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maja

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Posts posted by maja

  1. On 7/10/2023 at 5:11 PM, AlSlea said:

    I'm having an odd issue where Bon Voyage doesn't recognize the power generated from NFE fission reactors and RTGs. It recognizes power from solar panels just fine. I know I must have done something, since they used to work a few months ago. I'm running entirely too many mods at the moment (Kerbalism, KSRSS, plus lots more). I just now removed and re-downloaded the Bon Voyage mod from CKAN, so it should be fully updated.

    Apparently the easiest way around is just to set it for infinite electricity. Can't believe that didn't occur to me.

    https://imgur.com/a/3Nb95tN

    It can be some change in NFE (there is one issue on github I need to check) or combination of mods. I have a lot of work, so BV is a little bit neglected, but KSP 2 does not seem to be ready anytime soon, so it's time to do a revision.

  2. 19 hours ago, jd284 said:

    You can also just set the correct orientation it should use on the Bon Voyage controller PAW, and then re-enable the option. Though it's good to save before, because there's five wrong settings and only one right one, depending on how you've placed the part. Or maybe it depends on the control direction, I forget...

    It depends on the root part orientation.

  3. On 6/24/2023 at 4:59 PM, jd284 said:

    What could be the reason that my rover after a system check shows a speed of 40.6 m/s in the rover's control panel, but when I switch scenes, in the Bon Voyage panel it is moving at only 15 m/s?

    It has no pilot (only engineer and scientist), and is well powered by a USI reactor. They're going to run out of oxygen at that speed...

    They were on the night side of the Moon. Manned rover has a penalty when driving during night due to low visibility.

    12 hours ago, Sobivar said:

    Has anyone seen a problem where the rover flips over?  I have an existing rover design and added the BV part.  I set multiple rovers out from the KSC and allowed them to get to their destination.  When I switch over to the rover it is always flipped over and unusable.

    Any ideas what I am doing wrong?

    Thanks.  :)

    Try to switch off rotation or change rotation vector. 

    https://github.com/jarosm/KSP-BonVoyage/wiki/Settings#disable-rotation

    https://github.com/jarosm/KSP-BonVoyage/wiki/Settings#rotation-vector-advanced-tweakable

  4. 13 hours ago, darthgently said:

    Thanks.  The control part is a kOS script way to guarantee via script the control part and rotation as KSP likes to sometimes set command pods from their default settings in the experience of many kOS scripters, and my own.  By using a part with no option to change its control rotation (dock port) a script can set it as control part and avoid all that.  I don't want to modify my tried and true rovers from what works in script just to get them to work with BV.   I mean the control part is the control part, right?  What does the root part have to do with control?  The root part changes with dockings and undockings.  Seems like a sketchy choice for BV to be nailed to.  Just my opinion.

    Thanks for the 1000m info, didn't see that in the docs but may have missed it

    https://github.com/jarosm/KSP-BonVoyage/wiki/Settings#rotation-vector-advanced-tweakable

    You can change rotation vector if a rover is rotated wrongly, because the up vector does not mean wheels down. I can be mistaken, but wasn't there a fix some time ago, so the root part is not changed after dock/undock anymore? The root part is easy to find and is used to find height of the rover above terrain also. I had issue with "Control from here", that it kept resetting.

     

    The 1000 meters between centers of grid tiles (hexagonal grid centered on current position) is not in the docs. It is hidden value that is used to limit pathfinding time.

  5. 16 hours ago, darthgently said:

    The docs state that rotation is based on root part.  Any chance for an option to make it dynamically based on control part?  Like a dock port?

    Also, getting "no route found" for target 500m away over open flat ground.  Not in prelaunch, rover has been moved.  No specific rover command module though. MK1 capsule as root, oriented horizontally with control set to default.  BV controller attached and enabled.  Dock port on capsule facing fwd with top up is control part.  My kOS script drives it great am hoping to BV in background for science with it

    Any reason, why make it based on control part? Getting root part and set it's orientation is the easiest way, to be honest.

    There is 1000m step when finding a path.  If target is closer, then pathfinding ends and route is planned. If you choose target closer then 1000 meters, then pathfinding ends without a single step, so there is no route to be planned.

  6. On 12/30/2022 at 9:12 AM, KADC said:

    Like rmaine's post a year ago, the parking brake disengaged when the scene loaded, presumably because some jostling registered as greater than the 0.3 m/s threshold this mod uses to register as stopped and landed. Would it be possible to keep the parking brake engaged on scene load to prevent this from happening, possibly tying it to the KSP brake function so when the brake ("B") is engaged Parking Brake is also engaged?  

    That limit is 0.25 m/s. The parking brake is switched off when a vessel is flying. It can be that there is some jump during scene load and vessel has flying state for a short period of time. This was added, because people forget to dissengage the barke and started a flight.

     

    On 12/30/2022 at 2:27 AM, KADC said:

    Is this supposed to activate automatically when brakes are applied or does it have to be manually selected from the command pod PAW?

    I thought it was the former because I've never had a problem stopping on a slope before when using this mod, but just now my landed craft kept drifting down a slope until I manually clicked it in the PAW which I never had to do before.

    Side note: As far as I can tell, it's the only action which is not assignable to an action group other than "Aim Camera Here" (which would be handy when you want to click on experiments but the KSP camera focus default is nowhere near your service bay). Is this intentional or an oversight?

    It needs to be manually selected. It sets brakes on and brakes sets it off when they are released, but it's not set on by brakes.

    I think, that it wasn't assignable to action group from start. 

  7. 7 hours ago, WarrenSchultz said:

    Feeling like an idiot now, but figured out a solution. Because it is compatible with KF wheels (of which I have 6), i can throttle down the motor limit on each one to bring it into range. :)

    It counts every online motor. You can shut some of them off (you need at least two active) or as you did, throttle KF compatible wheels down.

    Karbonite generator isn't supported.  To be precise, untested.

  8. 16 hours ago, LucalisIndustries said:

    ooooohh, that has more sense

    basically i have to get sure to move it to a plain zone

    thanks dudes

    There are checks for power dependent on consumption of active wheels (wheels with motor on), sufficient count of wheels (atleast three operable wheels touching ground) and if your target point is on land (rovers) or sea (ships). Also pathfinding checks accessibility of that point. You can't travel to another continent for example. There is the 10 second time limit to find a path to not block the game. You must choose a closer point sometimes, because of that.

    BV tries to move the rover a few meters above the terrain (you can change it in settings) every time it moves it, but you must be sure, that there isn't another vessel or building in that place when you switch to it. Also some rover designs tends to clip to the terrain, because BV considers a root part for determining correct height above terrain. So if you have a long rover, it can clip to some hill even if the root part is out of danger zone.

    One hint. If you are targeting another vessel, you can change latitude and longitude manually after a selection.  Just edit the numbers for lat and long. It's usually enough to shave off decimal digits from these numbers to have enough room between the two vessels upon arrival.

  9. 5 hours ago, ColdJ said:

    Can you now use it to send an airborn craft back to the KSC?

    No. Craft in midflight is in a different state then a landed rover which is standing still. There are a lot of situations to solve. For example, what happens, if you switch to it during automatic travel? I see possibility of crash landing.

  10. 23 hours ago, Nicky21 said:

    I have already sent the rover back to my base, and of course it has spawned right on top of my solar panels. As soon as i switch to that scene im greeted by a bunch of explosions.

     

    Is there a way i can move it remotely liek 100 meters in any direction, THEN switch  to my scene?

    If you have save file before the rover started moving or when it was on the way, tahn you can switch to it and change a destination. You can edit latitude and longitude directly. If not, then you must edit the save file.

  11. On 9/21/2022 at 2:53 AM, Bizobinator said:

    Can I please get some help? Do you need logs? A save file? Anything?

    Please :(.

    Sorry, I missed your post. If you have a game without mods or only a few ones, than save file is ok.

    On 9/19/2022 at 2:08 PM, Ravlain said:

    I'm slightly puzzled about an issue I'm having with NFE and SystemHeat in BonVoyage. The compatibility on Github says that this combination is supported, but that only seems to be the case for 1.4.1 (Issue here :- https://github.com/jarosm/KSP-BonVoyage/issues/41).  I'm currently getting the no generation issue, I didn't have it on a previous save without SystemHeat.

    I can't find a release of 1.4.1 on Github, how can I find this?

    You don't find it, because I forgot to publish it. I don't know what happened around that time (some real life issue), but I'm sorry. Time to revise, update and publish it until end of week.

  12. 1 hour ago, The Blazer said:

    Hello. I wanted to test this mod, so I created a FUR rover with all the requirements and the BV controller. After launch, I moved West of the runway, as specified, so the MET timer starts ticking. Then I tried to activate the BV controller, but I see no buttons on the UI, and no new options when I click both the FUR cabin and BV controller. Where is supposed to be the menu? Is there something missing?

    https://github.com/jarosm/KSP-BonVoyage/wiki/How-to

    If you don't see UI icon with a rover image, then there is some problem with your installation. You also must see a new part for BonVoyage in Control tab.

  13. 13 hours ago, AtomicRocketBooster said:

    Hello - it doesn't appear the 1.4.1 release from November (which is mentioned in the Github Changelog) is flagged as a release within Github, and hasn't been pushed to SpaceDock/CKAN.

    Is that something you can do easily @maja?

    Can download straight from master, but that's always a bit risky - and also means most people who don't check github aren't seeing the newest fixes

    I don't know, what happened (probably work), but I forgot, that it wasn't released. Yes, I can fix that. Thanks for information :)

  14. On 9/6/2021 at 10:00 PM, rmaine said:

    Somewhat puzzled about automatic disengagement. I see a changelog entry about auto disengagement when a vehicle starts to fly. I suspect that is related, but I'm running into disengagement at inconvenient times where I certainly don't *INTEND* for the vehicle to be flying; indeed preventing that is part of why I'm using parking brake. I occasionally see the auto-disengagement on scene load. One time I jumped focus to my Gilly base only to see it leap into the air (a common problem on Gilly) while saying that the parking brake was disengaged. Fortunately, the base didn't leap too high or completely flip over; it managed to land intact and erect, at which time I reenabled the parking brake. Also on several occasions I've had rover parking brakes disable when the pilot left the external command seat. The auto-disengagement mostly isn't catastrophic, though it has the potential to be so; I've lost one re-supply ship to it, but the ship had delivered its supplies (and crew) and was just hanging around in case it might be useful for something else, so it wasn't a big loss.

    BTW, I definitely am using parking brake in 1.12.2. For one case, I occasionally find myself with a rover that is trying to mine an ore on a slopes a bit steeper than the regular brakes will hold on. If I can briefly get the craft velocity low enough to set the parking brake, I can then mine successfully. I don't need parking brake as often in 1.12.2, but it's still useful. In 1.11 it was downright critical to the extent that I found base building without it to be game-breakingly painful.

    Sorry, I missed this.

    Disengaging is by design, because it caused problems when someone started flying with the break on, but it can be made optional.

  15. On 7/12/2022 at 10:42 AM, Phelan said:

    It doesn't fall as far as I can tell, it's more like it's loaded with some parts in the terrain. The very moment it's loaded, there's explosions and it's already broken.

    You can change spawn height above terrain in the settings. The heigt above terrain is set for a root part, so especially long rovers can clip to the terrain.

  16. On 6/12/2022 at 8:55 PM, splatterk said:

    Quick question, will this work upon adding the Bon Voyage controller onto an existing rover via EVA construction?

    Yes. You need to reload the scene to register the module.

    On 6/16/2022 at 6:51 PM, RB101 said:

    Anyone know why my rovers are appearing 100 of meters above the surface when ever I check back on them?

    You can set the height offset in the BonVoyage settings.

  17. 11 hours ago, gausschaos said:

    Sorry people, false alarm. It seems I've accidentally set autopilot type on the lander cabin to naval, and on the probe core to land. That confused me, because inverting both of them didn't help.

    BonVoyage registers only the first module found on vessel to avoid errors. Which is the first probably depends on the build order.

  18. On 5/18/2022 at 12:32 PM, ColdJ said:

    @maja

    Hi. Were you able to make any progress on expanding to aircraft?

    Hi. Not yet. Real life has a precedence, so I was forced to stop modding for a while. I still hope, that I will have more time for this in near future.

    On 5/18/2022 at 7:49 AM, Rodger said:

    I've noticed this seems to not combine my available EC sources - I have solar panels and an RTG on my rover, and happened to break my solar panels, and I noticed my average speed that BV was reporting went *up*. I cheat-repaired the solar panels, and the average speed went back down, like it forgot the RTG was there once the solar panels were back online.

    Interesting. Is it stock or do you have some mods that can affect EC?

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