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erendrake

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Everything posted by erendrake

  1. To be honest, i don't like these either, especially the line of sight cheat. With enough work I think it will be possible to remove them. That would only be after the team is satisfied that there are reasonable alternatives available. - - - Updated - - - I agree that there needs to be some kind of fail-safe in place to avoid loosing satellites. The argument comes from the difference between configuring ahead of time when you have a connection or fixing after the fact by using a cheat. I believe the former is possible.
  2. The reason we dont allow it in RemoteTech is because such an action is impossible in the real world. We felt that enabling something that clearly violates the laws of physics would not fit with the theme of the mod. We need to have a better safety net for when you go out of range and there are a lot of ideas on how to do this. Adding a hack that lets you contact probes with no connection is, in my opinion, just a lazy hack. Which is why i denied the pull request. All of the other options are harder to implement than a simple hand wave of the rules.
  3. It is usually helpful for us to know what other mods you are running. In this case I assume you are running one of the realism overhaul packs? We have a known issue that craft with little to no reaction wheels don't use enough steering deflection to be useful. If you look around there are some fairly good workarounds
  4. On Github [h=3]"New" features[/h] Due to erendrake's inability to correctly use git. The new list constructor was omitted from the 0.17.0 release binaries. The very important fact that calling user functions from the interpreter prompt can cause all sorts of problems was not properly documented. It is now, at: https://ksp-kos.github.io/KOS_DOC/language/user_functions.html#interpreter-functions [h=3]Bug Fixes:[/h] Many Doc fixes Fixed bug with setting KAC Alarm action to correct value Fixed some unneeded log spamming
  5. NEW VERSION! v0.17.0 Github Kerbal Stuff Curseforge Big feature: You can make your own user-defined functions, that can handle recursion, and can use local variable scoping. You can build a library of your own function calls and load them into your script. New Documentation change page: For those users who just want to see what new features exist without reading the entire documentation again from scratch, we have created a changes page in the main documentation: New Changes Page: http://ksp-kos.github.io/KOS_DOC/changes.html For the features mentioned below, you can go to the page above and get a more verbose description of the new features. [h=3]New Features:[/h]A brief list of what's new: Variables can now be local Kerboscript has User Functions Community Examples Library LIST() now takes args to initialize the list. Physics Ticks not Update Ticks Ability to use SAS modes from KSP 0.90 Blizzy ToolBar Support Ability to define colors using HSV Ability to highlight a part in color Better user interface for selecting boot scripts Disks can be made bigger with tweakable slider You Can Transfer Resources Kerbal Alarm Clock support Query the docked elements of a vessel Support for Action Groups Extended ISDEAD suffix for Vessel This update is so full of new features that instead of describing all of their details here, you can go see them on the main docs page at the following link: http://ksp-kos.github.io/KOS_DOC/changes.html [h=3]Bug Fixes:[/h] Using the same FOR iterator in two loops no longer name clashes because it's not global anymore. Repaired a number of boot file selection bugs. Removed a few unnecessary debug log spamming message. Fixed a minor issue with the special hidden file .DS_Store that Macs insert into the Scripts folder. Fixed bug spamming nullrefs when panel was open in the VAB/SPH editor. Fixed bugs where setting warp could crash KSP. Now it clamps warp to valid values. Fixed bug where kOS CPU's were drawing power from the batteries even when the game was paused. Fixed bug where rate of power consumption varied depending on animation frame rate. Fixed bug where WAIT 0 crashed scripts. Now WAIT 0 waits the min. possible time (1 physics tick). Fixed small order of operations problem with expressions containing unary operators like '-', '+', and 'not'. Fixed problem where SET TARGET didn't really set it until the next physics tick. Now it sets immediately. Fixed some issues with the use of Action Groups above 10, when Action Groups Extended is installed. Fixed bug where VOLUME:RENAMABLE returned the name string, rather than a boolean. Fixed bun when printing a VOLUME to the screen and failing to "stringify" it properly. Using the unary negation '-' on vectors and directions now works. Fixed some major bugs in how the kOS toolbar panel was dealing with scene changes and getting "stuck" on screen. Fixed some bugs with the kos Name Tag typing window getting stuck on screen and locking the user out of the UI. Fixed bug with reboot not clearing out the state properly. Fixed bug where any syntax error caught by the compiler resulted in bogus additional second error message. [h=3]BREAKING:[/h] RECOMPILE YOUR KSM FILES!!! - If you used the COMPILE command in the past, changes to the kOS machine code that were needed to support variable scoping ended up invalidating any existing compiled KSM files. KSM FILES ARE BIGGER - compiled KSM files are now larger than they used to be for the same source code. They might not be an efficient way to pack your code down to a small disk footprint anymore. CONFIG:IPU should be slightly increased The new default we ship with is 200, to reflect both the change in ML code, and the movement to Unity's FixedUpdate for physics ticks. However if you have played kOS in the past, your settings don't get automatically overwritten. You will need to change the setting manually. DECLARE has a new syntax DECLARE VARNAME now requires an initializer syntax as follows: DECLARE VARNAME TO VALUE. If you leave the TO VALUE off, it will now be a syntax error. Also, you can say LOCAL or GLOBAL instead of, or in addition to, the word DECLARE. [*]DECLAREd variables are now local Using the DECLARE VARNAME TO VALUE statement now causes the variable to have local scope that only exists within the local block of curly braces ('{'...'}') that it was declared inside of. To get the old behavior you can explicitly say: DECLARE GLOBAL VARNAME to _VALUE. [*]FOR iterator now is local The VARIABLE in loops of the form FOR VARIABLE IN SOMELIST now has local scope to just that loop, meaning it stops existing after the loop is done and you can't use it outside the loop's body.
  6. The burden of installing all these mods might ensure that the issue never gets addressed. maybe try bringing the list down.
  7. You can test if a value is more than a very large sum. but no infinity checking.
  8. would we then have a spacecraft that spontaneously gains/looses weight in orbit? how are you ok with that?
  9. you can do many automation tasks in IR with kOS http://forum.kerbalspaceprogram.com/threads/68089
  10. This API will be made available to kos so you can do all of the same stuff that @ziw's sequencer does. It would be non blocking
  11. New Version is available! v20c HERE Changes: * Minor UI Events renames * Bugixes: invertAxis&Keys persistense, min/max range tweakbles hidden for translating parts * Fixed min/max range ot showing in Flight for translating parts * Peristence Related BugFixes + InvertAxis Button
  12. To be honest, I have very little interest in having parts scale that high. If they just work that's fine by me but i'm not going to spend time on it. If you care as much as you seem to, we accept pull requests on Github and you are very welcome to contribute. I am only speaking for myself. Not the others who may be working hard to resolve it.
  13. NEW PRE-RELEASE Changes in v0.20 * More Code Cleanup * GUI Enhancements * Custom category in Editor listing all robotic parts. * Editor and Flight window width is scaled dynamically * Editor window now has an option to revert servo to 0 * In Preset Editor added button to move servo to preset, works in flight too. * Position and ranges for inverted axis parts are now shown correctly and in different style * Some new icons * New Tweakscale configs * Some minor bugfixes https://github.com/erendrake/InfernalRobotics/releases/tag/v0.20B
  14. Magic Smoke Industries - Infernal Robotics Rework For several weeks straight the dedicated team, drafted from creators and maintainers of other mods, such as kOS, RemoteTech and TweakScale with the help from a real-life roboticist/part designer and a blessing from sirkut, joined forces to bring new life to one of the most popular mods in KSP. And now we are extremely excited to present you the latest revision of the famous Infernal Robotics. It has not been updated for far too long, and it deserves better. And now you can make it better too. The deal is - we provide you with the hot-off-the-press pre-release version of the Infernal Robotics mod and in return you unleash your creative powers to create more robotic contraptions (or just blow the dust off some of the old robotic creations of yours) and most importantly give us some feedback. One of our goals for the rework was to provide as much backwards compatibility as possible, and we hope we succeeded in that aspect, so we don't expect any crafts to be broken (but study the changelog carefully, especially those of you who use kOS to control your robotics). You can use TweakScale with Infernal Robotics, although it is not required. But it does bring a lot of flexibility in building your robotic creations, and most of our parts were designed with TweakScale in mind. For your convenience we've included Legacy robotic parts in the download, but we do recommend using Zodius's Model Rework parts You can download the latest version of the Rework project HERE This is a work in progress and has not been fully tested to work with existing saves. you have been warned You can provide feed either here or via submitting an issue on github(or even both). Here's the brief video overview of the new features: Changes in v0.20c * Minor UI Events renames * Bugixes: invertAxis&Keys persistense, min/max range tweakbles hidden for translating parts * Fixed min/max range ot showing in Flight for translating parts * Peristence Related BugFixes + InvertAxis Button Changes in v0.20b * More Code Cleanup * GUI Enhancements * Custom category in Editor listing all robotic parts. * Editor and Flight window width is scaled dynamically * Editor window now has an option to revert servo to 0 * In Preset Editor added button to move servo to preset, works in flight too. * Position and ranges for inverted axis parts are now shown correctly and in different style * Some new icons * New Tweakscale configs * Some minor bugfixes Changes in v0.20a * **BREAKING:** Field "Coarse Speed" has been renamed **in UI** to just "Speed". Will affect all KOS scripts that read or change that field. Field name in part.cfg has not changed, so all existing crafts should load successfully. * BREAKING: part config fields "maxRange" and "minRange" are now obsolete. There are no current or legacy parts that use those two fields. * NEW: All controllable servos now have acceleration parameter. As the name suggest it is the rate at which servos speed up or slow down. Default value for legacy parts is 4x. * NEW: You can create preset positions for all controllable servos and switch between them in flight (editor preset position switching is coming up soon). Presets are automatically sorted from lowest to highest and you can only switch from current preset to next or previous one. For examples refer to the video overview linked below. * Redesigned Editor UI to fit most of the relevant fields and actions in one window. You can now move individual servos and change their main parameters from single IR window without the need to right-click every servo. * Redesigned in-flight controls to accommodate all new changes and for better readability. * All IR in-flight windows now obey F2 command (hide/show UI) and should not get in the way of your awesome screenshots. * TweakScale configs on Legacy parts have been fixed to work with the latest version of TweakScale. * All buttons now have basic tooltips. * Servo sound's pitch now scales with servo's movement speed This software & parts are released under the GNU GPL version 3, 29 July 2007. The IR Rework Team erendrake, pellinor0, ZodiusInfuser, sirkut, Ziw
  15. I am actually quite interested in Trajectory's API, I have a question about it. The API only lets you query for the active craft. How hard would it be to extend the API to let someone specify one of the loaded craft?
  16. Several people have started projects to do this but all have petered out without results. I dont have time to implement it but I would be happy to work with someone who wants to make it happen.
  17. have you gone back in to see if the RT part research needs to be 'purchased' in the tech tree node you have unlocked? that messes me up all the time. - - - Updated - - - Thanks for the heads up we will have to try them out together.
  18. Would the trade-off be a lighter, cheaper, stronger part? or is it just for flavor?
  19. you could turn off the signal delay? Im sorry if i sounded like i would take that option away.
  20. this weekend i might dig into this and fix the bug. if i do it will not be remaining as an option.
  21. the reason i spoke up is that as soon as this 'wave' action gets implemented someone is going to say "well, i want that but i want it to only go 30% up then back down" and that process can go on and on forever with more actions. Or we could let Sirkut work on other stuff you cannot do with kOS. as far as how long that would take, you can always ask us over in the kOS thread. we are pretty friendly.
  22. that should be simple enough to do with kOS. why not just do that?
  23. That is very true. He even wrote our documentation on the integration. Very helpful and thoughtful contributor. Would pull from again
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