes with stock chutes, save, then download 1.11 and continue playing. Or you can just wait for @stupid_chris to update this mod whenever he has time for that. -
There is no direct cooperation between Kerbal Health and KCT, but they work fine together. Depending on your KCT preset, you may need to adjust training time to make it sensible.
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TBH, I don't remember exactly what I had in mind but it may be polyethilene or another H-rich plastic, because it's very efficient compared to other resources. E.g., 1 ton of KH Radiation Shielding provides 10 half-thicknesses (for a one-person vessel) compared to 2 for water and 5 for lead.
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Space Age 1.3.1 Recompiled for KSP 1.11 (but may be backwards compatible with older versions) Added: Tracking of staging events (only visible in Ship Log mode) Fixed: Incorrect metadata in .version file Download here
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Well, after a lot of tries, I'm back to square one: I managed to reinstall MFI and Kopernicus via CKAN, but it only allowed Release 55. The problem might have something to do with JNSQ (there were some warnings related to it in the process), but frankly I don't know what happened. I think I'll wait for MFI to update normal way. Hopefully, it should fix the issues, right?
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Ok, I uninstalled MFI and Kopernicus and tried to reinstall the latter. Now, Release 57 is marked as available, but when I try to actually install it, I get these messages: The following inconsistencies were found: * Kopernicus-BE UBEE_1101_57 conflicts with Kopernicus * Kopernicus-BE UBEE_1101_57 conflicts with Kopernicus * Kopernicus-BE UBEE_1101_57 conflicts with Kopernicus Error during installation! If the above message indicates a download error, please try again. Otherwise, please open an issue for us to investigate. If you suspect a metadata problem: https://github.com/KSP-CKAN/NetKAN/issues/new/choose If you suspect a bug in the client: https://github.com/KSP-CKAN/CKAN/issues/new/choose I found that CKAN now lists the ordinary Kopernicus as autodetected (even though I don't have a Kopernicus folder in my GameData), which may be the cause. So, I'm not sure whether it's a CKAN/NetKAN issue or Kopernicus', but reporting for you.
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Just to let you know that if you've done something to the CKAN repository recently, it didn't seem to fix all the issues. With my KSP 1.10.1 install, CKAN is telling me the best compatible version is release 55. Releases 56 and 57 are displayed, but I can't install them. It looks like something is wrong with their metadata.
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There seems to be an issue updating the CKAN repository for the Bleeding Edge release. Likely a server-side problem.
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No, they don't. They are not supposed to be "living space", so it's WAD.
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I'll see how hard it should be.