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Everything posted by erendrake
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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 intended, the idea being that it should take more power to communicate to the archive back @KSC then it does to pull files off of the local volume. - - - Updated - - - Our LOCK STEERING is for basic craft. More advanced craft should use the raw controls. http://ksp-kos.github.io/KOS_DOC/commands/flight/raw.html?highlight=raw http://ksp-kos.github.io/KOS_DOC/bindings.html?highlight=ag1#boolean-toggle-fields we currently are tracking down a bug in the new way we are aggregating resources. https://github.com/KSP-KOS/KOS/issues/513. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
Lets change it then, im sure we will get some grumbling but if we deprecate it and remove it a few releases later im sure we can come up with better names. sounds like we have two pieces of state we are trying to get. All of the "craft" ( currently TARGETS ) * TRACKABLES ( meaning its in the tracking station list ) * CONTACTS ( Like Radar contacts? ) * .... crap this list is crappy to name The ability to query a craft to see if its loaded or not * TARGET:LOADED * TARGET:INRANGE * TARGET:??????? Help us out people i am having a lack of imagination - - - Updated - - - We were just talking about this earlier in the week. would you mind adding this as a Github issue? This makes sense as something you should be able to do. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
you can directly interrogate any part for the contents of the right click menu. http://ksp-kos.github.io/KOS_DOC/general/parts_and_partmodules.html#exploring-what-s-there-to-find-field-event-action-names I believe there is more available for intakes if you use this. * Flow * Drag * Air Speed #549/#550 are features that have been asked for. I dont know if there is a simple work around for them and I have been thinking about how to best resolve the request. -
JebmaScript - KOS Alternative using Javascript
erendrake replied to JoerT's topic in KSP1 Mod Development
Both kOS devs here with the same message. We have wanted to have support for other languages in kos so if you want to join forces we would love to help you add this to kos. I want KOS to be a tool to help people learn to code and Javascript would be my first choice for an additional language. Like Steven said, if you don't want to join us we are happy for the competition ☺ -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
Are you also getting unbound too? or are you just seeing bind,bind,bind? LIST TARGETS is all craft. Adding a "LOADED" suffix to each vessel wouldnt be hard. The boot stuff has no documentation because we added it before we required docs for PRs and Steven and I dont use it so it has kinda languished. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
No fix is too small for a hotfix https://github.com/KSP-KOS/KOS/releases/tag/v0.16.2 You can still use the raw controls for craft with only engine gimbaling. That is an interesting question. I dont often do spaceplanes. Is the data lacking on the consumption or the production side? I am reticent to give a simple total surplus/deficit number when we could instead make a partmodule richer. Edit: Have you tried looking at the intake fields? it looks like airflow, intake drag, air speed and status should be available. - - - Updated - - - .DS_Store is the devil. I hates it. Edit: Dr_Goddard, would you mind writing this up in a github issue? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
when you get this working. please, PLEASE! make a video about it. i cant wait to see this work. - - - Updated - - - Alright, there is a new version up on Github with Node fixed https://github.com/KSP-KOS/KOS/releases/tag/v0.16.1 Ill get it updated everywhere else asap and thank you for saying something, you are mentioned in the changelog -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
Well.... crap. A bit of background on this change. We came up with a better suffix system a few months back. I had started migrating all of the kOS structures like SHIP: and BODY:. Then I kinda stalled out moving them over because it was a lot of typing and it was pretty prone to cut and paste mistake. So with 0.16 I finally decided to pull the bandaid off and just get the rest done. Looks like i made a few mistakes with the node class I plan on rolling 0.16.1 pretty soon -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
There was some refactoring to the node area. No additions that I remember. Are you running into a bug? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
There are no plans for it currently and the biggest blocker is going to be the model itself. No one on the team is a modeller. We do have two sizes of cores, the smaller of which is about the size I would expect a radial part to be -
v0.16.0 - Remote Terminal Access Github Curseforge Kerbalstuff BREAKING Body:ANGULARVEL is now a Vector instead of a Direction. (This is the same as the change that was done to Vessel:ANGULARVEL in v0.15.4, but we missed the fact that Body had the same problem). It was pretty useless before so this shouldn't hurt many scripters Both Body:ANGULARVEL and Vessel:ANGULARVEL now are expressed in the same SHIP_RAW coordinate system as everything else in kOS, rather than in their own private weirdly mirrored reference frame. (Thanks to forum user @thegreatgonz for finding the problem and the fix) #536 the 1.5m kOS part has always had trouble with clipping into other parts due to the rim of the cylinder sticking up past the attachment points. The part definition has been changed to fix this, but in KSP new part definitions don't affect vessels that have already been built or have already had their design saved in a craft file in the VAB/SPH. To see the fix you'll need to start a new vessel design from scratch, otherwise you'll still have the old clipping behavior. New Features TELNET SERVER. The biggest new feature this update is the introduction of a telnet serveryou can use to access the terminals in game. For security, it's turned off by default, but you can enable it with the config radio button. Full documentation on this new feature is athttp://ksp-kos.github.io/KOS_DOC/general/telnet.html Synopsis: Telnet to 127.0.0.1, port 5410 Select CPU from welcome menu by typing a number and hitting Return. Your telnet client is now a clone of that CPU's terminal window and can control it. If you want to open it up to others to use (i.e. controlling your KSP game from a second computer), you can use an ssh tunnel to access the local loopback address, or if you just want to throw caution to the wind, you can tell it to stop using loopback and use your real IP address. Be aware of the security risk if you choose this. [*]Added HUDTEXT that lets you add text to the screen. Thanks @pgodd ! more information here: http://ksp-kos.github.io/KOS_DOC/commands/terminalgui.html#HUDTEXT [*]#72 - Added STAGE:NUMBER and STAGE:READY to allow for staging very close together [*]#522 - Added BODY:GEOPOSITIONOF and BODY:ALTITUDEOF for getting body-relative info about a 3D point in space. [*]#524 and #523 - mission waypoints now have 3d positions [*]In game Terminal is now resizable! From a script with SET TERMINAL:WIDTH and SET TERMINAL:HEIGHT, or from dragging the lower-right corner of the GUI window. Bug Fixes Fixes #389 - LOCK STEERING broken for RCS-only (no torque) ships. Fixes #516 - kOSTags are now applied in the correct MM pass Fixes #541 - All BODY: suffixes should now work properly when the body is the Sun without crashing. Fixes #544 - Terminal subbuffer won't shrink when up-arrowing to a previous smaller command. Fixes #548 - If SHIP is not the same as ActiveVessel, then executing STAGE stages the wrong vessel. Fixes #581 - SHIP:CONTROL:PILOTFORE and SHIP:CONTROL:PILOTSTARBOARD are no longer inverted. Fixes #578 - renamed our use of RemoteTech2 to RemoteTech to follow their new naming. Fixes #427 - Stack now clears when interactive commands throw exceptions. (no longer reports false stack traces). Fixes #409 - Delete no longer leaves file in memory. Fixes #172 - Lock states no longer persist through power cycling unit. Now they become default for unlocked state Also #358, #362, #568 [*]Fixes #580 - RT "signal lost. waiting to re-aquire signal" check previously disallowed manned terminal use. Now it only disables the terminal if the vessel is unmanned. [*]Fixes #344 - KOSArgumentMismatchException reported wrong arg number (i.e. it would claim your 3rd argument is wrong when it's really your 1st argument). Fixed.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
v0.16.0 - Remote Terminal Access Github Curseforge Kerbalstuff BREAKING Body:ANGULARVEL is now a Vector instead of a Direction. (This is the same as the change that was done to Vessel:ANGULARVEL in v0.15.4, but we missed the fact that Body had the same problem). It was pretty useless before so this shouldn't hurt many scripters Both Body:ANGULARVEL and Vessel:ANGULARVEL now are expressed in the same SHIP_RAW coordinate system as everything else in kOS, rather than in their own private weirdly mirrored reference frame. (Thanks to forum user @thegreatgonz for finding the problem and the fix) #536 the 1.5m kOS part has always had trouble with clipping into other parts due to the rim of the cylinder sticking up past the attachment points. The part definition has been changed to fix this, but in KSP new part definitions don't affect vessels that have already been built or have already had their design saved in a craft file in the VAB/SPH. To see the fix you'll need to start a new vessel design from scratch, otherwise you'll still have the old clipping behavior. New Features TELNET SERVER. The biggest new feature this update is the introduction of a telnet serveryou can use to access the terminals in game. For security, it's turned off by default, but you can enable it with the config radio button. Full documentation on this new feature is athttp://ksp-kos.github.io/KOS_DOC/general/telnet.html Synopsis: Telnet to 127.0.0.1, port 5410 Select CPU from welcome menu by typing a number and hitting Return. Your telnet client is now a clone of that CPU's terminal window and can control it. If you want to open it up to others to use (i.e. controlling your KSP game from a second computer), you can use an ssh tunnel to access the local loopback address, or if you just want to throw caution to the wind, you can tell it to stop using loopback and use your real IP address. Be aware of the security risk if you choose this. [*]Added HUDTEXT that lets you add text to the screen. Thanks @pgodd ! more information here: http://ksp-kos.github.io/KOS_DOC/commands/terminalgui.html#HUDTEXT [*]#72 - Added STAGE:NUMBER and STAGE:READY to allow for staging very close together [*]#522 - Added BODY:GEOPOSITIONOF and BODY:ALTITUDEOF for getting body-relative info about a 3D point in space. [*]#524 and #523 - mission waypoints now have 3d positions [*]In game Terminal is now resizable! From a script with SET TERMINAL:WIDTH and SET TERMINAL:HEIGHT, or from dragging the lower-right corner of the GUI window. Bug Fixes Fixes #389 - LOCK STEERING broken for RCS-only (no torque) ships. Fixes #516 - kOSTags are now applied in the correct MM pass Fixes #541 - All BODY: suffixes should now work properly when the body is the Sun without crashing. Fixes #544 - Terminal subbuffer won't shrink when up-arrowing to a previous smaller command. Fixes #548 - If SHIP is not the same as ActiveVessel, then executing STAGE stages the wrong vessel. Fixes #581 - SHIP:CONTROL:PILOTFORE and SHIP:CONTROL:PILOTSTARBOARD are no longer inverted. Fixes #578 - renamed our use of RemoteTech2 to RemoteTech to follow their new naming. Fixes #427 - Stack now clears when interactive commands throw exceptions. (no longer reports false stack traces). Fixes #409 - Delete no longer leaves file in memory. Fixes #172 - Lock states no longer persist through power cycling unit. Now they become default for unlocked state Also #358, #362, #568 [*]Fixes #580 - RT "signal lost. waiting to re-aquire signal" check previously disallowed manned terminal use. Now it only disables the terminal if the vessel is unmanned. [*]Fixes #344 - KOSArgumentMismatchException reported wrong arg number (i.e. it would claim your 3rd argument is wrong when it's really your 1st argument). Fixed. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
Maybe -
They should all have a delay, and landing with no atmo and signal delay is going to take some kind of autopilot that is integrated with remotetech. Right now the only one I know of is kOS.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
you cannot get the signal delay right now but that should be pretty simple to add. Right now the extent of the RT integration is to allow you to kick off a script when you have control and that script can continue to work, without signal delay, on the craft with or without control. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
I was actually asking what you meant by there being no support because it was unclear to me. No need to get defensive. As for kerboscript dsl we use in kOS it is an imperfect language just like any other. Using a diffferent language wouldnt solve many of the strange quirks that the KSP API gives us to deal with as addon developers and you need to code around as a scripter. We would always depend mostly on our own documentation for heavy lifting of these unique quirks. You really should look at the official docs rather than the wika. There are links to the docs in quite a few places and we have put a lot of work into them. Lastly, if you would like another language supported in script. Please send us a pull request with the implementation and we would be happy to review it. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
What kind of support would you like? * We have a pretty active little community on the forums and on reddit. * We have put some serious work into the documentation. your exact issue would have been cleared up by reading the page on flow control here http://ksp-kos.github.io/KOS_DOC/language/flow.html#if-else do you want phone support for this free addon for a game? or a kOS tag on stackoverflow so you can cut and paste scripts someone else wrote? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
I agree that this kind of information is not cheaty and is exactly the kind of information I would like to expose to you guys. right now the two big challenges to getting that done is time and building the algorithm (which is really just more time). Torque is a more involved calculation than thrust. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
v0.15.6 From github [h=3]BREAKING[/h] PART:UID is now a string. This will only break you if you were doing math on UIDs? ELEMENT:PARTCOUNT was poorly named and duplicated by ELEMENT:PARTS:LENGTH so it was removed. [h=3]New Features[/h] (AGX) Action Groups Extended Support! Thanks @SirDiazo Getting or setting groups 11-250 should behave the same as the stock groups if you have AGX installed. Groundwork is laid for getting parts and modules by the new action groups. [*]Gimbals are now a well known module. providing read access to its state [*]Added PART:GETMODULEBYINDEX(int). This is most useful when you have a part with the same module twice. Thanks @jwvanderbeck [*]More documentation work. http://ksp-kos.github.io/KOS_DOC/ [h=3]Bug Fixes[/h] Fixes RemoteTech Integration Structures can now be correctly ==, <> and concatenated with + STAGE:RESOURCE[?]:CAPACITY is now spell correctly -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
This is on me because i was the one who broke it in RemoteTech I am trying to get a release done today but with a 2 month old baby plans have a way of slipping away Update: my fears about screaming baby were well founded. i was able to test a fix, i should be able to get the fix and the version changes done and it all out fairly soon. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
This is a frankly terrifying use of kOS + IR. Im shutting down this mod's development because i am fairly sure someone is going to build skylab in KSP and it will be all my fault RUNNN!!!!! -
CargoBay and Fairing payload sleep-mode part/plugin
erendrake replied to fatcargo's topic in KSP1 Mods Discussions
MOAR struts!! -
The KSP 0.90 compatibility release. (The full thematic following of KSP 0.90's new way of thinking will come in a future version. This is just to make sure everything works.) On Github On KerbalStuff On Curseforge [h=3]BREAKING CHANGES[/h] Now respects the limitations of 0.90 career mode upgrades, which may make a few features not work anymore in career mode until you get further progressed along in your building upgrades. [h=3]New Stuff[/h] Thanks to a new dev team contributer Johann Goetz (@theodoregoetz on github), we have a new, much better and cleaner looking documentation site Better flight input handling to detect the pilot controls and keep them isolated. "plays nice" with other autopilots a bit better, using KSP 0.90's new autopiloting hooks. New suffixes to handle directions better as mentioned in Separate Dry Mass, Wet Mass, and Current Mass readings for parts and for the vessel as a whole (TODO: Link here, but the public gh-pages hasn't be regenned yet so I don't know the link yet) Added new WAYPOINT object to help with locations of some contracts. Added new :POSITION and :ALTITUDEPOSITION suffixes to Geocoordinates to obtain 3D vectors of their positions in ship-raw coordinate space. ADDED muliple new ways to deal with resources. STAGE:RESOURCES, SHIP:RESOURCES and TARGET:RESOURCES will let you get a list of the resources for the craft, the difference being that SHIP: and TARGET: includes all resources and STAGE: includes only the resoures that are for "this stage". All three of these will let you get a list of :PARTS that can contain that resource. Part resources now gives you access to the resource's tweakable :ENABLE and :TOGGLEABLE can let you remove add a resource to the normal resource flow. [h=3]Bug Fixes[/h] Better handling of range checking and loading the boot file when remotetech is installed (thanks to hvacengi for this contribution) Boot file overwrite fix (thanks to pakrym) (For developers) fixed compile error on UNIX platforms that was due to filename case-sensitivity differences. LOG command to the Archive now appends to the file properly instead of rewriting the entire contents each time just to tack on one line. It is now possible to read its output from outside KSP using a tool like the UNIX "tail -f" program. Better calculations of stage resource values, using SQUAD'S provided API for it instead of trying to walk the tree ourselves (which broke in 0.90). Fixed lonstanding bug with geocoordinates:TERRAINHEIGHT [h=3]Small maintenence issues[/h] Bundling a newer version of ModuleManager Better use of the "skin" system for the app panel. Should see no obvious effect on the surface.