steve_v Posted September 18, 2020 Share Posted September 18, 2020 1 hour ago, maja said: I need more information With only BV, NFE (needed to load vessel), B9PartSwitch, and ModuleManager installed, I no longer see that NRE. The behaviour I enquired about remains: "Rover stopped" message appears immediately upon switching away from the craft, no progress is made.KSP.logPlayer.log I'm still investigating that log error I posted, it does appear to be a mod interaction. Quote Link to comment Share on other sites More sharing options...
maja Posted September 18, 2020 Author Share Posted September 18, 2020 @steve_v I can test it myself, if you upload the craft and save files. Quote Link to comment Share on other sites More sharing options...
steve_v Posted September 18, 2020 Share Posted September 18, 2020 3 minutes ago, maja said: upload the craft and save Craft (requires Breaking Ground and Near Future Exploration, has clipping problems without ReStock).Save (may contain cruft from removed mods). Quote Link to comment Share on other sites More sharing options...
maja Posted September 18, 2020 Author Share Posted September 18, 2020 @steve_v I found, why it stopped. You have the option Use batteries enabled, but there isn't enough power to recharge them. If you look at messages, there is a message, that rover stopped and a reason why. If you switch that option off, than you rover is good to go. Regarding that exception, that must be an interaction with some other mod. If you find it, I'll (try to) fix it. Quote Link to comment Share on other sites More sharing options...
steve_v Posted September 18, 2020 Share Posted September 18, 2020 (edited) 55 minutes ago, maja said: You have the option Use batteries enabled, but there isn't enough power to recharge them. Not while moving, no. The tooltip (or wiki) doesn't say anything about recharging while also running the motors, and the system check said everything was fine... If "use batteries" means to use batteries at night when there's no solar power, the craft would have to stop to wait for sunlight. I assumed it would also stop to wait for recharge, as that would be the logical behaviour. You're right on that option being the reason for stopping though. IIRC I only turned it on because the rover stopped, the message said "insufficient power", so I said "use batteries while they last then, just move already". But then that was all masked by the NRE stopping BV anyway. The joys of dealing with two problems at the same time. 55 minutes ago, maja said: there is a message, that rover stopped and a reason why. There is, but that reason is simply "insufficient power", not "insufficient power to drive and recharge batteries at the same time"... The "system check" tells me that there is sufficient power for a reduced speed even with "use batteries" on, so confusion ensues. 55 minutes ago, maja said: Regarding that exception, that must be an interaction with some other mod. If you find it, I'll (try to) fix it. Regarding that exception, I can't reproduce it now in my main install. It's either caused by some unknown thing some other mod did at some point in that session (what fun that'll be to find), or it's a symptom of the same old memory leak that makes the game wig out in weird ways after it's been running a few hours. KSP was sitting at 24GB resident at the time. Edited September 18, 2020 by steve_v Quote Link to comment Share on other sites More sharing options...
maja Posted September 18, 2020 Author Share Posted September 18, 2020 3 hours ago, steve_v said: Not while moving, no. The tooltip (or wiki) doesn't say anything about recharging while also running the motors, and the system check said everything was fine... If "use batteries" means to use batteries at night when there's no solar power, the craft would have to stop to wait for sunlight. I assumed it would also stop to wait for recharge, as that would be the logical behaviour. You're right on that option being the reason for stopping though. IIRC I only turned it on because the rover stopped, the message said "insufficient power", so I said "use batteries while they last then, just move already". But then that was all masked by the NRE stopping BV anyway. The joys of dealing with two problems at the same time. There is, but that reason is simply "insufficient power", not "insufficient power to drive and recharge batteries at the same time"... The "system check" tells me that there is sufficient power for a reduced speed even with "use batteries" on, so confusion ensues. The problem is, that the rover has not enough power to drive AND recharge batteries, so a hidden check stopped it during move phase. I agree, that the message can be more specific. I'll do something about it. Quote Link to comment Share on other sites More sharing options...
maja Posted September 19, 2020 Author Share Posted September 19, 2020 @steve_v Next BV version will have a little change based on your issue. Usage of batteries will be switched off during system chek and user will be notified about it when there isn't enough of power to recharge a rover. Quote Link to comment Share on other sites More sharing options...
TomfooleryYT Posted October 1, 2020 Share Posted October 1, 2020 Hi. I love the mod first off, but I'm having a couple of issues with it. First the coordinates system is a tad too accurate. often times the rover will arrive and when I go to load the craft, the rover will be clipped into the vessel I sent it to. I've seen suggestions to remove decimal places and/or use waypoint manager to fix this so I'll try those out and report back. Second, whether they be manned or unmanned rovers, they ]tend to be extremely flip happy the malemute rover that I recently landed on the mun, once I sent it to one of my bases there, not only clipped into the base but also flipped completely upside down and now I can now longer use the rover. this has happened on the mun, minmus and duna so far and it's a pain in the butt. so any suggestions there would be great! Thanks! Quote Link to comment Share on other sites More sharing options...
maja Posted October 1, 2020 Author Share Posted October 1, 2020 (edited) 2 hours ago, TomfooleryYT said: Second, whether they be manned or unmanned rovers, they ]tend to be extremely flip happy the malemute rover that I recently landed on the mun, once I sent it to one of my bases there, not only clipped into the base but also flipped completely upside down and now I can now longer use the rover. this has happened on the mun, minmus and duna so far and it's a pain in the butt. so any suggestions there would be great! https://github.com/jarosm/KSP-BonVoyage/wiki/Settings Rotation vector advanced tweakable Rotation of a rover or a vessel depends on the orientation of the root part. You can set the vector used for rotating the rover or the vessel. This setting is accessible after enabling Advanced tweakables in the KSP settings. Default value is "Back" - for rovers (and it seems, that for ships too), whose root part is a probe or a cab oriented in such a way, that you see horizont line on the navball. Other usual values are "Up" and "Down", if the default setting is putting your rover on it's (usually) shorter side. You need experiment a little bit in this case to find the right setting. First, check, if you have Disable rotation check box in the Settings checked or not. Default value is unchecked. That means, that BonVoyage will try to rotate your rover, so it will be perpendicular to the terrain after you switch to it. Edited October 1, 2020 by maja Quote Link to comment Share on other sites More sharing options...
HansAcker Posted October 2, 2020 Share Posted October 2, 2020 On 10/1/2020 at 11:50 AM, maja said: Rotation of a rover or a vessel depends on the orientation of the root part. You can set the vector used for rotating the rover or the vessel. About that option, is there a reason why it can't be set in the editor? I changed it and have not noticed any ill behaviour yet. It helps me not forget to set it before sending a new rover off :) I often root a rover in a structural plate, so "up" is usual the right one. Spoiler diff --git a/BonVoyage/BonVoyageModule.cs b/BonVoyage/BonVoyageModule.cs index 76632b7..0d950cd 100644 --- a/BonVoyage/BonVoyageModule.cs +++ b/BonVoyage/BonVoyageModule.cs @@ -45,8 +45,8 @@ namespace BonVoyage /// <summary> /// Rotation vector /// </summary> - [KSPField(isPersistant = true, guiActive = true, guiActiveEditor = false, guiName = "#LOC_BV_ContextMenu_RV", advancedTweakable = true, category = "Bon Voyage")] - [UI_ChooseOption(scene = UI_Scene.Flight, options = new[] { "0", "1", "2", "3", "4", "5" }, display = new[] { "#LOC_BV_ContextMenu_RV_Up", "#LOC_BV_ContextMenu_RV_Down", "#LOC_BV_ContextMenu_RV_Forward", + [KSPField(isPersistant = true, guiActive = true, guiActiveEditor = true, guiName = "#LOC_BV_ContextMenu_RV", advancedTweakable = true, category = "Bon Voyage")] + [UI_ChooseOption(scene = UI_Scene.Flight | UI_Scene.Editor, options = new[] { "0", "1", "2", "3", "4", "5" }, display = new[] { "#LOC_BV_ContextMenu_RV_Up", "#LOC_BV_ContextMenu_RV_Down", "#LOC_BV_ContextMenu_RV_Forward", "#LOC_BV_ContextMenu_RV_Back", "#LOC_BV_ContextMenu_RV_Right", "#LOC_BV_ContextMenu_RV_Left" })] public string rotationVector = "3"; Quote Link to comment Share on other sites More sharing options...
maja Posted October 6, 2020 Author Share Posted October 6, 2020 On 10/2/2020 at 2:31 PM, HansAcker said: About that option, is there a reason why it can't be set in the editor? There was one. Or it was maybe an oversight. I changed it for the next version. Quote Link to comment Share on other sites More sharing options...
eberkain Posted November 29, 2020 Share Posted November 29, 2020 great work keeping this mod up to date. Love it. Quote Link to comment Share on other sites More sharing options...
akman Posted December 18, 2020 Share Posted December 18, 2020 (edited) Is it just me or are anyone else's vessels explode after arriving to the destination on vessel load? Edit: Apperantly it has something to do with vessel rotation on arrival. Edited December 18, 2020 by akman Quote Link to comment Share on other sites More sharing options...
IncompetentSpacer Posted December 24, 2020 Share Posted December 24, 2020 On 12/18/2020 at 10:30 PM, akman said: Is it just me or are anyone else's vessels explode after arriving to the destination on vessel load? Edit: Apperantly it has something to do with vessel rotation on arrival. Did you find the solution to this? I have the same problem. Quote Link to comment Share on other sites More sharing options...
HansAcker Posted December 25, 2020 Share Posted December 25, 2020 14 hours ago, IncompetentSpacer said: Did you find the solution to this? I have the same problem. What problem exactly? Do your rovers explode because they don't land on their wheels? Then the orientation setting is not correct. Or do they explode because they clip into another structure at arrival? In that case, slightly change the target coordinates. Do they get stuck in the ground? I had that happen to me on a few (very rare) occasions. The solution was to edit the save file and change the vessel altitude. It might have been caused by low-resolution terrain data that gave Bon Voyage the wrong ground altitude. What's the vessel mass? Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 7, 2021 Share Posted January 7, 2021 my rovers don't explode, but do get mangled when trying to use this on 1.11 Quote Link to comment Share on other sites More sharing options...
Mystick Posted January 7, 2021 Share Posted January 7, 2021 (edited) 1 hour ago, eberkain said: my rovers don't explode, but do get mangled when trying to use this on 1.11 I am experiencing this without the Malemute (in 1.11)- rovers are loading with wheels in strange places and other parts not being where they are supposed to be(panels, pods) - this phenomenon appears to become worse with increased part counts and will "evolve" over successive BV "hops" until something happens and a RUD spontaneously occurs on load. For some reason this doesn't appear to be effecting structural elements. I have not experienced terrain clipping issues when this happens - the positioning and rotation are OK... just that the rover..... "mutated" and self-destructs. This occurs only during post-BV-journey craft loading. Edited January 7, 2021 by Mystick Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 7, 2021 Share Posted January 7, 2021 38 minutes ago, Mystick said: I am experiencing this without the Malemute (in 1.11)- rovers are loading with wheels in strange places and other parts not being where they are supposed to be(panels, pods) - this phenomenon appears to become worse with increased part counts and will "evolve" over successive BV "hops" until something happens and a RUD spontaneously occurs on load. For some reason this doesn't appear to be effecting structural elements. I have not experienced terrain clipping issues when this happens - the positioning and rotation are OK... just that the rover..... "mutated" and self-destructs. This occurs only during post-BV-journey craft loading. I saw something strange the other day that I haven't tested further yet. Take your rover that is mutated, EVA someone (assuming it was manned), use the cheat menu to warp to another body so the rover gets unloaded, then warp back to where you were to reload it. I suspect it may de-mutate. Quote Link to comment Share on other sites More sharing options...
maja Posted January 11, 2021 Author Share Posted January 11, 2021 Anyone else is having problems after update? I'm dealing with Covid situation in the family, so I don't have much time to update right now. Quote Link to comment Share on other sites More sharing options...
cfrary Posted January 19, 2021 Share Posted January 19, 2021 On 12/18/2020 at 4:30 PM, akman said: Is it just me or are anyone else's vessels explode after arriving to the destination on vessel load? Edit: Apperantly it has something to do with vessel rotation on arrival. I use WorldStabilizer (I know it's not been updated recently but it still seems to work) and, in the config file, increased the maxUpMovement parameter to 20.0 m, and increased stabilizationTicks and groundingTicks to 100 and 25, respectively. That way, even though the rover isn't properly rotated, the rover gets entirely above ground and gets set down properly. I haven't had any issues with rovers loading in the ground and exploding since doing this. Saves me the hassle of saving and editing the save every time I want to load a BV rover. Quote Link to comment Share on other sites More sharing options...
Kielm Posted January 23, 2021 Share Posted January 23, 2021 (edited) On 1/7/2021 at 2:44 PM, Mystick said: I am experiencing this without the Malemute (in 1.11)- rovers are loading with wheels in strange places and other parts not being where they are supposed to be(panels, pods) - this phenomenon appears to become worse with increased part counts and will "evolve" over successive BV "hops" until something happens and a RUD spontaneously occurs on load. For some reason this doesn't appear to be effecting structural elements. I have not experienced terrain clipping issues when this happens - the positioning and rotation are OK... just that the rover..... "mutated" and self-destructs. This occurs only during post-BV-journey craft loading. This. I wasn't sure whether it was BV or parallax (which seems to make it worse) but it's not just you. I have the same problem. Attachment nodes become twisted and/or rotated, or offset/misaligned. It's intermittent too, yet to pin down a precise cause. EDIT: See below Spoiler Edited January 23, 2021 by Kielm Quote Link to comment Share on other sites More sharing options...
8a58d4eee7fa4ef9b47eec3afa Posted January 24, 2021 Share Posted January 24, 2021 Hi guys. Did anyone faced issue in 1.11 game version when engineer can not operate bon voyage module in eva construction mode (stock version, not KIS/KAS) ? Is there a workaround for this problem? Here's the video where I am trying to move bon voyage part between different vessels. https://drive.google.com/file/d/1e90r3o6BXUJkafF2wW_wUJn0YHnaWz60/view?usp=sharingGame version: 1.11.0.3045 with breaking ground expansionCKAN mods list: Spoiler [x] Science! Continued (xScienceContinued 5.26) Action Groups Extended (AGExt 1:2.4.0.1) Alternate Resource Panel (AlternateResourcePanel 1:v2.10.0.0) Better Load Save Game Renewed (BetterLoadSaveGame 2.5.2) BonVoyage (BonVoyage 1:1.2.0) BreakingGround-DLC (BreakingGround-DLC (unmanaged)) Chatterer (Chatterer 0.9.99) ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.15) Community Resource Pack (CommunityResourcePack 1.4.2) Community Tech Tree (CommunityTechTree 1:3.4.3) Contract Configurator (ContractConfigurator 1.30.5) Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.2.3) Contract Pack: Clever Sats (ContractConfigurator-CleverSats 1.4) Contract Pack: Exploration Plus (ContractConfigurator-ExplorationPlus 2.0.1) Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.2) Contract Pack: Kerbal Academy (ContractConfigurator-KerbalAcademy 1.1.10) Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2) Distant Object Enhancement Continued (DistantObject v2.0.2.0) Distant Object Enhancement Continued default config (DistantObject-default v2.0.2.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.2) Environmental Visual Enhancements (EnvironmentalVisualEnhancements 3:1.10.1-3) Environmental Visual Enhancements - Stock Planet Config files (EnvironmentalVisualEnhancements-HR 2:EVE-1.2.2-1) Final Frontier (FinalFrontier 1.10.0-3485) Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0) MechJeb 2 (MechJeb2 2.12.0.0) Module Manager (ModuleManager 4.1.4) PlanetShine (PlanetShine 0.2.6.3) PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.3) RasterPropMonitor (RasterPropMonitor 1:v0.31.4) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.4) Real Plume (RealPlume 2:v13.3.2) Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.5) Science - Full reward! (NMSG 2.5) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) SpaceTux Library (SpaceTuxLibrary 0.0.5) StageRecovery (StageRecovery 1.9.2.2) TakeCommandContinued (TakeCommandContinued 1.4.11.1) Toolbar Controller (ToolbarController 1:0.1.9.4) Trajectories (Trajectories v2.3.4) Unmanned before Manned (SETI-UbM) (UnmannedBeforeManned 1.3.0.2) Waypoint Manager (WaypointManager 2.8.2.6) Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1) Thank you in advance. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted January 24, 2021 Share Posted January 24, 2021 2 hours ago, 8a58d4eee7fa4ef9b47eec3afa said: Is there a workaround for this problem? Have you tried KIFA? It adds functionality to mod parts that do no yet support the new inventory on their own. It may help you. Quote Link to comment Share on other sites More sharing options...
8a58d4eee7fa4ef9b47eec3afa Posted January 25, 2021 Share Posted January 25, 2021 Quote Have you tried KIFA? Thank you! With KIFA my engineer is able to replace this part to the other vessel and looks like the bon voyage is working fine. Quote Link to comment Share on other sites More sharing options...
maja Posted January 28, 2021 Author Share Posted January 28, 2021 Thank you all, that you are patient. The last year was weird with all that C-19 stuff, so I neglected this mod a little bit. I'm quarantined right now, so I have finaly some time to update the BV. You can expect something during this weekend or next week. It depends, how well I'll be. Quote Link to comment Share on other sites More sharing options...
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