Grimmas Posted March 5, 2023 Share Posted March 5, 2023 @jaxmedI haven't used this mod in a while but from past experience from what I remember: 1) The rotation at load time depends on the orientation of the vessel's control point and/or the orientation you set in the BonVoyage controller part. So experiment with changing those first. 2) In the BonVoyage general settings there's a toggle for disabling rotation IIRC. 3) Slopes are great at messing with BonVoyage - make sure that the target waypoint is on reasonably flat terrain. 4) Even after all of that it can still be pretty finnicky so good luck. You could also try reloading and disabling crash damage until after the rover is in position. Quote Link to comment Share on other sites More sharing options...
jaxmed Posted March 6, 2023 Share Posted March 6, 2023 @GrimmasThanks! Playing with the orientation option in the Bon Voyage controller part seemed to have solved it. Quote Link to comment Share on other sites More sharing options...
N3N Posted April 6, 2023 Share Posted April 6, 2023 On 2/19/2021 at 9:20 PM, jimmymcgoochie said: @The Destroyer @maja I too am interested in using Bon Voyage with RO/RP-1 so I've had a look in the RO files and this is what RO uses to configure its RTGs: Hello @jimmymcgoochie, @Haukifile, @New Horizons, @cinemagic, Maybe one of you can help me? Does somebody here have a MM patch or can help me make one, to add BonVoyage to my RP-1 savegame? I think what is missing is a MM patch to add the "Bon Voyage Controller" (+ Upgrades) to the tech tree and the parts list. Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted April 6, 2023 Share Posted April 6, 2023 (edited) 1 hour ago, N3N said: Hello @jimmymcgoochie, @Haukifile, @New Horizons, @cinemagic, Maybe one of you can help me? Does somebody here have a MM patch or can help me make one, to add BonVoyage to my RP-1 savegame? I think what is missing is a MM patch to add the "Bon Voyage Controller" (+ Upgrades) to the tech tree and the parts list. I have a patch that adds the BV controller itself to RP-1 but not any of the upgrades, just making it work was good enough for me. I’ll post it here when I can, probably in a week or so. If you’re using BV with Kerbalism (which you are if you’re using RP-1) then RTGs don’t register any power generated in the BV control window; turn on infinite power before setting the autopilot to get around that issue when you don’t have solar panels. Edited April 6, 2023 by jimmymcgoochie Quote Link to comment Share on other sites More sharing options...
N3N Posted April 6, 2023 Share Posted April 6, 2023 1 hour ago, jimmymcgoochie said: I have a patch that adds the BV controller itself to RP-1 but not any of the upgrades, just making it work was good enough for me. I’ll post it here when I can, probably in a week or so. If you’re using BV with Kerbalism (which you are if you’re using RP-1) then RTGs don’t register any power generated in the BV control window; turn on infinite power before setting the autopilot to get around that issue when you don’t have solar panels. Thank you! Thanks to the nice people in the RO/RP-1 Discord, I now use this MM patch: Spoiler @PART[BonVoyageModule]:NEEDS[RealismOverhaul] { %RSSROConfig = True %rescaleFactor = 1 } @PART[BonVoyageModule]:FOR[xxxRP0] { %TechRequired = largeScaleAvionics !TechHidden = delete %cost = 250 %entryCost = 2500 RP0conf = true @description ^=:$: <b><color=green>From Bon Voyage mod</color></b> } @PART[BonVoyageUpgrade_v2]:FOR[xxxRP0] { %TechRequired = advancedAvionics !TechHidden = delete %cost = 250 %entryCost = 2500 RP0conf = true @description ^=:$: <b><color=green>From Bon Voyage mod</color></b> } @PART[BonVoyageUpgrade_v3]:FOR[xxxRP0] { %TechRequired = nextGenAvionics !TechHidden = delete %cost = 250 %entryCost = 2500 RP0conf = true @description ^=:$: <b><color=green>From Bon Voyage mod</color></b> } Quote Link to comment Share on other sites More sharing options...
Souptime Posted May 29, 2023 Share Posted May 29, 2023 Does Bon Voyage work with mods that switch the home system? I've noticed that when i try to use rovers in the Kcalbeloh mod it say's i don't have enough power generation, even when i have batteries enabled. If not, does anyone know how to make it work in system switchers? Quote Link to comment Share on other sites More sharing options...
jd284 Posted June 24, 2023 Share Posted June 24, 2023 What could be the reason that my rover after a system check shows a speed of 40.6 m/s in the rover's control panel, but when I switch scenes, in the Bon Voyage panel it is moving at only 15 m/s? It has no pilot (only engineer and scientist), and is well powered by a USI reactor. They're going to run out of oxygen at that speed... Quote Link to comment Share on other sites More sharing options...
Sobivar Posted June 25, 2023 Share Posted June 25, 2023 Has anyone seen a problem where the rover flips over? I have an existing rover design and added the BV part. I set multiple rovers out from the KSC and allowed them to get to their destination. When I switch over to the rover it is always flipped over and unusable. Any ideas what I am doing wrong? Thanks. Quote Link to comment Share on other sites More sharing options...
maja Posted June 26, 2023 Author Share Posted June 26, 2023 On 6/24/2023 at 4:59 PM, jd284 said: What could be the reason that my rover after a system check shows a speed of 40.6 m/s in the rover's control panel, but when I switch scenes, in the Bon Voyage panel it is moving at only 15 m/s? It has no pilot (only engineer and scientist), and is well powered by a USI reactor. They're going to run out of oxygen at that speed... They were on the night side of the Moon. Manned rover has a penalty when driving during night due to low visibility. 12 hours ago, Sobivar said: Has anyone seen a problem where the rover flips over? I have an existing rover design and added the BV part. I set multiple rovers out from the KSC and allowed them to get to their destination. When I switch over to the rover it is always flipped over and unusable. Any ideas what I am doing wrong? Thanks. Try to switch off rotation or change rotation vector. https://github.com/jarosm/KSP-BonVoyage/wiki/Settings#disable-rotation https://github.com/jarosm/KSP-BonVoyage/wiki/Settings#rotation-vector-advanced-tweakable Quote Link to comment Share on other sites More sharing options...
jd284 Posted June 26, 2023 Share Posted June 26, 2023 1 hour ago, maja said: They were on the night side of the Moon. Manned rover has a penalty when driving during night due to low visibility. Huh, did not expect it to be quite that much of a reduction... in any case then the popup should really state that speed and not explicitly a speed at night of 40.6 m/s! Though I don't really get why it's that much slower, there's no pilot or driver bonus so clearly it uses the same navigation tools as an unmanned rover. I could understand the driver bonus being dropped at night, but not going at only a quarter of the normal speed. This is going to make exploration pretty tedious during those long lunar nights. Quote Link to comment Share on other sites More sharing options...
Sobivar Posted June 26, 2023 Share Posted June 26, 2023 10 hours ago, maja said: Try to switch off rotation or change rotation vector. https://github.com/jarosm/KSP-BonVoyage/wiki/Settings#disable-rotation https://github.com/jarosm/KSP-BonVoyage/wiki/Settings#rotation-vector-advanced-tweakable I disabled rotation and that solved the flipping problem. Thanks for the help maja. Quote Link to comment Share on other sites More sharing options...
jd284 Posted June 26, 2023 Share Posted June 26, 2023 5 hours ago, Sobivar said: I disabled rotation and that solved the flipping problem. Thanks for the help maja. Note that if you drive too far, this means your rover arrives in the original orientation but now the ground is in a different direction due to the curvature of the planet. So disabling rotation can work over short distances only, less than 30 or so degrees of latitude or longitude at a time. You can also just set the correct orientation it should use on the Bon Voyage controller PAW, and then re-enable the option. Though it's good to save before, because there's five wrong settings and only one right one, depending on how you've placed the part. Or maybe it depends on the control direction, I forget... In any case, go somewhere close, save when you get there but before switching to the rover, and enable rotations. Then switch to it and see if it was the right setting; if not then reload and turn off rotations and try again with a different setting. Quote Link to comment Share on other sites More sharing options...
maja Posted June 27, 2023 Author Share Posted June 27, 2023 19 hours ago, jd284 said: You can also just set the correct orientation it should use on the Bon Voyage controller PAW, and then re-enable the option. Though it's good to save before, because there's five wrong settings and only one right one, depending on how you've placed the part. Or maybe it depends on the control direction, I forget... It depends on the root part orientation. Quote Link to comment Share on other sites More sharing options...
jd284 Posted June 28, 2023 Share Posted June 28, 2023 20 hours ago, maja said: It depends on the root part orientation. Oh, good to know, that explains why sometimes it was wrong again after docking. Quote Link to comment Share on other sites More sharing options...
AlSlea Posted July 10, 2023 Share Posted July 10, 2023 (edited) I'm having an odd issue where Bon Voyage doesn't recognize the power generated from NFE fission reactors and RTGs. It recognizes power from solar panels just fine. I know I must have done something, since they used to work a few months ago. I'm running entirely too many mods at the moment (Kerbalism, KSRSS, plus lots more). I just now removed and re-downloaded the Bon Voyage mod from CKAN, so it should be fully updated. Apparently the easiest way around is just to set it for infinite electricity. Can't believe that didn't occur to me. https://imgur.com/a/3Nb95tN Edited July 11, 2023 by AlSlea adding pic Quote Link to comment Share on other sites More sharing options...
maja Posted July 12, 2023 Author Share Posted July 12, 2023 On 7/10/2023 at 5:11 PM, AlSlea said: I'm having an odd issue where Bon Voyage doesn't recognize the power generated from NFE fission reactors and RTGs. It recognizes power from solar panels just fine. I know I must have done something, since they used to work a few months ago. I'm running entirely too many mods at the moment (Kerbalism, KSRSS, plus lots more). I just now removed and re-downloaded the Bon Voyage mod from CKAN, so it should be fully updated. Apparently the easiest way around is just to set it for infinite electricity. Can't believe that didn't occur to me. https://imgur.com/a/3Nb95tN It can be some change in NFE (there is one issue on github I need to check) or combination of mods. I have a lot of work, so BV is a little bit neglected, but KSP 2 does not seem to be ready anytime soon, so it's time to do a revision. Quote Link to comment Share on other sites More sharing options...
AlSlea Posted July 12, 2023 Share Posted July 12, 2023 Please don't rush on my account! Just setting infinite electricity is a very easy fix, and lord knows we're all super busy with real life these days. Thanks again for this awesome mod! Quote Link to comment Share on other sites More sharing options...
1straycat Posted July 16, 2023 Share Posted July 16, 2023 (edited) I made a little MM patch to add BV controllers to every command module, but then had the problem that my Bon Voyage control panel was full of irrelevant craft, as all the modules start out active. I eventually found with a small addition I can make it so the pods initialize with the BV controller inactive: @PART[*]:HAS[@MODULE[ModuleCommand]]:AFTER[BonVoyage] { //gets rid of existing BV modules so you don't end up with doubles !MODULE[BonVoyageModule]{} //adds BV controller to every part MODULE { name = BonVoyageModule } //makes it so it starts out inactive @MODULE[BonVoyageModule] { shutdown = True } } I already had many craft with their modules active, but was able to fix that without too much trouble with multiline find and replace in notepad ++, changing all the shutdown = False in the BonVoyageModules to shutdown = true. Just posting this here in case anyone else runs into the same issues. Edited February 9 by 1straycat added part to avoid duplicate BV modules Quote Link to comment Share on other sites More sharing options...
AtilliaBug554 Posted November 22, 2023 Share Posted November 22, 2023 Hi, I made an amphibious rover that can also submerge. What engines should I use on my craft to get Bon Voyage to understand that my craft is on the water, and has engines that can move it through the water? Even though it has electric prop engines that can move it on the water at about 7 m/s, it thinks that no engines are active. What engines for naval situations does this mod understand? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 22, 2023 Share Posted November 22, 2023 10 hours ago, AtilliaBug554 said: Hi, I made an amphibious rover that can also submerge. What engines should I use on my craft to get Bon Voyage to understand that my craft is on the water, and has engines that can move it through the water? Even though it has electric prop engines that can move it on the water at about 7 m/s, it thinks that no engines are active. What engines for naval situations does this mod understand? This post touches on what engines work with the mod for naval purposes. https://forum.kerbalspaceprogram.com/topic/172447-ksp-1123-bon-voyage-141-2022-10-02/?do=findComment&comment=3651625 Quote Link to comment Share on other sites More sharing options...
Syczek Posted November 26, 2023 Share Posted November 26, 2023 (edited) Is there way to add engines from Sunkworks to supported naval engines by bon voyage? Why controller doesn't recognize that my vessel is splashed down Edited November 26, 2023 by Syczek Quote Link to comment Share on other sites More sharing options...
maja Posted November 28, 2023 Author Share Posted November 28, 2023 On 11/26/2023 at 2:07 PM, Syczek said: Is there way to add engines from Sunkworks to supported naval engines by bon voyage? Why controller doesn't recognize that my vessel is splashed down Can you link the Sunworks mod here? If you have mostly stock vessel, the also craft file can help. Quote Link to comment Share on other sites More sharing options...
Syczek Posted November 28, 2023 Share Posted November 28, 2023 @maja Sadly my craft is based on few mods,but engine is from this mod Quote Link to comment Share on other sites More sharing options...
BravoAlpha101st Posted February 25 Share Posted February 25 Mod killed an Eve rover I had set to go somewhere as soon as I switched to it. Is this a bug or is it on purpose? Quote Link to comment Share on other sites More sharing options...
danielboro Posted February 26 Share Posted February 26 20 hours ago, BravoAlpha101st said: Mod killed an Eve rover I had set to go somewhere as soon as I switched to it. Is this a bug or is it on purpose? its a KSP physics problem. more noticed wen using bon voyage but can bee seen less frequent any time you move to a landed ship Quote Link to comment Share on other sites More sharing options...
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