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Everything posted by erendrake
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This is a necro of this thread but i wanted to say i did take it to Jool to play with re-entry effects when they came out, I also attached a bunch of legs and parachutes and landed the habitat module on Duna . I have started to build it again and bring it all back up to the current version of the game.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
Well, that is discouraging. If you still get it after a clean install please post your log and we will take a look. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
That is actually not a bad idea! -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
We dont currently have a concept of checking for null or undefined. We are thinking about adding an ISNULL(<thing>) function call that could help. I have been reticent to add the concept of null because i would like to make sure we do it thoughtfully. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
It isnt watching EditorLogic.editorLocked -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
I want all 3 of these as well. The reason this next update will only do some of it is that we have been adding a lot of backend code for new language features I want to make sure i understand what you want here. I imagine you are talking about wanting the position and the rotation relative to the root part of the vessel? we have had a lot of discussion about this and the lame part is adding a part module to every part in the game. This is a no-no for good reason but we havent come up with a better solution there are ways to do that now. Making it easier would be good. part of the next release should include different file extensions -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
You know what, I have never used the boot feature after i got the PR for it. I should have a test craft for it if it is no longer working I am sorry and ill get it back in. Care to fill me in on how you expect it to work? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
New Release * Added entry cost to kOS parts * extended button lockout to include the full throttle button (default z) * updated the reference to RemoteTech rather than RemoteTech2 -
Yes that was me
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This is a really fun build and i cant wait to see more. please let me know if there is something in kOS that is blocking your progress!
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
Loss of local control (as expected), but also the kos script stops running (just like it did before I turned on the RT2 in config). So on a rocket with no antennae, I hit the 3000m mark and then the throttle goes to zero, automated control fails, and I cannot recover using local control. I even tried to renable the RT2 flag at the beginning of the script execution. I didn't notice any exceptions in the debuging log, but I would have to run it again to confirm (can do tonight). Thanks for the quick response! -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
check out the PRINT AT command http://ksp-kos.github.io/KOS_DOC/command/terminal/index.html There are so many of these out there for me too. Steven and I have said that it is too bad kOS doesnt pay because there is no lack of work to do. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
You are of course correct, do you know how many places i have to edit that now! Thanks Tell me more about it being broken? you dont have local control without a connection anymore? more input required because i would like to get this fixed! P.S. you are both very welcome -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
New Version v0.14.1 This is a minor release to fix a few major issues. * Kerbal Space Program 0.25 Support * OnSave and OnLoad should no longer disappear your craft. This is a bit of a stop-gap fix that doesn't guarantee that the kOS part will be happy, but at least your craft will still be there. * Resolves #257 by unbinding the X key from throttle cutoff while the window is in focus. * KSP AVC Support * Added Body:RotationalPeroid -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
Well that is strange, try until SHIP:PERIAPSIS > 640000 { } the spoiler tag has been broken on this forum forever -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
Absolutely, it is the chief reason they arent in kOS yet. Functions will make them easy to use and easy to define -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
We want to do more of those nice string manipulation features as time goes on. there is a hack i have done in the past where i print some 0s @ the location i know they might need to be, then i do some modulus math to figure out where i need to print the value i have. Its dumb I will surely accept a padding PR on github -
Agreed, if the cfgs are for RemoteTech, they should be in :FOR[RemoteTech] I think the dll name should be changed to RemoteTech, version doesnt need to be in the title.
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@Diazo the code we have for binding to action groups in kOS is here https://github.com/KSP-KOS/KOS/blob/develop/src/kOS/Binding/ActionGroups.cs Vessel.ActionGroups.SetGroup(KSPActionGroup.Abort, true) Vessel.ActionGroups.SetGroup(KSPActionGroup.Custom01, true) The code for this hasnt changed in quite some time so i cannot see it being a problem on our end.
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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 is not, Its a good idea to add this kind of data. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
Yes, https://github.com/KSP-KOS/KOS/commit/d07f0368916fb4535695e07db29599566d6d2fa4 It will be in the next release. Anything else? -
I Agree, Putting issues on github and encouraging users to submit issues there has saved me so much time and effort tracking issues on the forum
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
This is a bug we introduced in 14. We have an issues in github and we are going to track it down. Thanks everyone for the report! https://github.com/KSP-KOS/KOS/issues/239 -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
erendrake replied to erendrake's topic in KSP1 Mod Releases
was it on quicksave/quickload?