RKunze Posted October 23, 2022 Share Posted October 23, 2022 (edited) Hello kOS team (especially @Dunbaratu), first off, let me thank you for a most excellent mod - I can't image playing KSP without it anymore. And on that note, now that the KSP2 release date has been announced: Do you have any plans to carry kOS over to KSP2? The reason I am asking ist that I have an idea for a kOS-like mod for KSP2 that I want to implement (because I can't imagine playing KSP2 without something similar either, nothing like it seems to be on the official roadmap, and I need something to tide me over the sandbox only phase of early access - and what could be better to pass that time than writing a mod?), but don't want to step on anyones toes by implementing a "competing" mod. Edited October 23, 2022 by RKunze Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted October 26, 2022 Share Posted October 26, 2022 On 10/23/2022 at 8:15 PM, RKunze said: Hello kOS team (especially @Dunbaratu), first off, let me thank you for a most excellent mod - I can't image playing KSP without it anymore. And on that note, now that the KSP2 release date has been announced: Do you have any plans to carry kOS over to KSP2? The reason I am asking ist that I have an idea for a kOS-like mod for KSP2 that I want to implement (because I can't imagine playing KSP2 without something similar either, nothing like it seems to be on the official roadmap, and I need something to tide me over the sandbox only phase of early access - and what could be better to pass that time than writing a mod?), but don't want to step on anyones toes by implementing a "competing" mod. Why would you do that before KSP 2 is out? Maybe there is a built-in scripting engine? Quote Link to comment Share on other sites More sharing options...
RKunze Posted October 26, 2022 Share Posted October 26, 2022 4 minutes ago, infinite_monkey said: Why would you do that before KSP 2 is out? Maybe there is a built-in scripting engine? I won't do it before it is out (would be a bit difficult to write a mod for an unknown target). But I will do it once KSP2 is in EA, because then I have a scripting engine when career mode (or whatever replaces it in KSP2) comes out and I'll start playing (I don't like pure sandbox). As for a builtin scripting engine: If there is one, great. But it hasn't been mentioned anywhere, it's kind of niche even among the hardcore fans here, so it's a good bet it won't be in the official game. And it is kind of low hanging fruit for a mod (at least for me - I can code because that what I do for a living, but I'm abysmal at art and modelling, so you won't see me do any part mods or planet packs) Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted October 26, 2022 Share Posted October 26, 2022 10 minutes ago, RKunze said: I won't do it before it is out (would be a bit difficult to write a mod for an unknown target). But I will do it once KSP2 is in EA, because then I have a scripting engine when career mode (or whatever replaces it in KSP2) comes out and I'll start playing (I don't like pure sandbox). As for a builtin scripting engine: If there is one, great. But it hasn't been mentioned anywhere, it's kind of niche even among the hardcore fans here, so it's a good bet it won't be in the official game. And it is kind of low hanging fruit for a mod (at least for me - I can code because that what I do for a living, but I'm abysmal at art and modelling, so you won't see me do any part mods or planet packs) I see. Do you plan something compatible with the kOS language? Or your own, or an existing one, like Lua? Quote Link to comment Share on other sites More sharing options...
RKunze Posted October 26, 2022 Share Posted October 26, 2022 9 minutes ago, infinite_monkey said: I see. Do you plan something compatible with the kOS language? Or your own, or an existing one, like Lua? Not quite sure yet. Probably something based on blockly for a start, maybe with a kerboscript frontend later on. Part of it will very likely be a REST (or WS) API to the ship controls, so it could work kind of like kRPC too (i.e. you can hook up any programming environment to it which can do HTTP and JSON). If you want to discuss the idea further, we should move it to a different thread though and not clutter up the kOS thread. Quote Link to comment Share on other sites More sharing options...
ComputerErika Posted November 23, 2022 Share Posted November 23, 2022 (edited) Hiyya, for some reason the Scriptable Control System isn't in game, but the kOS control bar buttons and pop ups are? Im on version 1:1.3.2.0 and installed using ckan Nevermind, it was just renamed to SCS, not Scriptable Control System Edited November 23, 2022 by ComputerErika Found out what I did wrong Quote Link to comment Share on other sites More sharing options...
Dunbaratu Posted February 13, 2023 Author Share Posted February 13, 2023 (edited) Update: kOS 1.4.0.0 - Catch-up for over a year of little things It's been 2 years since the last kOS release, and a lot of small changes have trickled in. None were big enough on their own for a full release but there's been enough of them and it's been long enough that a release has been needed for a while now. Since KSP 2 is about to start hitting early access, it seemed right to get all these little things out for kOS for KSP 1 just before that happens. This will also make it so people won't have to keep overriding the complaints of CKAN for trying to use kOS on KSP 1.11.x or KSP 1.12.x. (Which it worked for but CKAN didn't know that. Now it should know that.) BREAKING CHANGES The bugfix to prevent a local variable from clobbering a builtin name could make existing scripts have to rename a variable or two. Previously if you tried to create a variable that matches the name of a built-in variable, it would let you but then the built-in variable would be permanently masked and unreachable. Now by default it won't let you. BUT you can get the old behavior back again if you use the @CLOBBERBUILTINS directive, if you really want to let yourself do that. pull request NEW FEATURES kOS parts are now findable by typing "kos" into the VAB's part search bar. pull request kOS parts can be placed inside the KSP cargo inventory system. pull request Comma-separated list of LOCAL or SET declarations can now be parsed. Example: old: local a is 3. local b is 5. local c is 10. can now be: local a is 3, b is 5, c is 10. This is similar to how it works with PARAMETER. pull request Added VESSEL:THRUST, VESSEL:ENGINES, VESSEL:RCS. VESSEL:THRUST is the sum of the engine:THRUST of all the engines. VESSEL:ENGINES is the same list returned by LIST ENGINES, but using a somewhat nicer syntax. VESSEL:RCS is the list of all the RCS parts on the vessel. pull request Added OPCODESLEFT bound variable. This bound variable returns the number of instructions yet to execute (how much of CONFIG:IPU's instructions there are to go in this fixedupdate). Intended to help decide if a WAIT 0. would be prudent before entering a critical section of code. pull request Better integration with RP-1's avionics tech progression. (No longer have to buy into the tech from the R&D building to cause the kOS cores in avionics parts to get the upgrade.) pull request Better integration with RP-1's avionics lockouts when the avionics doesn't support the mass. (Previously kOS couldn't use ANY of the controls when avionics were insufficient, even ones RP-1 meant to still work with insuficient avionics, like RCS fore and aft.) pull request kOS parts are now findable by typing "kos" into the VAB's part search bar. pull request Can now read a binary file as a LIST of numeric values (one per byte). pull request BUG FIXES Documentation: Many small one-line documentation fixes that are too numerous to mention all of them one by one. pull request pull request pull request pull request pull request pull request A change to make it backward compatible with a call kOSPropMonitor was doing. pull request Cause the mod RocketSoundEnhancement to stop muffling kOS's sounds. (By explicitly telling Unity those sounds don't emit from the kOS Part's "location" and instead are ambient.) pull request Make PART:DECOUPLER behave more consistently with what the documentation says about docking ports. pull request Reduce excessive repeats of GUI ONCONFIRM calls being triggered when they werent' supposed to be triggered. pull request Remove legacy old version of kOS's computer from the parts definition file so it can't appear by accident in the parts bin. This is no longer needed for backward compatibility like it was before because this version of kOS cannot run on the very old versions of KSP that part was for anyway. pull request When reporting the terrainheight of a geoposition, it no longer returns false results caused by seeing certain stock parts that put trigger colliders on the "terrain layer". pull request Fix SteeringManager believing RCS blocks were capable of more thrust than they were (causing steering to be tuned wrong when steering via RCS). Problem was caused when stock parts now have multiple alternate RCS nozzle arrangements, and kOS was summing up all the thrust all the nozzle variants can do even though only a subset of those nozzles actually exist in any given variant. pull request pull request When setting the volume name for a disk drive by copying the vessel's name to the volume's name, it now strips out characters that are not allowed in volume names (but are in vessel names, thus the bug). pull request BOUNDS now does a better job of calculating based on part's colliders rather than their visual meshes which don't always agree with the colliders. pull request No longer bogs down as much when someone creates the same LOCK expression repeatedly in a loop. (Still not a good idea, but kOS tolerates it better now.) pull request Performance: No longer pays the cost of tracking a stopwatch when the user doesn't even have profiling turned on so they're not looking at the timings anyway. pull request A VOICE's volume is now persisting properly after playing a NOTE. Previously playing the NOTE caused the VOICE volume setting to get clobbered by the NOTE's volume. pull request Make it so kOS's ModuleCargoPart settings don't break in older KSP 1.10.x (which doesn't have ModuleCargoPart). pull request Fix a bug when a thing that is locked is used as the left side of a suffix when setting the suffix. pull request Prevent a local variable from clobbering a builtin name pull request Allow kOS code to "see" a change to a manuever node's ETA made outside the script, after having obtained the node in a variable. pull request Fix Compiler exceptions not showing the filename correctly. pull request Fix ALT:RADAR sometimes wrong when high above ground. pull request Fix race condition that caused terminal to spam the log on scene changes and sometimes spam the log enough to lag the game for some people. pull request Fix throwing exception when setting SASMODE while the navball is hidden. pull request Made the doc generation scripts work on python 3.x pull request Edited February 13, 2023 by Dunbaratu Quote Link to comment Share on other sites More sharing options...
alartor Posted February 13, 2023 Share Posted February 13, 2023 15 hours ago, Dunbaratu said: Update: kOS 1.4.0.0 - Catch-up for over a year of little things Hi, thank you very much for the update and all your work on this awesome, must-have mod! I have noticed it comes with Module Manager 4.1.4 bundled; I assume it should work OK with the latest version of Module Manager (4.2.2), right? I also noticed that there are a number of Thumbs.db files in several of the included subfolders... I'm assuming all those just sneaked in, and it is safe to delete them? Thanks again! Cheers to one of the (if not THE) best mod for KSP! Quote Link to comment Share on other sites More sharing options...
Dunbaratu Posted February 13, 2023 Author Share Posted February 13, 2023 50 minutes ago, alartor said: Hi, thank you very much for the update and all your work on this awesome, must-have mod! I have noticed it comes with Module Manager 4.1.4 bundled; I assume it should work OK with the latest version of Module Manager (4.2.2), right? I also noticed that there are a number of Thumbs.db files in several of the included subfolders... I'm assuming all those just sneaked in, and it is safe to delete them? Thanks again! Cheers to one of the (if not THE) best mod for KSP! It should be okay to remove them. And the newer modulemanager should work fine. Quote Link to comment Share on other sites More sharing options...
Nnimrod Posted March 3, 2023 Share Posted March 3, 2023 Can you bake code into parts? Let's say I want to make a primitive avionics unit for an early sounding rocket that, rather than allowing direct control via the arrow keys, allows you to enter a pitch over angle and a throttle cutoff altitude or something. So that you set those parameters, and then press launch and wait. Is that something that could be done? Quote Link to comment Share on other sites More sharing options...
Grimmas Posted March 3, 2023 Share Posted March 3, 2023 11 minutes ago, Nnimrod said: Is that something that could be done? Yes, there are a few ways. For instance through assigning the kOS name of the part and parsing the name in your script, or through an input terminal after launch, or by editing an external script file. Quote Link to comment Share on other sites More sharing options...
callmecapy Posted March 5, 2023 Share Posted March 5, 2023 (edited) Do you ever plan to add KOS to KSP 2 @Dunbaratu Edited March 5, 2023 by callmecapy Quote Link to comment Share on other sites More sharing options...
kojot Posted March 5, 2023 Share Posted March 5, 2023 22 hours ago, callmecapy said: Do you ever plan to add KOS to KSP 2 @Dunbaratu I would love that, but similarly as MechJeb dev mentioned, I believe KSP2 is not yet in state where it is worth to invest time for writing mods. Quote Link to comment Share on other sites More sharing options...
callmecapy Posted March 6, 2023 Share Posted March 6, 2023 (edited) 3 hours ago, kojot said: I would love that, but similarly as MechJeb dev mentioned, I believe KSP2 is not yet in state where it is worth to invest time for writing mods. yes i did mean later in the development of KSP 2 as the only mods i can image being usefull right now are ones that allow people to recover from bugs also in KSP 2s current state there are almost to many bugs where a KOS code would defonatly never do anywhere near the same thing over and over and idk how well KOS in general would deal with bugs (it wouldnt) (Sorry for bad spelling) Edited March 6, 2023 by callmecapy pointing out how i cant spell if my life depended on it Quote Link to comment Share on other sites More sharing options...
Hippodingo Posted March 14, 2023 Share Posted March 14, 2023 Hello, I would like to run Baker's kOS script: I put the Baker2.2.0.ks in my /Ships/Script folder and rename it simply baker.ks. Then I Iaunch KSP, make a test vessel with one cockpit and one kOS computer (with enough disk space to handle baker.ks). I launch it and type in kOS terminal: Quote SWITCH TO 0. COPYPATH("0:/baker.ks","1:/baker.ks"). SWITCH TO 1. LIST FILES. Baker.ks shows up as expected. RUN BAKER. Then I choose to run program 66: atmosphere autopilot. At this moment, it doesn't work as expected and I get a bunch of messages like: Called from 1:/baker, line 10572 menuanswer(). ^ Did I do something wrong installing/launching this script? I'm a begginer with kOS and it's my first time using a heavy .ks like this. Thanks in advance for your help! Quote Link to comment Share on other sites More sharing options...
Zelda Posted March 15, 2023 Share Posted March 15, 2023 (edited) On 3/14/2023 at 2:19 PM, Hippodingo said: Hello, I would like to run Baker's kOS script: I put the Baker2.2.0.ks in my /Ships/Script folder and rename it simply baker.ks. Then I Iaunch KSP, make a test vessel with one cockpit and one kOS computer (with enough disk space to handle baker.ks). I launch it and type in kOS terminal: Did I do something wrong installing/launching this script? I'm a begginer with kOS and it's my first time using a heavy .ks like this. Thanks in advance for your help! Edit - Nevermind, I'm lacking sleep and misread the question. However, when it throws an error with the line number, you can usually debug starting there. Search the file for menuanswer(), then look for where that function is. My guess is copying over to the local drive may be resulting in a path to a dependency being incorrect if an assumption was made in the script that you would be running this from the archive. Edited March 15, 2023 by Zelda Lack of sleep Quote Link to comment Share on other sites More sharing options...
Hippodingo Posted March 16, 2023 Share Posted March 16, 2023 9 hours ago, Zelda said: My guess is copying over to the local drive may be resulting in a path to a dependency being incorrect if an assumption was made in the script that you would be running this from the archive. Thanks for your answer! Same thing happens if I try to launch the script in archive: SWITCH TO 0. RUN BAKER. But you're talking about a dependency, maybe I should recheck that baker.ks doesn't call something that is not where it is expected to be. Quote Link to comment Share on other sites More sharing options...
Zelda Posted March 16, 2023 Share Posted March 16, 2023 7 hours ago, Hippodingo said: Thanks for your answer! Same thing happens if I try to launch the script in archive: SWITCH TO 0. RUN BAKER. But you're talking about a dependency, maybe I should recheck that baker.ks doesn't call something that is not where it is expected to be. Yeah, that's where I'd start! I don't know the Baker script very well, but I will also try to take a look at it this evening to see if I can help find the issue. Quote Link to comment Share on other sites More sharing options...
Hippodingo Posted March 16, 2023 Share Posted March 16, 2023 (edited) 6 hours ago, Zelda said: I will also try to take a look at it this evening to see if I can help find the issue. Thank you! I just looked at it, it seems that the functions in the error messages are all defined in the Baker.ks script itself. So I guess it is not a dependency issue. I'm beginning with kOS, but I found out that functions can be either local or global. Could it be that the script tries to call local functions and it doesn't find them because they are not global? Edit: if you want to test it, add "@CLOBBERBUILTINS on." at the beginning (I guess you know this, but it could save you a little bit of time ). Edit 2: my Script folder if it can help: https://www.dropbox.com/s/t79f1ubczg8z3p4/Script.zip?dl=0 Edit 3: some other functions seem to work normally. I have atmosphere autopilot mod installed. Edit 4: I just learnt how to scroll in terminal. I found this error message: https://www.dropbox.com/s/lpvpnb6crs49ljm/Capture d'écran 2023-03-16 231701.png?dl=0 Edit 5: I installed this: https://github.com/RCrockford/kOS-AtmosphereAutopilot and now AA interface shows up properly! https://www.dropbox.com/s/t00gb7zccscw080/Capture d'écran 2023-03-16 233416.png?dl=0 However, I can't interact with this page, no matter what MFD button I press nothing happens. Maybe are there some MFDs that work better with kOS than others? Edited March 16, 2023 by Hippodingo Quote Link to comment Share on other sites More sharing options...
AxleGreaser Posted April 4, 2023 Share Posted April 4, 2023 (edited) Can anyone think of any reason this might happen? Why do the vessels all have no parts? =============== Code snippet declare function FindGndRelays { Global AllShips is 0. list targets in AllShips. for AS in AllShips { Print AS:Name + " AS " + AS + "Parts " + AS:Parts. log "<" + AS:Name + "> AS " + AS + "Parts " + AS:Parts to "BugParts.txt". if isAGndRelay(AS) { AddGndRelay(AS). } } return AllRelays. } ========================== log file output Contents of "BugParts.txt" <Overseer> AS VESSEL("Overseer")Parts LIST of 0 items: <Scansat> AS VESSEL("Scansat")Parts LIST of 0 items: <Bad lands lake> AS VESSEL("Bad lands lake")Parts LIST of 0 items: <Ice shelf tundra ice caps> AS VESSEL("Ice shelf tundra ice caps")Parts LIST of 0 items: <Relays> AS VESSEL("Relays")Parts LIST of 0 items: ========================== Print vessel("Overseer"):Parts (also says the list is of zero length) Print vessel(name of current ship) (does give me the part list) I believe as (I am sure i remember the code working) that I used to be able to interrogate the parts on vessel outside physics range. has that changed? ========================= Also maybe relevant that i have a LOT of vessels ... (just checked 132) ========================= So I slept on it: it plausible that code never worked (parts wer never available unless loaded) and i remembered wrong... Edited April 5, 2023 by AxleGreaser more clarity Quote Link to comment Share on other sites More sharing options...
Sampa Posted June 13, 2023 Share Posted June 13, 2023 So, how do I tell kos to run a specific script, say, a shuttle reentry script, afterthe craft is in orbit? Quote Link to comment Share on other sites More sharing options...
danielboro Posted June 14, 2023 Share Posted June 14, 2023 (edited) If ship:orbit:body:name="kerbin" and Periapsis>70000{ until (ship:orbit:HASNEXTPATCH and ship:orbit:NEXTPATCH:body:name="mun") { if HASNODE remove NEXTNODE. run "0:/nodetomun". <==== MNV_EXEC_NODE(). wait 10.reboot. } Edited June 14, 2023 by danielboro Quote Link to comment Share on other sites More sharing options...
Poppa Wheelie Posted July 24, 2023 Share Posted July 24, 2023 I read through the documentation, and see that it is possible to query the status of each Action Group (AG). Is it also possible to query which Action Set (AS) is currently in use? Or to set the desired AS? Also, is it possible to search and find specific IVA Prop labels, and then to set them? Here's what I envision: Find ActionGroupsProp Set ActionSet to 4 Set ActionGroupsProp:ActionsLabel to "AS4 Actions" Set ActionGroupsProp:AG1Label to "MyLabel1" Set ActionGroupsProp:AG2Label to "Another" Set ActionGroupsProp:AG3Label to "3rdLabel" etc Quote Link to comment Share on other sites More sharing options...
Poppa Wheelie Posted July 28, 2023 Share Posted July 28, 2023 Anyone? Anyone? Bueller? Quote Link to comment Share on other sites More sharing options...
scimas Posted July 29, 2023 Share Posted July 29, 2023 10 hours ago, Poppa Wheelie said: Anyone? Action sets support has not been added to kOS. And kOS discussion almost exclusively happens over their discord these days. https://discord.gg/H4TgCHja Quote Link to comment Share on other sites More sharing options...
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