-
Posts
656 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by MarkusA380
-
Hello out there! I am very interested in watching rocket launch livestreams like other people watch soccer games. Is there any good news feed that informs me of all oncoming rocket launches with a livestream? I did already search for something like that, but wasn't able to find anything like it. Cheers!
- 6 replies
-
- livestream
- information
-
(and 1 more)
Tagged with:
-
0.2 update is almost ready, we're still going through some minor debugging.
-
0.2 will directley be compatible with KSP 1.2, unfortunatley that means not backwards - compatible with 1.1.3.
-
Experimental 1.2 compatibility to be tested by you guys! https://github.com/MarkusA380/PersistentRotation/archive/Development.zip Have fun rotating
- 690 replies
-
- 3
-
- rotation
- persistentrotation
-
(and 1 more)
Tagged with:
-
VerySoon®
-
Not yet.
-
Please leave comments on your experience! Donate If you like this mod and you want to show your support, you can safely donate via Paypal and make me a happy developer. Description I always wanted to have a real reusable spaaace program in KSP. This was never really possible, because refuelling is very complicated, even when landed at the KSC directly next to the fuel silos. This simple mod allows you to refuel your vessel when landed at the KSC. When landed at the KSC a "Refuel" - button will appear on the screen. When clicking it, your fuel tanks (liquid fuel, oxidizer, electricity and monopropellant) will start to magically fill up! License: GNU General Public License v3 Download: SimpleRefuel on SpaceDock Manual Installation To install, just extract the .zip file and put the contents of the included GameData folder into your KSP/GameData folder. GitHub GitHub Repository Changelog: 0.3 - Recompile for 1.4.1 0.2 - Added resource selection UI that can be started from the Toolbar. - Updated to 1.2. 0.1 - Initial release. Known issues & requests: See GitHub Issue Tracker
-
Goodbye.
-
Of course, it could be. But PR only applies some force and / or sets the rotation of the vessel when unpacking. If something goes wrong, it tells you. I'd first knock at a couple of other devs than on the one whose mod does not throw any errors at all. Of course, maybe there is some incompatibility between my mod and one of the others, but it's them throwing the exceptions, so it's something I can't do anything about.
- 690 replies
-
- rotation
- persistentrotation
-
(and 1 more)
Tagged with:
-
I checked through the log file. This problem does not originate from PR. I found exceptions from MechJeb, RemoteTech, FAR, RealChute and something called PQS in the file. Hope that helps.
- 690 replies
-
- rotation
- persistentrotation
-
(and 1 more)
Tagged with:
-
New Version released! Have fun rotating, now even with MechJeb and RemoteTech!
- 690 replies
-
- 5
-
- rotation
- persistentrotation
-
(and 1 more)
Tagged with:
-
First of all... I might implement RT compatibility. Not yet though. Please look for SmartASS compatibility and that no Exceptions related to PR pop up. Addition: I have pushed an even newer version to Dev branch. When MechJeb is enabled PR will not interfere, unless the vessel momentum is above the threshold. No reference rotation. If you want to have reference rotation or momentum autopilot, you will have to set the stock SAS on hold. Everything else will have absolute rotation. This decision was made due to the fact that apart from a perfectly circular orbit and the main body as reference all the other control modes (prograde, normal and so on) don't keep the right direction when packed. I *might* add a feature that is especially made for this. Please test extensiveley.
- 690 replies
-
- 2
-
- rotation
- persistentrotation
-
(and 1 more)
Tagged with:
-
Allright. MechJeb and PersistentRotation are now compatible. Because this is quite a lot of new code I want to prerelease the new version so that you guys can test it out and report critical issues. Here's the download link: https://github.com/MarkusA380/PersistentRotation/archive/Development.zip Please test it extensiveley and give me some feedback. There is still one decision to be made: Wich smartASS mode should toggle reference rotation when vessel is on rails? It is, of course, possible to have any mode other than "OFF" completley turn off PR for this vessel. It would also be possible to have every mode use PR when on rails, wich would cause reorientation behaviour of the vessels when exiting warp. Also, it wouldn't fix the problem to begin with. For this prerelease I instead decided to have any mode other than "NODE" or "KILL ROT" use PR when unloaded. This means "NODE" and "KILL ROT" will behave like PR was not installed at all, with absolute rotation and momentum whatever you do, unless your craft spins faster than the threshold. I think this "compromise" and integration of some way of these two mods is the best possible solution, but if you guys think differentley, let me know. Have fun rotating!
- 690 replies
-
- rotation
- persistentrotation
-
(and 1 more)
Tagged with:
-
@MOARdV, you're my hero! :'-) Yes, I wanted to use reflection. I just didn't know how to.
-
I think so?
- 690 replies
-
- rotation
- persistentrotation
-
(and 1 more)
Tagged with:
-
Hello again. I need the piece of code to check if SmartASS on a given Vessel is set to anything but off. Also I'd like to handle the case that MechJeb is not installed at all. Does anybody know how to?
-
Do you have any examples or a post that explains how to? I found nothing.
- 4 replies
-
- persistent
- sfs
-
(and 1 more)
Tagged with:
-
So I've found [KSPField(isPersistant = false) in MechJeb's source code. But that only works for part modules, right?
- 4 replies
-
- persistent
- sfs
-
(and 1 more)
Tagged with:
-
Hello there! I've been working on my mod, PersistentRotation, for quite a long time. If you never heard of it make sure to check it out, to know what I am talking about. The mod is currently saving it's data into a custom made cfg file. Every time the game quicksaves or switches scenes, a new file is generated. While I have added code to clean up deprecated versions of the file, I still have the feeling that it isn't the optimal solution to store the data. A while ago, I have heard about saving mod data to the game's sfs files. This would of course be a a lot more effective way of storing data. Now, the problem is, my mod saves data per vessel and has no custom parts at all. Could someone explain me how to do this or send me the corrseponding piece of code? Thanks in advance.
- 4 replies
-
- persistent
- sfs
-
(and 1 more)
Tagged with:
-
Thing is, I will never add a "turn off" button. This mod is not just a cool gimmick, but an enhancement for the game physics!
- 690 replies
-
- rotation
- persistentrotation
-
(and 1 more)
Tagged with:
-
Okay, I now finally understood the problem. You want an active SmartASS to be interpreted the same way as the stock SAS by PR. I believe I could implement that. Would that be okay for you?
- 690 replies
-
- 1
-
- rotation
- persistentrotation
-
(and 1 more)
Tagged with:
-
@schlosrat: Thank you for your detailled feedback. A MechJeb part is - technically speaking - also a probe core. With it you will be able to activate SAS even when only having this part attached and some electric charge left. To keep your vessel from spinning when warping you need to enter the timewarp with almost no angular momentum. MechJeb does this, as long as you have some system for controlling angular momentum up and running (Reaction Wheels + Electricity or RCS thrusters + fuel). Also, set the reference of the vessel to "None" (you do this by opening the PR Reference Selection Window and clicking "Unset") for MechJeb to be able to correctly work with the vessel. (OR deactivate the Rotation Mode entirely) Since Version 1.6 you can configure PersistentRotation to either have no reference when warping or to always have the main body as reference. As default the reference is none, so I guess you have either an older version of the mod installed or you migrated the cfg files, wich can be dangerous. I hope that helps.
- 690 replies
-
- 1
-
- rotation
- persistentrotation
-
(and 1 more)
Tagged with:
-
Version 1.7 released! As always, have fun rotating, guys! Also, I appreciate that.
- 690 replies
-
- 3
-
- rotation
- persistentrotation
-
(and 1 more)
Tagged with:
-
Okay, @hraban, the issue is resolved. I found out that a reference frame for the celestial bodies was not being calculated into the orientation. This reference frame presumably changes when in the atmosphere and on the surface of a planet to have no physics issues with the planet rotating. Of course, an orbit with the inclination of 0° isn't being affected by this, because it looks always the same. Other orbits nevertheless "spin" around the planet when controlling a vessel that is inside the atmosphere or landed on the body. And because rotation is an absolute value, this leads to the orientation of a vessel in an inclinated orbit shifting when switching to a vessel on the ground and having time pass. I will push a hotfix as soon as possible.
- 690 replies
-
- 1
-
- rotation
- persistentrotation
-
(and 1 more)
Tagged with:
-
Okay. Could you still do the rest of the checklist? I tried it right now with the EXACT same setup as you did (PR 1.6 & MechJeb) and the procedure worked beautifully. After changing scene from the observatory to the ship, it flicks into the same orientation as when I left it hours before in game time right in the moment physics kick in. (About half a second after coming from the loading screen). I am getting no exceptions at all.
- 690 replies
-
- 1
-
- rotation
- persistentrotation
-
(and 1 more)
Tagged with: