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KSP2 Release Notes
Everything posted by erendrake
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Download From Github MAJOR BREAKING: Commrange has more or less been removed from stock kOS, we realized that most of the behavior of it was copied by other mods and was invisible to users BREAKING: Body:Velocity now returns a pair of orbit/surface velocities just like Vessel:Velocity does. (previously it returned just the orbit velocity as a single vector.) This version does not include a module manager file, if you still have one in your folder from P1, delete it. SHIP:APOAPSIS and SHIP:PERIAPSIS are deprecated for removal later, you can find them both under SHIP:OBT New Features Added the ability to get and set the current timewarp "Mode" either RAILS or PHYSICS Added Boot files that will run when you get to the pad automatically, you select which one will run in the VAB thanks @WazWaz Vessels and Bodies now can be used interchangeably as much as possible. Three new prediction routines for finding state of an object at a future time: POSITIONAT( Object, Time ). VELOCITYAT( Object, Time ). ORBITATAT( Object, Time ). you can now get the FACING of all parts. ITERATOR:END is now split into :NEXT and :ATEND Known Issues due to issues with the new version of RemoteTech, you will always have a connection available for use with kOS, this will be resolved before final release. Fixes if you have a target and attempt to set a new target and that fails, you would no longer have a target increased power requirement of the kOS Module Bodies are now targetable MAXTHRUST no longer includes flamed out engines resource floating values are now truncated to 2 significant digits to match the game UI and behavior files saved to the local volume maintain their linebreaks radar altimiter now returns a double fixed an issues where setting some controls blocked the rest. allow empty bodies on {} blocks locks called from another lock are not correctly recognized Prior changes from Pre-Releaes 1 BREAKING: All direction references are now relative to the controlling part, not the vessel, this will only break on vessels there these two directions are not the same. Added a 3d Drawing tool for letting you draw lines and labels. This is the first version but i am very excited about it. Tour: https://www.youtube.com/watch?v=Vn6lUozVUHA Added a new and improved file editor so the edit command actually works again in game! Added the ability to switch to MapView and back in code Other bug fixes
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
Download From Github MAJOR BREAKING: Commrange has more or less been removed from stock kOS, we realized that most of the behavior of it was copied by other mods and was invisible to users BREAKING: Body:Velocity now returns a pair of orbit/surface velocities just like Vessel:Velocity does. (previously it returned just the orbit velocity as a single vector.) This version does not include a module manager file, if you still have one in your folder from P1, delete it. SHIP:APOAPSIS and SHIP:PERIAPSIS are deprecated for removal later, you can find them both under SHIP:OBT New Features Added the ability to get and set the current timewarp "Mode" either RAILS or PHYSICS Added Boot files that will run when you get to the pad automatically, you select which one will run in the VAB thanks @WazWaz Vessels and Bodies now can be used interchangeably as much as possible. Three new prediction routines for finding state of an object at a future time: POSITIONAT( Object, Time ). VELOCITYAT( Object, Time ). ORBITATAT( Object, Time ). you can now get the FACING of all parts. ITERATOR:END is now split into :NEXT and :ATEND Known Issues due to issues with the new version of RemoteTech, you will always have a connection available for use with kOS, this will be resolved before final release. Fixes if you have a target and attempt to set a new target and that fails, you would no longer have a target increased power requirement of the kOS Module Bodies are now targetable MAXTHRUST no longer includes flamed out engines resource floating values are now truncated to 2 significant digits to match the game UI and behavior files saved to the local volume maintain their linebreaks radar altimiter now returns a double fixed an issues where setting some controls blocked the rest. allow empty bodies on {} blocks locks called from another lock are not correctly recognized Prior changes from Pre-Releaes 1 BREAKING: All direction references are now relative to the controlling part, not the vessel, this will only break on vessels there these two directions are not the same. Added a 3d Drawing tool for letting you draw lines and labels. This is the first version but i am very excited about it. Tour: https://www.youtube.com/watch?v=Vn6lUozVUHA Added a new and improved file editor so the edit command actually works again in game! Added the ability to switch to MapView and back in code Other bug fixes -
Anyone who wants to be involved with this conversation this weekend, What timezone are you in and when are you available? @Camacha? and @MrOnak?
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sweet! we have been using Google Hangouts a lot for team meetings and Although I have a lot of painting going on this weekend. I would love to make time to discuss helping out with anyone who wants to chip in.
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I agree, I would say that a nice video on how to loop over the engine list is different "information" or at least different context than a ref doc of the engine structure. I abhor duplication of effort and data
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Nothing is set in stone, and we can surely add to the iterator type, and i was at the time very closely coupling it to the UNTIL statement to have the line read UNTIL (var:END) { so "until the end of the list run this block" made sense to me. It also had the side affect of getting me a list to play with while i worked on FOR
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thats fair, and to be honest i dont know if we will have another collection type anytime soon? I also wouldnt mind a python like range loop FOR foo IN RANGE(0,100) { print foo. }
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I am not deadset on this, I would love to have tutorials on how to use each structure and function. Right now we just dont have the bandwidth, Steven made a great video about the new VecDraw features and i hope in the future we have more of these. I think that Steven is right that if you are only going to have one kind of documentation, the reference doc would be it. That being said we should soon have a much more complete reference doc and might be able to branch out, esp if more people get involved
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end is the next. i was going to make it 'next' and have it return true at the end but i didnt like the way it worked with our UNTIL statement. Collections were the very first thing change I made after kevin left so I was trying to work within his system as closely as possible.
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I disagree, it operates on all of the collections that the language has and it does affect the script control flow. just because it is a collection controlled loop doesnt make it not a loop.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
There are a few posts on the forums that i tried using when i did my last transfer with kOS. I believe this is the post that i used for mine http://forum.kerbalspaceprogram.com/threads/16511-Tutorial-Interplanetary-How-To-Guide -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
I rather liked Scott Manley's Orbital Mechanics on Paper series. There was a bunch of stuff in these video that i didnt know. -
We do, its an iterator based loop that lets you traverse the LIST structure. I just looked at the user docs and i am shocked (not really) to see that I forgot to add it or it has been removed? ill just show the example above using FOR LIST ENGINES IN FOO. FOR engine in FOO { PRINT engine:NAME + " " + engine:MAXTHRUST. } the engine variable will only be in scope while you are in the FOR block, then it will be unset.
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The reason iterator is exposed is there was no FOR command when i added lists, it only came later in development. As for it being useful as an iterator you use it like so. LIST ENGINES IN FOO. SET BAR TO FOO:ITERATOR. UNTIL(BAR:END) { PRINT BAR:VALUE:NAME + " " + BAR:VALUE:MAXTHRUST + " " + BAR:INDEX. } This was a little clunky so i added the FOR loop, the iterator does let you access the index however so i left it in and neglected to document it fully.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
@Crown Thanks please let me know if the issue comes back. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
did you happen to save a log file? If so would you share it with us? Thank you for the detailed reproduction steps. -
The current lag in release is my fault, i started a new job May 5th and it has really slowed my development. I have wanted to do a new release but i have been stymied by a new bug were RemoteTech + kOS == KSP world destroy. I am hoping to steal some tech from the RT team to make a real continuous pre-release available.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
it is for setup and gives you useful vectors for executing the NODE but it cannot control the throttle. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
the current pre-release is blocked by the remotetech integration, something changed with the new version of RT that brings KSP to its knees when you request your connection status. I have set aside tonight for hashing it out. It might be an issue with RT but at this point we have changed so much that i cannot indemnify kOS either. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
erendrake replied to Paul Kingtiger's topic in KSP1 Mod Releases
KSP's resource numbers are not apples to apples when it comes to weight. You will need to look at the resource's density definition, not just the 'units' in game to determine the correct ratio of consumption for these two elements to make water. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
Thank you that is great -
Now-defunct-thread-that-should-not-appear-in-google-search.
erendrake replied to Cilph's topic in KSP1 Mod Releases
I have already submitted one pull request that adds logging and i plan on being very involved in the API from here on -
Now-defunct-thread-that-should-not-appear-in-google-search.
erendrake replied to Cilph's topic in KSP1 Mod Releases
The basic API is there and we have some integration but it is far from complete at either end. Once we get RT 1.4.0 out we plan on working a lot on the integration. The latest pre-release had a really bad module manager cfg file in it that blew up a lot of stuff. And that was my bad if you remove it things calm right back down. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
it is a funny bit of code that comes from unity it is used often in combination with another vector (often up) to project the vectors on the plane with the other vector as a normal. -
Now-defunct-thread-that-should-not-appear-in-google-search.
erendrake replied to Cilph's topic in KSP1 Mod Releases
Thank you for volunteering to design code and test that change good luck! Im sure we all look forward to your pull request