linuxgurugamer Posted March 19, 2021 Share Posted March 19, 2021 (edited) Originally written by @MarkusA380, it's been dormant for a few years. @whale_2 did do some maintenance on it, it hasn't been updated since march, 2020. I did hear from @markusa380 on Github, but he never responded after the first message. I submitted a PR to him, but it seems to have died a stillborn death. So I decided to adopt this. Original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/102277-18-persistentrotation-186/ I've made the following changes and will maintain this moving forward.: Merged in localization changes from github user @6DBYZBX, includes both english and chinese Replaced toolbar code with the Toolbarcontroller Added ClickThroughBlocker Removed buttons referencing specific button (toolbar or stock) Added button referencing generic toolbar Added new .version file (Upgraded) Added LGG local build files Description Momentum and Rotation in KSP are quite unrealistic. This mod will maintain rotation through timewarping and changing vessels, etc. Dependencies Click Through Blocker ToolbarController SpaceTuxLibrary Beginners guide on GitHub wiki Feature List - Persistence of Momentum through timewarping and restarts. - Momentum Autopilot, keeping your vessel at fixed RPM. - Non-physical spin simulation when vessel is warping or unloaded. - Reference Rotation in both realtime and timewarp, 100% persistent.* - Slight spin for every Asteroid per default. - Simple & intuitive GUI supporting both Stock and Blizzy's Toolbar. Availability Download: https://spacedock.info/mod/2660/PersistentRotation Upgraded Source: https://github.com/linuxgurugamer/PersistentRotation License: GPLv3 Available via CKAN Edited May 28, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Tacombel Posted March 20, 2021 Share Posted March 20, 2021 Another one that is in my permanent mod library. Thx Quote Link to comment Share on other sites More sharing options...
Ciko Posted March 20, 2021 Share Posted March 20, 2021 Is this mod hit FPS? Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted March 20, 2021 Share Posted March 20, 2021 3 hours ago, Ciko said: Is this mod hit FPS? No. Quote Link to comment Share on other sites More sharing options...
SiCaRiO31 Posted March 24, 2021 Share Posted March 24, 2021 I love this mod, thanks! Now Need to find a good realistic reaction wheels mod. Quote Link to comment Share on other sites More sharing options...
avalancha Posted March 30, 2021 Share Posted March 30, 2021 (edited) Process for searching mods: Google -> Find mod thread -> notice it's outdated -> go to last page -> find Linuxgurugamer takeover post -> be eternally grateful Edit: turned my Patreon back on and added German config pull request. @linuxgurugamer thank you for your service! Edited April 5, 2021 by avalancha Quote Link to comment Share on other sites More sharing options...
MR L A Posted April 8, 2021 Share Posted April 8, 2021 Am I being dense or just not understanding something? When I set my ship to prograde, the mod does what it should When I set the same vessel the radial in, it carries on spinning (in warp) like the mod doesn't exist? Am I doing something wrong? Mod version is latest on CKAN 1.9.1.1 Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted April 13, 2021 Share Posted April 13, 2021 (edited) Can't seem to find an option to move or hide the onscreen window. Am I missing something, or is it not possible? Edit: Yeah I was just missing the obvious toolbar button. Edited April 13, 2021 by John007qwe Quote Link to comment Share on other sites More sharing options...
avalancha Posted April 20, 2021 Share Posted April 20, 2021 @linuxgurugamer sorry this is my first pull request for a Kerbal mod, so allow me to check back with this. You haven't merged the pull request yet, is there something I did wrong or need to amend? Greetings Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 20, 2021 Author Share Posted April 20, 2021 5 hours ago, avalancha said: @linuxgurugamer sorry this is my first pull request for a Kerbal mod, so allow me to check back with this. You haven't merged the pull request yet, is there something I did wrong or need to amend? Greetings Real life intruded, sorry Will get to this today Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 20, 2021 Author Share Posted April 20, 2021 New release, 1.9.1.2 Thanks to user @avalancha for this German translation Quote Link to comment Share on other sites More sharing options...
Coyote21 Posted April 21, 2021 Share Posted April 21, 2021 Since the update Persistent Rotation is now in German and I can't find how to switch back to English. Quote Link to comment Share on other sites More sharing options...
avalancha Posted April 21, 2021 Share Posted April 21, 2021 3 hours ago, Coyote21 said: Since the update Persistent Rotation is now in German and I can't find how to switch back to English. I saw that as well just now, must've messed something up, oops Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 21, 2021 Author Share Posted April 21, 2021 52 minutes ago, avalancha said: I saw that as well just now, must've messed something up, oops Yes,, it says en-us. Fixing it New release, 1.9.1.3 Fixed german translation Quote Link to comment Share on other sites More sharing options...
mateusviccari Posted May 16, 2021 Share Posted May 16, 2021 If the craft has a low rotational momentum, when time warping it remains perfectly static (relative to the stars/skybox). It seems to only preserves momentum beyond a certain threshold. Is there a way to remove this threshold and make it so that no craft is 100% stable, even with a very low rotational momentum? Also, is there a way to make the mod always active? I have to activate the "Rotation" option every time I launch a new craft. Quote Link to comment Share on other sites More sharing options...
MarkusA380 Posted May 28, 2021 Share Posted May 28, 2021 (edited) @linuxgurugamer This has my full support as the official successor of my mod. I will archive my repository. Message me if you want to take ownership of it instead. Edited May 28, 2021 by MarkusA380 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 28, 2021 Author Share Posted May 28, 2021 3 hours ago, MarkusA380 said: @linuxgurugamer This has my full support as the official successor of my mod. I will archive my repository. Message me if you want to take ownership of it instead. No need, thanks Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted June 18, 2021 Share Posted June 18, 2021 (edited) I see that my ship in orbit around kerbin only hold attitude in time warp with SAS on and in prograde! If I select retrograde, the ship lost track and will only require when I disable time warp. Is this expected behavior or is it a bug? * Update 1: I saw now that my vessel hold attitude if I select "Stability Assist" and activate "Rotation Mode" in this mod. But why my vessel hold attitude in prograde without activating this mod? Is this stock or was introduced by this mod? * Update 2: I saw now that this mod treats SAS in prograde in a special way, keeping the attitude even with the mod disabled. I think it would be better to remove this special case or add the other SAS modes. And only activate them when the mod is enabled! Maybe you could remove this commit: a0d41fd3522130b0b9fde1511ff0ecaf062f4f74 Edited June 18, 2021 by Dominiquini Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 20, 2021 Author Share Posted June 20, 2021 On 6/18/2021 at 1:26 AM, Dominiquini said: Maybe you could remove this commit: a0d41fd3522130b0b9fde1511ff0ecaf062f4f74 Why? Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted June 20, 2021 Share Posted June 20, 2021 3 hours ago, linuxgurugamer said: Why? As I said, one thing that bothers me is him doing something undocumented even while he's disabled. Another is that it treats prograde differently from other SAS modes... The suggestion I gave was just the easiest to implement. I think the ideal would be to enable the mod to act in all SAS modes, but only when enabled. Anyway, thanks for maintaining him! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 20, 2021 Author Share Posted June 20, 2021 10 hours ago, Dominiquini said: As I said, one thing that bothers me is him doing something undocumented even while he's disabled. Another is that it treats prograde differently from other SAS modes... The suggestion I gave was just the easiest to implement. I think the ideal would be to enable the mod to act in all SAS modes, but only when enabled. Anyway, thanks for maintaining him! This mod is never disabled. Certain settings are, but the mod is always active Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted June 20, 2021 Share Posted June 20, 2021 1 hour ago, linuxgurugamer said: This mod is never disabled. Certain settings are, but the mod is always active Is it possible then to add the other SAS modes besides prograde? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 20, 2021 Author Share Posted June 20, 2021 1 hour ago, Dominiquini said: Is it possible then to add the other SAS modes besides prograde? Retrograde is pretty easy, the others will take some time which I don't have right now Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted June 20, 2021 Share Posted June 20, 2021 2 hours ago, linuxgurugamer said: Retrograde is pretty easy, the others will take some time which I don't have right now Cool, thanks. Quote Link to comment Share on other sites More sharing options...
BlooSkies Posted June 21, 2021 Share Posted June 21, 2021 Apologies if this has been addressed in the past, but, are there any known mod conflicts that result in ships getting torn apart when the rotation is imparted back to them? Or, recommendations for building ships better to avoid them succumbing to this? No logs or anything, because it's not strictly an error. Probably just my inability to build a ship. But I thought I'd ask anyhow. Quote Link to comment Share on other sites More sharing options...
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