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[KSP >= 1.8.0] Bon Voyage - Under Lisias' Management - 1.5.0.0 - 2024-1007


Lisias

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  As from 2024-1010 and under @maja agreement, I'm the New Management for Bon Voyage.

In a Hurry:

  • Current Release:  1.5.0.0 for KSP >= 1.3 (2024-0921)
    • It works from KSP 1.8.0 to KSP 1.12.5! Seriously! ;)
    • IMPORTANT
      • read this post before updating!
    • Downloads
      • on CurseForge. Soon™
      • on SpaceDock (for CKAN users). Soon™
      • on GitHub (for manual and/or KSP-AVC users). 
  • Relevant Notes
    • Bon Voyage only kicks when the craft is on rails.
      • You need to switch scenes, or focus a vessel beyound the current physics range!

 

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Description:

What's the best way of getting science from celestial body? The answer is DRIVE!

What's the best way of delivering ore or supplies from distant location to your base? The answer is make your wheels rolling and ships rowing!

But did you try to drive for 110 km for two hours, avoiding obstacles and keeping your speed in sane limits? It's not fun anymore.

Don't worry!  Automagic Industries brings you a new autopilot, which reduces driving accidents by 100%. Bon Voyage is here and it will drive your rovers and ships in background!

iUeRBio.png

Credits:

Contributions From:

And future new features/bugs/mishaps from yours truly.

Support:

I need help in order to proper help you. :) Open the spoiler for instructions about how to get support:

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Navigate Safe! :sticktongue:

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  • 4 weeks later...
  On 11/3/2024 at 9:01 AM, bright Universe said:

After installing the Near Future Electrical - Decaying RTGs mod, RTG generation does not count towards the generated power, resulting in the inability to use BonVoyage

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Known issue. Essentially BonVoyage knows only about Stock modules (with a few exceptions). I need to implement support for 3rd party modules too,

Edited by Lisias
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  • 1 month later...
  On 12/9/2024 at 7:06 PM, omegalex said:

Looking forward to this, since the new rtg's that come with NF Electrical are much more convenient to use

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I don't think I will be able to deliver this for Xmas, but I'm somewhat confident that it will be released early January.

Right now I'm working on fixing my bag of tricks, fixing some long standing stupidities and creating some others that I know it's going to be used, including on BV.

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  On 12/9/2024 at 7:28 PM, Lisias said:

I don't think I will be able to deliver this for Xmas, but I'm somewhat confident that it will be released early January.

Right now I'm working on fixing my bag of tricks, fixing some long standing stupidities and creating some others that I know it's going to be used, including on BV.

  Reveal hidden contents

 

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No worries, take your time! I'm also having my own issues with ksp constantly crashing in the VAB and especially in the SPH (freezes or screen turns into a color), sometimes followed by an unity crash message. It's now happening to totally accurate battle simulator too.

Even if I tried to play ksp, I can't even build one tiny satellite before the game crashing in 3-5 minutes... :(

I'll still be looking forward to this mod, no matter how long it takes.

Happy holidays! (soon to arrive)

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  On 12/10/2024 at 8:30 PM, omegalex said:

No worries, take your time! I'm also having my own issues with ksp constantly crashing in the VAB and especially in the SPH (freezes or screen turns into a color), sometimes followed by an unity crash message. It's now happening to totally accurate battle simulator too.

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Yes, I had detected something similar this weekend. I'm pretty puzzled why this started to happen only nowadays - on a 1.4.3 that I used to do some testings 3 months ago and the problem didn't manifested before.

Interesting information you provided, TABS is made on Unity, exactly as KSP.

Too much coincidences - but, still, coincidences: Correlation does not imply Causation.

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The same issue happened on Assassins' Creed Black Flags today (only once), before I installed a new nvidia driver. The issue seems to be gone, but I haven't tried KSP yet. Must be a coincidence, since Subnautica also runs on unity, but it never crashed like that (not even last week).

 

Edited by omegalex
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  On 12/18/2024 at 1:10 PM, omegalex said:

The same issue happened on Assassins' Creed Black Flags today (only once), before I installed a new nvidia driver. The issue seems to be gone, but I haven't tried KSP yet. Must be a coincidence, since Subnautica also runs on unity, but it never crashed like that (not even last week).

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I just remembered you today.

I still like to use an old MacOS Mojave for gaming, as most of my favorite games are 32 bits (yeah, I know - but I'm used to this old crap, and for everything else, I have a Steam Deck so...), and the best KSP to run on this old MacCrap is... KSP 1.4.3. From KSP 1.4.4, they introduced a thing called PQS cache to optimize the PQS by using the GPU, and this eats VRAM, something that this rig doesn't have in abundance and the net result is that the PQS cache benefits doesn't outweigh the cost on this rig. So KSP 1.4.3 it is.

And I'm used to run this thing on this rig for years. I literally know when something weird is going to happen (not rarely, knowing exactly what will happen) just by the pattern of the stuttering :P what, in the end, helps a bit while trying to figure out what gone wrong. And the net result of this is that I have a KSP 1.4.3 installment that is the same for 2 or 3 years already - no updates, the same add'ons, the same savegame, running on the same MacMini under the same MacOS - and without any "security updates" since I don't even remember when.

Well... These days, something different started to happen. Mojave have a very nasty misfeature: if you ran out of VRAM, things start to get weird while switching spaces on Mission Control, pieces of the screen are not drawn or drawn wrongly, you name it - and then we get a Kernel Panic. This happens when I really abuse the number of Browser tabs opened at the same time.

I had also detected that playing videos with sound increases the chances of a Kernal Panic to happen even before the video glitches, and my current working theory is that as the programs start to eat swapfile, Mission Controls start to get sluggish as you switch Spaces because it tries to update all the miniatures on the Windows on different spaces, and with something injecting sound into the Event Queue 44.1K times per second, the Event Queue grows faster than is consumed due Mission Control monopolizing the CPU for itself.

Great, it makes sense - but what the hell does that have to do with the subject under our noses currently?

Well... I had detected a new misbehaviour on KSP 1.4.3 that wasn't happening before! On the very same freaking installment, if I left KSP running unattended for hours, once I come back to it the rig starts to behave like I described above but with both symptoms at the same time, leading to a Kernel Panic inside Darwin! Even KSP itself starts to fail to draw some widgets, clearly suggesting a VRAM exhaustion problem on a machine that was left unattended for hours.

I'm considering that perhaps Unity is leaking VRAM on MacOS? But if I'm right, why this wasn't happening some months before when I had played with this KSP installment the last time? I usually left the game in pause for hours when working on my professional rig, instead of closing KSP and opening it again every time. So I'm pretty sure I'm not doing something different these days.

But, yet, I have this Kernel Panic happening these days on use cases where it didn't happened months ago.

It's the same KSP, the same machine, the same MacOS (without any new patches, for sure). Even the installed Add'Ons are the same.

I'm trying to figure out some more deterministic test case to reproduce the issue reliably - right now, there're still to many loose ends to be sure about the real trigger of the problem.

Anyway, I though you may be interested on it.

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  On 12/10/2024 at 8:45 PM, Lisias said:

Yes, I had detected something similar this weekend. I'm pretty puzzled why this started to happen only nowadays - on a 1.4.3 that I used to do some testings 3 months ago and the problem didn't manifested before.

Interesting information you provided, TABS is made on Unity, exactly as KSP.

Too much coincidences - but, still, coincidences: Correlation does not imply Causation.

Expand  

I have had unity crashes recently and not really sure what is going on. It only happens rarely and so far the games seem to have managed a dump save prior to crash bc KSP persistent was up to date.

I forget the other game but my KSP is largely unmodified for months. Aside from a few updates I loaded.

I think it has something to do with a recent Windows update / amd driver but that only because I had so many issue with last few AMD / Windows updates.

But again.. my process analysis / root cause skills lie in manufacturing production chains.. not black magic.

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  On 12/23/2024 at 5:27 PM, Lisias said:

I had also detected that playing videos with sound increases the chances of a Kernal Panic to happen even before the video glitches, and my current working theory is that as the programs start to eat swapfile, Mission Controls start to get sluggish as you switch Spaces because it tries to update all the miniatures on the Windows on different spaces, and with something injecting sound into the Event Queue 44.1K times per second, the Event Queue grows faster than is consumed due Mission Control monopolizing the CPU for itself.

Great, it makes sense - but what the hell does that have to do with the subject under our noses currently?

Well... I had detected a new misbehaviour on KSP 1.4.3 that wasn't happening before! On the very same freaking installment, if I left KSP running unattended for hours, once I come back to it the rig starts to behave like I described above but with both symptoms at the same time, leading to a Kernel Panic inside Darwin! Even KSP itself starts to fail to draw some widgets, clearly suggesting a VRAM exhaustion problem on a machine that was left unattended for hours.

Expand  

Do you happen to have this mod installed? Because I'm pretty sure it either has a memory leak or eats way more RAM than it reasonably should, which might also cause problems with your OS.

 

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  On 12/24/2024 at 4:00 PM, AmanitaVerna said:

Do you happen to have this mod installed? Because I'm pretty sure it either has a memory leak or eats way more RAM than it reasonably should, which might also cause problems with your OS.

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Nope. The affected rig does not have it installed.

I will investigate your report - chances are that this may be a unholy interaction with some other add'on, because I didn't notice an memory leak while testing it. Granted, I didn't really played with it this year so it may be something that felt through the cracks. Anyway: https://github.com/net-lisias-ksp/BonVoyage/issues/2

=== POST EDIT ===

@AmanitaVerna, I did a quick run on the problem today (while cleaning up the Xmas Mess :P). I found absolutely no evidence of misbehaviours related to memory on BV.

Full report here:https://github.com/net-lisias-ksp/BonVoyage/issues/2#issuecomment-2561842873

As explained here, this doesn't means that you didn't found something. It only means that BV is a side effect of the problem, not it's cause - correlation is not causality.

My best shot about your problem can be explained on this thread:

https://forum.kerbalspaceprogram.com/topic/203645-how-to-play-ksp-with-unity-2019-on-old-potatoes/

Edited by Lisias
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  • 1 month later...
  On 2/1/2025 at 8:58 PM, Eclipse 32 said:

could you make it so that we can follow the rover on it's journey? that'd be nice.

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Dude, you read minds! :)

I considered exactly that between Xmas and new year, but... This is the deal: BonVoyage is not an autopilot, it works by manipulating the KSP internal data structures when the craft is on rails. It's the reason it only kicks when you are far away from the thing, or are on the KSC or Tracking Station.

Try this quick test: launch something with (working) wheels on the runway, configure BonVoyage to go to the nearest Monolith the go to the KSC scene (where you can choose a building to enter) and watch what happens. :)

To implement what you want, I would need to add a full blown Ground/Water Auto Pilot to BonBoyage, what's a great idea (really!), but it's not a easy feat - I would had to implement some "intelligence" on the thing to overcome obstacles, something that I don't need to care right now. When you can see the craft with an external camera, the physics engine is fully controlling the craft, and any mishap on the auto-pilot will damage it - or plain destroy it.

A nice companion for BonVoyage would be Distant Objects and some add'on that adds telescopes, like Tarsier or CactEye:

135759693-4193b931-9989-4196-bf74-9bc346

This would allow you to see the craft from distance from another vessel! :)

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  On 2/6/2025 at 8:04 PM, Syczek said:

It would be nice if would include support for sunkworks engines

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Sure thing!

A "framework" for 3rd party support is on the works, and I will use Sunkworks as the tech demo on the next PRE RELEASE.

https://github.com/net-lisias-ksp/BonVoyage/issues/4

I hope to work on it on the next local holidays, Carnival. Please pray with me to Our Lord Krakens so They would grant us such Grace! :)

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  • 3 weeks later...

I am making a patch for unkerballed start. I notice in the localization that there's a upgrade level 4, but there is no reference to it in the part.cfg. Is upgrade 4 in the mod?

Edit: Actually, I think with the patch Upgrade 4 only shows up if you have CTTP, is this correct?

Also I have :

  Reveal hidden contents

As my patch for unkerballed start, but I don't see upgrade 3 in the tech tree node. I'm not sure if Upgrade 3 shows up in the tech tree normally, or if there is something wrong with my patch.

 

Edit 2: See the Upgrade 4 AI tech in place using Unkerballed Start and CPPT, so my question on that is answered.

As for the upgrade 3 patch, switched it to @partupgrade instead of @part after checking a GPTT patch, still wasn't having any luck, until I swapped the :needs and the :after for a :Last[bonvoyage], which is how Skyhawk Tech Tree has it.

Edited by Spike88
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  On 2/25/2025 at 6:11 PM, Spike88 said:

As for the upgrade 3 patch, switched it to @partupgrade instead of @part after checking a GPTT patch, still wasn't having any luck, until I swapped the :needs and the :after for a :Last[bonvoyage], which is how Skyhawk Tech Tree has it.

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You will find the relevant patches here: https://github.com/net-lisias-ksp/BonVoyage/tree/master/GameData/BonVoyage/Patches

Note that these patches are applied on the MM's LEGACY phase, before all the :AFTER, :FOR or :BEFORE ones.

---- POST EDIT ----

I think I understood your problem. :AFTER[zzzUnkerballedStart] will only works if there's a directory (or someone had declared a :FOR[]) for it. I checked the UnkerballedStart package, and there's no directory called zzzUnkerballedStart on it and it's the reason is didn't worked.

On a side note, I think your approach (using :LAST[]) is more adequate.

Additionally, keeping the :NEEDS[] will allow slightly (very tiny) faster patching for rigs where BonVoyage is not installed. If you have a huge GameData with thousands of patches, this may help a little bit.

Edited by Lisias
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  On 2/28/2025 at 4:16 AM, Lisias said:

You will find the relevant patches here: https://github.com/net-lisias-ksp/BonVoyage/tree/master/GameData/BonVoyage/Patches

Note that these patches are applied on the MM's LEGACY phase, before all the :AFTER, :FOR or :BEFORE ones.

---- POST EDIT ----

I think I understood your problem. :AFTER[zzzUnkerballedStart] will only works if there's a directory (or someone had declared a :FOR[]) for it. I checked the UnkerballedStart package, and there's no directory called zzzUnkerballedStart on it and it's the reason is didn't worked.

On a side note, I think your approach (using :LAST[]) is more adequate.

Additionally, keeping the :NEEDS[] will allow slightly (very tiny) faster patching for rigs where BonVoyage is not installed. If you have a huge GameData with thousands of patches, this may help a little bit.

Expand  

Interestingly all of the Unkerballedstart patches have either a :AFTER[zzzUnkerballedStart] or a :BEFORE[zzzUnkerballedstart], which is the only reason I added one to my patch since I just copied from one of the included patches  and then modified it as needed. 

 

Although, I now understand why  I couldn't find Upgrade 3 in the tech tree prior to my patch. UnkerballedStart comes with a patch that filters any parts from Storage Tech, Scanning Tech, Automation, or Advanced Science Tech into the merged nodes from UnkerballedStart, but the patch has a :LAST[zzzUnkerballedStart]. 

 

Also an aside, all of the various patches having :NEEDS[CommunityTechTree] , seem redundant considering UnkerballedStart has CTT as a requirement. I'm almost tempted to tidy up all of the included patches.

Edited by Spike88
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  On 2/28/2025 at 1:36 PM, Spike88 said:

Also an aside, all of the various patches having :NEEDS[CommunityTechTree] , seem redundant considering UnkerballedStart has CTT as a requirement. I'm almost tempted to tidy up all of the included patches.

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They probably are there for safety, if it ends up being installed by accident without CTT.

I do something similar on my mods - some people prefer manual installings, and others to do mod packs, and mistakes happen.

Edited by Lisias
Tyops, as usulla...
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