Camacha Posted June 6, 2014 Share Posted June 6, 2014 I could try running the game with only kOS and seeing if it causes the same bug.This is always a good step before reporting anything With so many mods combined, it is really hard for authors to make any sense of it. Link to comment Share on other sites More sharing options...
Starwaster Posted June 6, 2014 Share Posted June 6, 2014 I could try running the game with only kOS and seeing if it causes the same bug.And if it doesn't add mods back one at a time until it breaks. Link to comment Share on other sites More sharing options...
frencrs Posted June 6, 2014 Share Posted June 6, 2014 (edited) I'm getting a gamebreaking bug both in the current release version (12.1) and the prerelease version (12.2P1). Every single time I revert to the launchpad/runway, I end up with a floating cockpit, no other parts from my ship, and no control/physics. The only way out is to restart the game.I love this mod, but this is the most significant bug I've yet seen any mod cause.I'm seeing this bug as well, whenever there is a part on the vessel that uses the kOS module it can be loaded initially, but reverting the flight or going to the space center then refocusing on the flight causes the bug.EDIT: Bug is not occurring for me with only kOS installed, but does occur with only kOS and RemoteTech2 installed. Edited June 6, 2014 by frencrs Link to comment Share on other sites More sharing options...
marianoapp Posted June 6, 2014 Share Posted June 6, 2014 @people with errors- If you're using ModuleManager then try deleting the config file from the kOS folder.- If the problem persist then take the "output_log.txt" file (it's inside KSP_Data), upload it somewhere and post the link. Link to comment Share on other sites More sharing options...
MrOnak Posted June 6, 2014 Share Posted June 6, 2014 (edited) *cough* Do I need more coffee or is this a bug?[edit]scratch that, I DID need more coffee.[/edit] Edited June 6, 2014 by MrOnak Link to comment Share on other sites More sharing options...
Entropius Posted June 7, 2014 Share Posted June 7, 2014 I'm getting a gamebreaking bug both in the current release version (12.1) and the prerelease version (12.2P1). Every single time I revert to the launchpad/runway, I end up with a floating cockpit, no other parts from my ship, and no control/physics. The only way out is to restart the game.I love this mod, but this is the most significant bug I've yet seen any mod cause.Sounds similar to the problem I bumped into a couple pages ago in this thread. I'm guessing you're running Module Manager, and you're adding kOS processors to all your command modules so you don't need to slap kOS parts on all your stuff. That's what I did to get the problem you described. As it turns out kOS 12.0 and newer broke compatibility with Module Manager.The solutions are either to:Avoid adding kOS features to command modules via module manager and use only the kOS parts on all your ships, or…Roll back to kOS version 0.11. kOS 0.11 is still compatible with Module Manager. I did the latter because I have too many craft in flight that can't do without it. So until the Module Manager bug is fixed, I'll be using kOS 0.11, despite really wanting to use the new one. Link to comment Share on other sites More sharing options...
mileshatem Posted June 7, 2014 Share Posted June 7, 2014 I'm guessing this is more of a KSP-returning-the-wrong-value bug than a kOS-interpreting-things-wrong bug, but I thought I'd mention it just in case it's the other way around. Also I apologize if this has been mentioned before. I searched through the most recent dozen or so pages of this thread and didn't find anything.When querying maxthrust for a vessel, it's including the potential thrust for my now burned out sepatrons (ullage) along with the main engine thrust. If I do the same calculation for an identical vessel without the sepatrons having been fired, it correctly reports the main engine thrust only. It sounds like kOS's maxthrust is then the sum of thrust of all active engines (i.e. showing a fuel bar) and doesn't ignore fuel-deprived engines. Link to comment Share on other sites More sharing options...
Dunbaratu Posted June 7, 2014 Share Posted June 7, 2014 I'm guessing this is more of a KSP-returning-the-wrong-value bug than a kOS-interpreting-things-wrong bug, but I thought I'd mention it just in case it's the other way around.I made an issue for it on the dev github site. I don't know if it's easy to fix or not or if there's a good reason for it working the way it does now, but we'll see what @erendrake has to say about it. Link to comment Share on other sites More sharing options...
Lexx Thai Posted June 7, 2014 Share Posted June 7, 2014 I found that!KOS can't live with MechJeb (or RemoteTech) modules in one part. It must be separate part!If part config looks like that, I saw a "floating" command pod after relaunch and kraken(?) after "revert to VAB -> launch" sequence. MODULE { name = kOSProcessor } MODULE { name = MechJebCore }When I swap modules in config (KOS - last module), relaunch causes KSP crashed silently without /output_log.txt in "FailReport"-created folder.@peoples with problems- Remove KOS installing scripts.Added later: Wow, Entropius already posted the solution. Link to comment Share on other sites More sharing options...
frencrs Posted June 7, 2014 Share Posted June 7, 2014 Sounds similar to the problem I bumped into a couple pages ago in this thread. I'm guessing you're running Module Manager, and you're adding kOS processors to all your command modules so you don't need to slap kOS parts on all your stuff. That's what I did to get the problem you described. As it turns out kOS 12.0 and newer broke compatibility with Module Manager.The solutions are either to:Avoid adding kOS features to command modules via module manager and use only the kOS parts on all your ships, or…Roll back to kOS version 0.11. kOS 0.11 is still compatible with Module Manager. I did the latter because I have too many craft in flight that can't do without it. So until the Module Manager bug is fixed, I'll be using kOS 0.11, despite really wanting to use the new one.I've tried with an install with only [ Squad, kOS, RemoteTech2 ] directories in the GameData directory. I can replicate the bug when RemoteTech2 is present. By either turning off RemoteTech integration in the kOS config OR removing RemoteTech the bug no longer occurs. Link to comment Share on other sites More sharing options...
orven Posted June 7, 2014 Share Posted June 7, 2014 (edited) Sorry for my English but I have a problem. Or maybe two..1) I don't know if it's a bug but sometimes cursor in console disappears. I thought it happened because I crashed my ship and reverted to launch because after exiting to space center and launching again cursor was there as always, but the second time it disappeared this method did not helped.2) Sometimes command "lock steering to .." doesn't work. Even in console. Edited June 8, 2014 by orven Link to comment Share on other sites More sharing options...
Starwaster Posted June 7, 2014 Share Posted June 7, 2014 Sounds similar to the problem I bumped into a couple pages ago in this thread. I'm guessing you're running Module Manager, and you're adding kOS processors to all your command modules so you don't need to slap kOS parts on all your stuff. That's what I did to get the problem you described. As it turns out kOS 12.0 and newer broke compatibility with Module Manager.The solutions are either to:Avoid adding kOS features to command modules via module manager and use only the kOS parts on all your ships, or…Roll back to kOS version 0.11. kOS 0.11 is still compatible with Module Manager. I did the latter because I have too many craft in flight that can't do without it. So until the Module Manager bug is fixed, I'll be using kOS 0.11, despite really wanting to use the new one.I didn't see it if you mentioned your Module Manager version anywhere. So which version are you running? Link to comment Share on other sites More sharing options...
Entropius Posted June 8, 2014 Share Posted June 8, 2014 I didn't see it if you mentioned your Module Manager version anywhere. So which version are you running?At the moment ModuleManager 2.1.4, but I could've had an older version when I experienced that bug (not sure, I have an awful memory). In any case, so far I have yet to see the version of Module Manager make-or-break anything in kOS, but it's not like I tried actively experimenting with MM versions to see if any made a difference. If anybody knows if a version of MM that would remedy the kOS issue, I'd love to know.From the phrasing of marianoapp's reply to me it sounded to me like the issue was on kOS's end rather than Module Manager's, but I could be misinterpreting or misunderstanding that. Link to comment Share on other sites More sharing options...
Starwaster Posted June 8, 2014 Share Posted June 8, 2014 At the moment ModuleManager 2.1.4, but I could've had an older version when I experienced that bug (not sure, I have an awful memory). In any case, so far I have yet to see the version of Module Manager make-or-break anything in kOS, but it's not like I tried actively experimenting with MM versions to see if any made a difference. If anybody knows if a version of MM that would remedy the kOS issue, I'd love to know.From the phrasing of marianoapp's reply to me it sounded to me like the issue was on kOS's end rather than Module Manager's, but I could be misinterpreting or misunderstanding that.The reason I ask about MM is that if a plugin's module order changes in the save file it can break a pre-existing vessel in all kinds of amusing ways. If you had an old MM that could have been what happened. The new MM is supposed to fix that sort of problem but it actively edits your save files to do it and it can be a little overzealous about it. deleting modules it probably should not and I've even seen parts vanish that I think it was behind... Link to comment Share on other sites More sharing options...
Entropius Posted June 8, 2014 Share Posted June 8, 2014 The reason I ask about MM is that if a plugin's module order changes in the save file it can break a pre-existing vessel in all kinds of amusing ways. If you had an old MM that could have been what happened. The new MM is supposed to fix that sort of problem but it actively edits your save files to do it and it can be a little overzealous about it. deleting modules it probably should not and I've even seen parts vanish that I think it was behind...What I saw wasn't happening to just pre-existing craft, but also new ones from scratch. While the new craft would work correctly once, after a revert-to-launch the craft would suffer all the same problems all the pre-existing ones did (all parts missing except the command module). Also I saw Module Manager mentioning errors while waiting on the main KSP loading screen, so errors were being raised well before it even got to a save-file. So for those two reasons I'm inclined to think it's not being caused by that (but then again I'm not particularly knowledgable regarding the mechanics of how modules load, so my opinion may be worth little). Link to comment Share on other sites More sharing options...
MrOnak Posted June 8, 2014 Share Posted June 8, 2014 Sorry for my English but I have a problem. Or maybe two..1) I don't know if it's a bug but sometimes cursor in console disappears. I thought it happened because I crashed my ship and reverted to launch because after exiting to space center and launching again cursor was there as always, but the second time it disappeared this method did not helped.2) Sometimes command "lock steering to .." doesn't work. Even in console.I have the same issues actually. The disappearing cursor is somewhat frequent, the lock steering is rare for me but its definitely there. Haven't found a reproducable scenario yet though. I believe the cursor disappearing has something to do with using the Del key (not backspace), but thats not reliable so I can't be sure. Link to comment Share on other sites More sharing options...
erendrake Posted June 8, 2014 Author Share Posted June 8, 2014 For all of you who are commenting on current bugs. Thank you! We have been working on these bugs and others and hope to have another version out soon to take care of them. your anecdotes are helping me track down the root causes. Just FYI if you want to help me out a bit more we could talk about these on the Github issue tracker. That way i dont forget an issue in the shuffle on the forums here. Link to comment Share on other sites More sharing options...
Starwaster Posted June 8, 2014 Share Posted June 8, 2014 What I saw wasn't happening to just pre-existing craft, but also new ones from scratch. While the new craft would work correctly once, after a revert-to-launch the craft would suffer all the same problems all the pre-existing ones did (all parts missing except the command module). Also I saw Module Manager mentioning errors while waiting on the main KSP loading screen, so errors were being raised well before it even got to a save-file. So for those two reasons I'm inclined to think it's not being caused by that (but then again I'm not particularly knowledgable regarding the mechanics of how modules load, so my opinion may be worth little).Yeah, if it happens to new craft then it's not related at all. Link to comment Share on other sites More sharing options...
MrOnak Posted June 8, 2014 Share Posted June 8, 2014 For all of you who are commenting on current bugs. Thank you! We have been working on these bugs and others and hope to have another version out soon to take care of them. your anecdotes are helping me track down the root causes. Just FYI if you want to help me out a bit more we could talk about these on the Github issue tracker. That way i dont forget an issue in the shuffle on the forums here.Duh, good point actually. See you on Github as well. Link to comment Share on other sites More sharing options...
Laie Posted June 8, 2014 Share Posted June 8, 2014 A) where's a good place to ask about kOS usage / syntax / etc? Things get buried quickly in this thread... how do I use the "engines" structure (http://ksp-kos.github.io/KOS_DOC/structure/engine/)?print engines:thrust.undefined variable engines.list engines.ID Stage Name--------------------123 0 textlist engines:thrust. ^print engines:thrust. ^print engines.undefined variable engines.pretty please: what is the right way to get at that data? Link to comment Share on other sites More sharing options...
marianoapp Posted June 8, 2014 Share Posted June 8, 2014 Use "list engines to engineList" and then a FOR loop to iterate over the list. Each item of the list is one engine with the properties you need.Lists wiki Link to comment Share on other sites More sharing options...
the_bT Posted June 9, 2014 Share Posted June 9, 2014 Use "list engines to engineList" and then a FOR loop to iterate over the list. Each item of the list is one engine with the properties you need.Lists wikiThis does not work for me...Completely unrelated to that: How do you read the current pitch/yaw/roll angle of your plane (flying in atmosphere)? There is ship:facing which seems related somehow but what does it represent exactly? Does it need to be converted to local space or something? Ship:control:pitch/yaw/roll only gives you your inputs back as far as I can tell.I did some searching around but couldn't find the answer... I'm trying to level the wings using raw control.I found one post that claimed it can't be done... I hope there is a better answer than that Link to comment Share on other sites More sharing options...
Dunbaratu Posted June 9, 2014 Share Posted June 9, 2014 This does not work for me...The word "to" should be replaced with "in".It's not:list engines to enginelist.It's:list engines in engineList.Then engineList[0] is the first engine, engineList[1] is the next engine, and so on.Completely unrelated to that: How do you read the current pitch/yaw/roll angle of your plane The rotational pitch/yaw/roll is expressed in terms relative to KSP's own strange raw axis system. It's not how far you are pitched from the horizion, but how far you are pitched from the Z axis of the XYZ grid, wherever that happens to sort-of-randomly be at the moment. Using the built-in Directions of UP and NORTH can help a bit, as it can let you define a rotation relative to them, as in UP+R(-90,0,0) to pitch down 90 degrees from straight up. (I think the first item in the R() tuple is pitch - I usually prefer to fly by vectors so I don't have it memorized which is which off the top of my head).A system to give users the ability to pick the reference frame they meant when they input a Direction or Vector, and conversely a way for them to convert between different reference frames is a thing I really want to fix but it's such a large potential change to many places in the code so I'm waiting for buy-in from the others before I embark on it. Link to comment Share on other sites More sharing options...
Blipman17 Posted June 9, 2014 Share Posted June 9, 2014 just a quick question, I want to make my veicle turn gradually depending on its current height but cant figure out how to "steer" using the wiki.My formula would be 90-(90/0.1*(APOAPSIS/1000)) to get the yaw in degrees relative to up.I would like to use this as a facing after 10000m.but I don't understand how to fill them in.can someone please help me? Link to comment Share on other sites More sharing options...
MrOnak Posted June 9, 2014 Share Posted June 9, 2014 (edited) @Blipman17: I do this: lock steering to UP + R(0, -1 * altitude / 1000, 0).Now I just realized that using * instead of + would actually give me more flexibility but this thing turns your rocket 1 degree east for every 1000 meters of altitude. It's a bit brutal but you can achieve orbit quite easily with this when you know when to start applying this lock steering and when to unlock again. Edited June 9, 2014 by MrOnak Link to comment Share on other sites More sharing options...
Recommended Posts