toadicus Posted July 9, 2015 Author Share Posted July 9, 2015 Jacke, the "toggle" setting for each window should already be set per scene. If you open career status in KSC, it should not be open when you get to Flight.It's possible that career status is actually the one exception to that rule... I'll take a look. Link to comment Share on other sites More sharing options...
Jacke Posted July 10, 2015 Share Posted July 10, 2015 Jacke, the "toggle" setting for each window should already be set per scene. If you open career status in KSC, it should not be open when you get to Flight.It's possible that career status is actually the one exception to that rule... I'll take a look.I've tracked down the trigger for the bug, toadicus. It's going directly from the KSC scene to the Launch Pad.If I have the Career Status window out in the KSC scene, then enter the VAB, then go to Launch, both the VAB and Flight don't have the Career Status window up, which is what I want.However, if I use an existing design and from the KSC scene click on the Launch Pad to go to Launch directly, the Career Status window stays up, and now it flags Flight as wanting that window up. If I revert to the VAB before closing the Career Status window, it is now open in the VAB and it is flagged there as wanting to be open.So looks like going from KSC directly to the Launch Pad (also perhaps the Runway) is what's causing the problem. Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 11, 2015 Share Posted August 11, 2015 I'm getting log spam under 1.0.4 from the latest version of ToadicusTools - note though that it's only for some craft and not others. It's also for craft I'm carrying over from 0.90. I've not been able to figure out why and I'm about ready to head to bed so I'm done debugging for now. Any ideas for me to look into when I wake up?MissingMethodException: Method not found: 'ToadicusTools.Tools.GetSceneRootPart'.Full log Link to comment Share on other sites More sharing options...
toadicus Posted August 11, 2015 Author Share Posted August 11, 2015 So it's been long enough that I don't remember exactly which release of what contained that, but only TweakableEverything (and particularly TweakableStaging) should be using that method, and it should (at least) be in the version of TT that came with the latest version of TE. When I get home this evening I'll push up a newer version of TT, or maybe I'll finally release the big refactor I've been working towards. Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 15, 2015 Share Posted August 15, 2015 So it's been long enough that I don't remember exactly which release of what contained that, but only TweakableEverything (and particularly TweakableStaging) should be using that method, and it should (at least) be in the version of TT that came with the latest version of TE. When I get home this evening I'll push up a newer version of TT, or maybe I'll finally release the big refactor I've been working towards.It's benign in the flight scene but in the VAB it's preventing me from loading some saved craft files Link to comment Share on other sites More sharing options...
Fizbanger Posted August 22, 2015 Share Posted August 22, 2015 Hey guys I think I might be doing something wrong but using this MOD my total Delta-V calculation seems to change from VAB to Launch pad.For example I have a simple rocket to get into orbit which says I have total DV: 4.5Km in VAB and total DV: 2.7km on Launchpad - What am I doing wrong? Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 23, 2015 Share Posted August 23, 2015 post pictures of the rocket in the VAB and on the pad - be sure to display the resources panel while on the pad Link to comment Share on other sites More sharing options...
Fizbanger Posted August 23, 2015 Share Posted August 23, 2015 - in VAB total 5.7 DV - on launch pad total 3.5 DV Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 23, 2015 Share Posted August 23, 2015 does the mass of the ship change from the VAB to the pad? Also, do your launch clamps have any resources added to them when they get out to the pad? I've had that happen to me before. Link to comment Share on other sites More sharing options...
Fizbanger Posted August 23, 2015 Share Posted August 23, 2015 I've double checked and it stays at 30tons both in VAB and on launch pad.I've tried without the clamps with exactly the same result. This is weird right - I'm not imagining it?Could it be giving me a DV without atmosphere taken into account when in VAB? Link to comment Share on other sites More sharing options...
toadicus Posted August 24, 2015 Author Share Posted August 24, 2015 That's probably actually correct functionality, Fizbanger. By default, VOID uses vacuum Isp in the editor (you can change that in the flyout at the bottom of the Stage Information window). In flight mode, it uses the current atmosphere to determine Isp. Especially for ships with a lot of dV coming from an engine with a very different sea level Isp (like the LV-909), you can see a big difference between those numbers. Link to comment Share on other sites More sharing options...
Fizbanger Posted August 24, 2015 Share Posted August 24, 2015 Yep that makes sense. Thanks for clarifying. Link to comment Share on other sites More sharing options...
toadicus Posted August 29, 2015 Author Share Posted August 29, 2015 Hey folks! Long time no see. I'm trying to get back into the saddle here, but for now I do know that I have some updated code and a big ToadicusTools refactor to get out, and it's (well past) time to do something about that. So! Here's a development build with some minor fixes and big under-the-hood changes for ToadicusTools. I consider this build to be a "beta" release.[zip] [tar.gz] [tar.xz]I have gone to great lengths to make the refactor of ToadicusTools binary-compatible with the old version, and in general that appears to be the case in all but two spots in VOID. Nevertheless, if you use my other mods and want to use this development build, I strongly recommend you download the dev builds I'm uploading for the others, as well.CHANGELOG (from 0.18.3)* DataLogger: Now uses numeric latitude and longitude for easier parsing.* Generally refactored calls to ToadicusTools methods to support the new refactor.* Bugfix: Modules will now more-consistently retain their settings around Flight reversions, particularly to the Editor.* Workaround: Implemented our own horizontal surface speed to avoid Squad's broken one. Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 29, 2015 Share Posted August 29, 2015 been meaning to ask if we can get the CVS output to the save game folder rather than the mod plugin folder Link to comment Share on other sites More sharing options...
toadicus Posted August 29, 2015 Author Share Posted August 29, 2015 Good idea. Really, I should probably get most of VOID's settings per-save. What do you think? Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 30, 2015 Share Posted August 30, 2015 Actually yea, setting too - I remove old versions completely when upgrading so I have to remember to copy over old settings files and that can be a pain. Plus having everything as centralized as possible makes backing things up a lot easier Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 3, 2015 Share Posted September 3, 2015 ship resource mass still seems broke for me:Should be (44.77 + 54.72) * 0.005 + 97.67 * 0.004 = 0.888t Link to comment Share on other sites More sharing options...
Spheniscine Posted September 20, 2015 Share Posted September 20, 2015 Horizontal speed also seems to be wrong... when parachuting down on Kerbin it always shows roughly the vertical velocity (~7m/s when descending at 7m/s, e.g.) rather than nearly 0. Link to comment Share on other sites More sharing options...
damerell Posted September 22, 2015 Share Posted September 22, 2015 Horizontal speed also seems to be wrong... when parachuting down on Kerbin it always shows roughly the vertical velocity (~7m/s when descending at 7m/s, e.g.) rather than nearly 0.I don't think this is VOID's fault. In other places (eg the RemoteTech thread) it has also been reported that "horizontal speed" seems in fact to be total surface speed; KSP itself may be confused. Link to comment Share on other sites More sharing options...
Spheniscine Posted September 22, 2015 Share Posted September 22, 2015 Sounds like a bug introduced sometime during 1.0.x then... as I don't remember experiencing it in 0.90... Link to comment Share on other sites More sharing options...
toadicus Posted September 22, 2015 Author Share Posted September 22, 2015 Gaiiden, as usual that's probably a VesselSimulator issue. Is it wrong in all simple cases, or is this a specific case with odd staging or nonstandard parts of some kind?The horizontal velocity issue is a KSP bug. Horizontal velocity has technically always been wrong as reported by KSP, but an attempt to fix it in 1.0 made it much worse. I wrote a detailed bug report to Squad a few months ago, and wrote a workaround here but it hasn't been released yet. The dev build I put up recently includes the workaround. Link to comment Share on other sites More sharing options...
toadicus Posted September 27, 2015 Author Share Posted September 27, 2015 New dev build up with per-save settings files and CSV save locations. "New" saves will automatically copy settings from the old global settings file if it exists; both the current save's file and the old global file will be deleted if you click Factory Reset.Also tweaks the Celestial Body Info Browser and the Vessel Register to use the sorted list of bodies, and puts range checking on their body indexes to avoid problems when removing mods that add lots of CelestialBody objects.Enjoy![zip] [tar.gz] [tar.xz] Link to comment Share on other sites More sharing options...
Azimech Posted September 29, 2015 Share Posted September 29, 2015 For me this still is the first and most important mod, since the beginning!I use the radian/s readout for testing & running my turboshaft engines, the only mod in the KSP universe which has this function! Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 29, 2015 Share Posted September 29, 2015 Gaiiden, as usual that's probably a VesselSimulator issue. Is it wrong in all simple cases, or is this a specific case with odd staging or nonstandard parts of some kind?I've not taken time to look into this further because I haven't seen more people report it and I can calculate mass myself no problem and usually have to break down my mass calculations anyways rather than use just a total, but here's an example:It's just a MP tank. Although I think the problem here is that there's no stage showing for the vessel, because it was detached from the transfer vehicle and has no further staging events. I've seen lack of staging throw KER for a loop in the VAB Link to comment Share on other sites More sharing options...
toadicus Posted October 3, 2015 Author Share Posted October 3, 2015 VOID has been updated to version 0.18.4! This version moves the settings file and data logger targets to the active save's folder and brings some minor feature improvements.CHANGELOG:v.0.18.4 [2015-10-02]* VOID_DataLogger: Now emits lat/long data in a more machine-readable format.* VOID_CBInfoBrowser & VOID_VesselRegister: Now using a list of CelestialBodies sorted by distance, depth-first.* Now correctly saving settings to the right scene when reverting.* Moved VOID settings file and CSV target directory to the active save directory. Existing settings will be copied to each "new" save.* Updated for the ToadicusTools refactor. Link to comment Share on other sites More sharing options...
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