Jump to content

PrivateFlip

Members
  • Posts

    467
  • Joined

  • Last visited

Posts posted by PrivateFlip

  1. Wow. Just, wow.

    Quick question: How compatible will this be with, say, the, Extraplanetary Lauchpads, Karbonite, and/or Kethane mods? Because the Idea of automating the logistics of those mods is massively appealing to me and probably most anyone else who uses those mods.

    About the Wow, it doesn't work for everybody. In fact I haven't actually yet heard of anybody for which it does work. Except for my own system, where it works fine. :)

    As to your question: it will run along side them but at this point missions can only start at the launchpads and end at a station. I do understand the appeal. This mod is actually the scrapped together leftover from a very ambitious project in which launchpads, stations and 'landing sites marked with flags' were all part of a sophisticated "Logistics Planning" system. I ended up abandoning it.

    In all honesty none of the things you want is currently really in the plans, not even long term. In time when I get this to work and I'll get i might consider some more functionality, but nothing I would want to commit to now.

    ...but maybe there are others here, who do want to pursue some of these things. You never know...

    Ah, there you go:

    Huh. I've been musing over exact same mod idea for a couple of days now; it was a fluke I stumbled upon this gem, you really deserve more attention! What I had in mind is a bit more in-depth, perhaps, with things like EPL integration, warp drive utilization, reusing vessels, etc; but the core idea of having the player "record" something first to figure out if it's possible was at the start of it.

    I guess I'll tinker away at some tangential aspects for now and see for how long I can avoid "treading on your territory", then non-intrusively build upon your mod's functionality.

    First off, and i think I speak for a lot of people when I say this, if you want to work out your mod idea, let go of the "avoiding treading on my territory" and the non-intrusive stuff. Would be a loss for yourself and the community.

    Ideas aren't born in a vacuum; many players at times experience flying the same mission again. Many have at times pondered some kind of mod to do it for them. Just not everybody can or wants to do it.

    Keep me posted on your exploits!

  2. Please remove the modulemanager .dll from the directory in which your mod resides and instead place it in the base directory of your ZIP file - this is where it should be located!

    EDIT: Also, I'm getting this in the ol' logs. Is it meaningful enough to dropbox an output_log?

    ...

    No those are not the lines I'm looking for, but thanks anyway.

    Looking for message "i'm at stage " " and can not find vessel " ". the vessels i can find are:"

    Have changed the location of module manager.

  3. Used the save and the mission Skipperro send me and it all worked on the first try, so it did not give me any clues on what's going wrong, so no news on the current outstanding bug yet.

    The new version will also attempt to post a small error log in the console which can be opened with alt+F2.

    If someone is experiencing this particular bug and has the console return a short log, could they post it to me?

    EDIT: the log message starts with the sentence "i'm at stage " " and can not find vessel " ". the vessels i can find are:"

    Changelog version 007

    -made sure only flights from current campaign are loaded.

    -made a blind fix (try number two) for a bug which some players are reporting, but has not yet been reproduced by me.

  4. Okay, thanks Marce for finding that! Made a new ckan file. It's now waiting approval.

    Previous one was made automatically by Kerbal Stuff. Kerbal Stuff did the same for my Davon Supply mod which turned out fine and was identical to the manual one I made for Davon Throttle Control mod, but I still should have checked.

    Skipperro PM'd me some reproduction data. I Hope that will help me to squash that bug.

  5. ...

    Placed your shuttle mission folder in my mission folder, changed the career to my career name and your mun mission loads up on the first try. Also you don't get the toolbar texture even though it is in the folder. So my preliminary suspicion is you for some reason can't read files from the routine mission manager folder. Apparently you can write. What operating system are you using?

    MaxOrbitAltitude is always 0 for the moons since you'll always be coming from "above" and the delta-v differences are relatively small.

  6. Update

    -added a delete button to delete obsolete missions

    -added a ability to stop tracking. Will stop tracking indefinitely for this mission.

    -added a great number of checks surrounding the tracking of missions. The new checks prevents loopholes for a player to fuel up vessels but more importantly it prevents players taking action which the tracking logic can not handle or the repeat mission logic can mimic.

    -made a potential fix for the bug experienced by Skipperro and have made a request to Skipperro to test it.

  7. I confess right away: I haven't read the whole thread :blush:

    Plus: I may very well have understood something wrong, but here are my problems:

    [*]The 'icon' in the toolbar is just a plain white square, is that intended?

    Eh no, in my version it is a lightgray square with the letters rm2 on it. Just checked if the download version also has this texture, which it does. Will look into this.

    [*]Is there an option to stop tracking in case you (read: I) mess something up? Situation: I tracked a mission to my big orbital station. Didn't understand the return mission concept exactly and wanted just to delete the tug which carried up the exchangeable fuel tank module. So I undocked it and smashed it into Kerbin (with the mission docking port staying on the station, because I didn't understand what I'm supposed to do). Once I returned to the station it still showed the mission as tracking and my station was loosing height fast (without any engines on board and rcs off) down from 300 km until it became suborbital in about 30secs. While I was still panicing it relieved me by krakening up to insane velocities and decomposing into its parts. So now my station is a debris cloud thanks to my own incompetence. Anyway, a "stop the tracking because I did something stupid" option would be nice :)

    Just to be clear, if this mod does lead to some kraken event by you doing things the 'incorrectly', this is in no way your incompetence but a mayor flaw in the mod. If you do things incorrectly is should just not work and not blow up your station. That said, I replayed the mission as you described, but wasn't able to reproduce the outcome you had. The mod does not allow me to only return a part of the vehicle and attempting to do so does kind of mess up the tracking logic.

    (made a fix for the next version which should prevent tracking to engage if only a part of the vehicle is undocked)

    As to the kraken event; opposed to the logic which brings the vessel to the station after ordering a mission, the tracking logic does not "do" anything to the game itself, so for now i find it hard to place this bug. Skipperro bug was also strange, but I can to some extend imagine something going wrong at some point and leading to the described outcome. Had you maybe ordered a mission when you returned to your station? Either way, would be willing to pm me a savefile, preferably just before switching to the station.

    [*]It would be nice to tell the program something like "everything beyond this docking port or decoupler should be removed automatically" to avoid loading and dealing with those useless tugs I only deorbit anyway

    For future versions I might expand functionality to allow what you attempted to do.

    I used a custom module to automatically resupply a vessel parked at KSC in combination with the MKS/OKS logistic base so far, but your approach is more flexible and more realistic, I like it!

    Glad you liked it despite the problems so far!

  8. Update

    Based on Skippero report, I've added a bunch of safeties which should reduce the impact of a similar mishap to merely the ship not docking, instead of keep on spawning vessels. Unfortunately I could not reproduce the bug and I do not know what caused it in the first place and could therefore not make a true fix.

    I'll take a fresh look at this tomorrow.

    EDIT (03-01-2015 04:26): With some help of Skippero it seems the latest version (004) does indeed prevent countless of vessels of spawning. A singe ship spawns, which fails to dock and is misplaced in orbit, but does not seem to break the save. Skippero has provide me with a save to further investigate the issue.

  9. After recording mission I've ordered my shuttle to automatically dock with space station. After warping one and half kerbal-day I've end up with over 400 active flights called "AdministrativeDockingName" and I'm unable to fly the space station anymore. Actually it broke my save. I've got now about 0,5 FPS in map view.

    Idea is brilliant, I will definitely try this mod in the future, when there will be no bugs, but for now I'll pass.

    I really tested it a lot so I'm not sure what happened. Will look into this.

    Thank you for reporting this.

  10. so will it work with ground base vehicles such as rovers on kerbin? i would also like to be able to have a ship run back and forth between two bases

    No, unfortunatly not. This mod is really limited to flights from the launchpad ending in a docking action to something in orbit.

    i was wondering how this worked with stations in lower orbits? like if i did the tracking mission to a station in a 10,000 km, could i send a resupply mission to a different station in a 300 km orbit? im assuming it would use the same amount of fuel so it would be less efficient.

    It would work, but would indeed require the same amount of fuel so it would be more economic to fly a separate mission again for the lower orbit.

    I realize it is in some way unrealistic, but it is just not feasible for me to adjust the amount of fuel left over based on the orbit reached. Although some delta-v based adjustments could be made it would require a significant amount of extra logic; logic which would likely break when used in combination with other mods, fuels and what not.

    FYI - you have bundled an old version of ModuleManager.dll inside your mod's directory. It should be in the GameData directory of your download if it's required (and the most recent is 2.5.6, I think).

    Thank you for reporting this. Module manager seems to be extremely relaxed when it comes to this, but I agree having one version of module manager on one location is cleaner. I'll look into this for the next version.

  11. Can someone make a video documenting this mod and it's features? I kinda sorta maybe half think I know what this mod is but i'm not sure XD

    You can fly your supply mission to a station. The one you always do when you need to refuel your duna express docked there / resupply your orbital shipyard with "ship components" / up the oxygen supply for you life support mod.

    Only this time you click a button just before launch which makes sure your mission is being tracked. After completing the mission you can open a menu at your station and re-order the flight. When you later return to the station you will find the exact same supply ship as the one you flew, with the same supplies, docked at your station without you needing to fly it again. That's all.

    Does this thing dock the ship only on the same docking port while tracking or does it choose any free docking port on the station? I'm just wondering if I need to keep a docking port free for refueling missions all the time or if I could extend the station and add new docking ports without any problems
    This.

    I would also like to know what the deal is on this front. I have a few ships that I use to resupply my station, but I don't/can't always use the same docking port for the missions.

    You can order the repeat mission to any docking port on the station or any other station in orbit, assuming the other station orbit is not a whole lot higher.

    If the docking port becomes occupied in the meantime, the ship will just rendezvous nearby and you can dock it yourself to a free docking port.

    Looks like a very useful mod. Is it possible to have a ship run back and forth between two bases?

    No, only launchpad to station and the return back to kerbin.

  12. A 0.90 version is now available. Made a lot of improvements on all fronts:

    -toolbar support

    -mission can be automaticly repeated

    -return missions can be executed in a more versatile manner than the previous version

    The most time was spend on making a great number of improvements to the tracking and complicated hyperediting and other transactions which take place under the hood.

    I want to do some more testing before I'll call it a beta and make a release thread, but it's pretty stable overall.

    EDIT: beta is here, have requested mod to move this thread to Add-on Releases.

  13. Like already alluded to above I suspect what were seeing is a first draft, maybe rushed in for an 0.90 christmas release. Even from the distance the new buildings seem distinctly off in some way compared than the now tier 3 building. Looking at all the models in the rest of the game I wouldn't be surprised squad already knows the new buildings are a bit out of line and some touch ups were already in the planning.

  14. Updated (version 073):

    -0.90 version

    -additional throttle positions persist over saves

    By chance found out two days ago 0.90 had been released. I was unaware it was even underway when I made the 0.72 update last weekend, so I missed the whole hype train, which isn't so bad.

    During testing I discovered the throttle position was not retained when reloading a save. Nobody ever complained about it but it seems undesirable so I added the functionality. No other changes made.

    chg1SPD.png

  15. Basic and pragmatic would best qualify my design style. Although I do not go for bigger is better most of my crafts are also often overdesinged, meaning the lander is a considerably bigger than necessary pushed by a transfer stage which is again is somewhat bigger and carries to much fuel for the mission. Better safe than sorry.

  16. I used this when it was first made a long time ago. I commented at that time that having an actual ship - either of your own creation or not - spawn and do an approach and docking would be super-duper awesome instead of having the resources just appear. My comment was in relation to that. :)

    I knew all that, that's why I directed you to my new mod :)

    Routine Mission Manager

    There were a number of people who have made similar requests and this mod does exactly this, except for docking and approach which happens while you are away. I figured that if you have a resource ship with all the resources, you don't need to hub to store it in, you can just store it in the ship or transfer it into the station if you have the time.

    So i ended up making the request you made long ago, except as a standalone mod, which can dock everywhere.

    If you really want to you could use the mods side by side; you would make orders through the Routine Mission Manager and you could store the resources in the hub. The hub would than just be a fuel tank, sou you could just as well use a fuel tank.

×
×
  • Create New...