maja Posted February 7, 2020 Author Share Posted February 7, 2020 5 hours ago, Sir Mortimer said: @maja would you mind if I'd take a look into this? I just got BV to compile on my system, and I think I could understand the intention of the code. No problem. I hope, that the code is commented enough for you to understand it. PM me if you'll have questions. 9 minutes ago, Crixomix said: Oh no. I think there's a bug that I only discovered after landing my rover on the Mun It seems the Bon Voyage Autopilot part actually assigns a bon voyage controller to the ROOT part, not the ship its attached to (or something like that). I had a mun rover (which had the little rotating radar looking bon voyage part on it) that I added to a rocket as a subassembly, but the root part of that rocket was a different probe core. And I think it gave the rocket probe the bon voyage autopilot. So once I separated the rover and landed it via monoprop, it doesn't have a bon voyage autopilot. Sad day. Not sure if this is a bug or just something that can't be fixed, but I figured I'd mention it and maybe if it can't be fixed, make a note of it somewhere on the main page as it's not expected behavior. Thank you for reading. EDIT: I tried saving and then loading and it fixed itself. So a smaller bug than I thought, but still maybe a small bug. EDIT2: While I'm here, can I request a feature/setting. That when you go to "select on map" it doesn't show the biome? I'd prefer to "need" to use scansat to figure out where biomes are and make my own waypoints. The list of BonVoyage modules does not change on stage/dock/undock. You can reload it by pressing that small button with "R" in the mod's main window, which is there exactly for these cases. That feature can be done. Quote Link to comment Share on other sites More sharing options...
Crixomix Posted February 7, 2020 Share Posted February 7, 2020 1 minute ago, maja said: No problem. I hope, that the code is commented enough for you to understand it. PM me if you'll have questions. The list of BonVoyage modules does not change on stage/dock/undock. You can reload it by pressing that small button with "R" in the mod's main window, which is there exactly for these cases. That feature can be done. Ohhh that makes so much sense. Sorry for not doing more research before my post. Thank you for considering that feature! Quote Link to comment Share on other sites More sharing options...
maja Posted February 7, 2020 Author Share Posted February 7, 2020 Just now, Crixomix said: Ohhh that makes so much sense. Sorry for not doing more research before my post. Thank you for considering that feature! Don't worry. That button is small and undocumented Quote Link to comment Share on other sites More sharing options...
tomf Posted February 7, 2020 Share Posted February 7, 2020 I think that with interstellar bon voyage is seeing the same problems as mentioned with kerbalism a few pages back. Interstellar has replaced the modules on all the solar pannels to ones that bon voyage doesn't recognise. Would it be possible to add this support as well? Quote Link to comment Share on other sites More sharing options...
Sir Mortimer Posted February 7, 2020 Share Posted February 7, 2020 3 hours ago, maja said: No problem. I hope, that the code is commented enough for you to understand it. PM me if you'll have questions. Getting there... Resource consumption for the unloaded rover, handled by Kerbalism. Quote Link to comment Share on other sites More sharing options...
maja Posted February 7, 2020 Author Share Posted February 7, 2020 3 hours ago, tomf said: I think that with interstellar bon voyage is seeing the same problems as mentioned with kerbalism a few pages back. Interstellar has replaced the modules on all the solar pannels to ones that bon voyage doesn't recognise. Would it be possible to add this support as well? I can check it, but no promises. Quote Link to comment Share on other sites More sharing options...
vardicd Posted February 10, 2020 Share Posted February 10, 2020 (edited) @maja I think there used to be a bug in Bon voyage where rovers would sometimes end up upside down if they traveled too far, maybe I'm remembering wrong? I thought It had been fixed though. Has that snuck back in in some fashion, or did i just get really unlucky letting these 2 autopilot a Km away to their ascent vehicle while I flew a science pod back to orbit? Edited February 10, 2020 by vardicd Quote Link to comment Share on other sites More sharing options...
maja Posted February 11, 2020 Author Share Posted February 11, 2020 7 hours ago, vardicd said: @maja I think there used to be a bug in Bon voyage where rovers would sometimes end up upside down if they traveled too far, maybe I'm remembering wrong? I thought It had been fixed though. Has that snuck back in in some fashion, or did i just get really unlucky letting these 2 autopilot a Km away to their ascent vehicle while I flew a science pod back to orbit? https://github.com/jarosm/KSP-BonVoyage/wiki/Settings Look at Disable rotation or Rotation vector advance tweakable section. Quote Link to comment Share on other sites More sharing options...
maja Posted February 13, 2020 Author Share Posted February 13, 2020 (edited) I expect BonVoyage to be working in KSP 1.9, so an update will be postponed after I return from vacation next week. I need to test Sir Mortimer's Kerbalism compatibility PR before that too, implement one setting and check another two compatibilities (AmpYear and Interstellar). Edited February 13, 2020 by maja Quote Link to comment Share on other sites More sharing options...
senoiurkabls Posted February 23, 2020 Share Posted February 23, 2020 (edited) Hello, and thank you for supporting this mod, it has made rovers pretty fun to make. I have made a particularly long vehicle (100 meters or so) and am trying to make it work with bon voyage, it is long enough that it will clip into terrain if it is not perfectly smooth ground that it loads in on after bon voyage moves it. Is there anything I can change in the config that might help? I am also using world stabilizer if that matters. Edited February 23, 2020 by senoiurkabls Quote Link to comment Share on other sites More sharing options...
maja Posted February 23, 2020 Author Share Posted February 23, 2020 (edited) 7 hours ago, senoiurkabls said: Hello, and thank you for supporting this mod, it has made rovers pretty fun to make. I have made a particularly long vehicle (100 meters or so) and am trying to make it work with bon voyage, it is long enough that it will clip into terrain if it is not perfectly smooth ground that it loads in on after bon voyage moves it. Is there anything I can change in the config that might help? There is nothing else you can do than to make a shorter rover. Edited February 23, 2020 by maja Quote Link to comment Share on other sites More sharing options...
marioq70 Posted February 24, 2020 Share Posted February 24, 2020 (edited) - Edited February 24, 2020 by marioq70 Quote Link to comment Share on other sites More sharing options...
maja Posted February 24, 2020 Author Share Posted February 24, 2020 7 hours ago, marioq70 said: Considering is an autopilot for rovers, i was thinking to make it as an antenna, is supposed to receive data anyway... While I appreciate improvement suggestions, this one will not make it through comitee BV module is only an autopilot module, which is integral part of some rover cabs, and BV part is considered as a radar. There is also function not to function (pun intended) when you are using CommNet or RemoteTech and a vessel don't have a connection. There are a lot of different antennas to use as data receivers for unmanned rovers (and manned also after all). Overall, there is no need for such builtin function. You are of course free to use in your game whatever modification you want and even post it here for others as long as it is only MM config (no dll's allowed), but this one will not be official. Quote Link to comment Share on other sites More sharing options...
marioq70 Posted February 24, 2020 Share Posted February 24, 2020 (edited) 12 hours ago, maja said: While I appreciate improvement suggestions, this one will not make it through comitee BV module is only an autopilot module, which is integral part of some rover cabs, and BV part is considered as a radar. There is also function not to function (pun intended) when you are using CommNet or RemoteTech and a vessel don't have a connection. There are a lot of different antennas to use as data receivers for unmanned rovers (and manned also after all). Overall, there is no need for such builtin function. You are of course free to use in your game whatever modification you want and even post it here for others as long as it is only MM config (no dll's allowed), but this one will not be official. Is clear that I was misunderstood. I never asked and never said and i never wanted to imply that i wanted this to be official... I am just sharing it so any one who wanted can use it... I am doing a voyage all around kerbin, sometimes i drive my little mobile base but other times i let it to run with BV, but i got the problem that others antennas brake, or others are bulkie, or not strong enough, so i needed a low profile-strong enough antenna, just like the DTS-M1, but this need to be stowed because is structurally weak, that is why i came with the idea to integrate it in a part that i was already using, which happend to be a strong enough part and doing a similar function. I never meant to bother you with this to the point of making you think that I wanted it to be something official, so for that i will delete my post. Edited February 25, 2020 by marioq70 Quote Link to comment Share on other sites More sharing options...
Nightside Posted March 25, 2020 Share Posted March 25, 2020 Has anyone else been having trouble with the Naval Mode lately? I can't seem to engage it for ships, with an error like "Vessel Not Landed". If this is not a known issue I can provide more information. Thanks @maja! Quote Link to comment Share on other sites More sharing options...
maja Posted March 26, 2020 Author Share Posted March 26, 2020 10 hours ago, Nightside said: Has anyone else been having trouble with the Naval Mode lately? I can't seem to engage it for ships, with an error like "Vessel Not Landed". If this is not a known issue I can provide more information. Thanks @maja! Are you sure, that you have switched it to the right controller? Quote Link to comment Share on other sites More sharing options...
Nightside Posted March 26, 2020 Share Posted March 26, 2020 23 minutes ago, maja said: Are you sure, that you have switched it to the right controller? Yes, I switch to naval mode before opening the GUI. Quote Link to comment Share on other sites More sharing options...
maja Posted March 26, 2020 Author Share Posted March 26, 2020 (edited) 18 hours ago, Nightside said: Yes, I switch to naval mode before opening the GUI. KSP version? Log file? @all Sorry for the delay with the update. We have closed schools and services and some degree of general quarantine to prevent a virus outbreak, so kids are at home, we must teach them at least something and I must work too, so time is precious. I finally settled to some routine, so I hope, that the update will be *soon*TM Edited March 26, 2020 by maja Quote Link to comment Share on other sites More sharing options...
Nightside Posted March 26, 2020 Share Posted March 26, 2020 1 hour ago, maja said: KSP version? Log file? @all Sorry for the delay with the update. We have closed schools and services and some degree of general quarantine to prevent a virus outbreak, so kids are at home, we must teach them at least something and I must work too, so time is precious. I finally settled to some routine, so I hope, that the update will be *soon*TM Crazy times! Dealing with KSP should be the least of your worries. I'll get a log together tonight. Quote Link to comment Share on other sites More sharing options...
Astatine85 Posted March 29, 2020 Share Posted March 29, 2020 Is it possible to alter the config files that it doesnt need the BV part for it to work? Just like MJ2 intergrating it to existing probcores would be more convenient since people usally download this mod after they found out they have to drive 100km with their rovers without exploding. And most of the time the vehicle is launched before mod installation so it doesnt have the BV controller to enable BV. Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted March 29, 2020 Share Posted March 29, 2020 2 hours ago, Astatine85 said: Is it possible to alter the config files that it doesnt need the BV part for it to work? Just like MJ2 intergrating it to existing probcores would be more convenient since people usally download this mod after they found out they have to drive 100km with their rovers without exploding. And most of the time the vehicle is launched before mod installation so it doesnt have the BV controller to enable BV. You can add a module manager patch to your game to attach the required part module to all probe cores: @PART[*]:HAS[#CrewCapacity[0],@MODULE[ModuleCommand]]:FINAL { MODULE { name = BonVoyageModule showUpgradesInModuleInfo = false UPGRADES { UPGRADE { name__ = BonVoyageUpgrade_v2 techRequired__ = unmannedTech techLevel = 2 } UPGRADE { name__ = BonVoyageUpgrade_v3 techRequired__ = automation techLevel = 3 } } } } If you actually want it on manned command pods as well, just remove the "#CrewCapacity[0]" in the first line. Quote Link to comment Share on other sites More sharing options...
Astatine85 Posted March 29, 2020 Share Posted March 29, 2020 1 hour ago, 4x4cheesecake said: You can add a module manager patch to your game to attach the required part module to all probe cores: @PART[*]:HAS[#CrewCapacity[0],@MODULE[ModuleCommand]]:FINAL { MODULE { name = BonVoyageModule showUpgradesInModuleInfo = false UPGRADES { UPGRADE { name__ = BonVoyageUpgrade_v2 techRequired__ = unmannedTech techLevel = 2 } UPGRADE { name__ = BonVoyageUpgrade_v3 techRequired__ = automation techLevel = 3 } } } } If you actually want it on manned command pods as well, just remove the "#CrewCapacity[0]" in the first line. Paste it as a .cfg in the bonvoyage folder right? just to be sure. Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted March 29, 2020 Share Posted March 29, 2020 16 minutes ago, Astatine85 said: Paste it as a .cfg in the bonvoyage folder right? just to be sure. can be anywhere within your gamedata folder but yeah, paste it as a .cfg Quote Link to comment Share on other sites More sharing options...
maja Posted March 29, 2020 Author Share Posted March 29, 2020 5 hours ago, Astatine85 said: Paste it as a .cfg in the bonvoyage folder right? just to be sure. I recommend a dedicated folder for custom configs. That way you know what you changed and you can quickly disable them when they conflict with updates of mods. Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted April 9, 2020 Share Posted April 9, 2020 @maja I tried using BonVoyage with the Critter Crawler from the mod of the same name, but it doesn't work and says wheels aren't touching the ground. The Critter uses KSPWheel and runs on six legs rather than wheels, which might be why it doesn't work. Using Bon Voyage v1.0.1 and Critter Crawler v1.3.5.3 in KSP 1.8.1, no errors in the logs that I've seen yet. Quote Link to comment Share on other sites More sharing options...
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