Agathorn Posted January 28, 2015 Author Share Posted January 28, 2015 (edited) Alpha Releasehttps://github.com/jwvanderbeck/TestFlight/releases/tag/v0.4.0This is an early alpha development release and thus should be assumed to be buggy, and capable of breaking your game and game saves. Please do not test this in a game save that you care about!IMPORTANT NOTE Due to many changes in how settings are handled, and stored, as well as the removal and addition of different settings than previous releases, please completely delete any previous install of TestFlight before installing this version. In addition it is highly recommended to start a new save game for this release.Major thanks to NonWonderDog for major help with the math behind the new MTBF system, and to razark for tons of testing of the 0.4 experimental buildsHighlights TestFlight API completely overhauled and is not backwards compatible Totally rewritten underlying core systems Migrated from a polling "pull" style system to a "push" style system where the individual parts are responsible for their own state, and the core manager/GUI only asks for that state when needed to update the GUI or save to disk Brand new Editor Window allows you to inspect your parts while building. Initial implementation of new Mean Time Between Failure (MTBF) system.MTBF SystemSome things to understand about the new MTBF system. MTBF does not mean time until failure. A MTBF of 60 seconds does not mean your part will fail in 60 seconds. It could fail well before 60s or well after 60s. But on average it will fail sometime around 60s. Maybe. Probability is a ...... Just because something is highly unlikely does not mean it is impossible.Important testing in this update is "How does it feel?". I know this is subjective and everyone will have a different opinion, but please let me know how it feels to you. Both on early flights, and later flights once your parts have gained reliability. I have some knobs I can tune.In the VAB you will now see TestFlight on the AppLauncher. Click to open the Editor Window. The Editor Window will show you details on your parts so you can make decisions on what to use on your craft. It shows you the flight data and reliability of the part for all scopes with recorded flight data.To use: Open the window by clicking the TestFlight icon in the AppLauncher bar Mouse over parts in the parts bin on the left. As you mouse over parts, you will see that part's data in the window. Right click a part in the parts bin to lock the window to that part. Once locked, you can move your mouse wherever and it will continue to show the data from the locked part. Right click the same part again to unlock the window, or right click a new part to change the lock to that part. Left clicking a part to add it to the craft will automatically unlock the window if it is locked.As with the main TestFlight window, you can click the "Lock Window" button to lock or unlock the window to the dock. If unlocked, you can position it wherever you want.API ChangesThe TestFlight API is not backwards compatible with previous versionsThis release contains a completely overhauled API. If you have written a module for TestFlight it will need to be updated to use the new API.The good news is that while the API got a lot more flexible and a lot more powerful,most of the changes for now are in the Core, not the plugin modules. Changes to compile against this release will probably be minor. Change Log Rewrote core scenario code. TestFlightManagerScenario is now only a data store for the persistent data, and contains no appreciable game logic Redesigned TestFlightCore API to accommodate both the new "push" method as well as upcoming changes to the underlying reliability and failure architecture Flight Data and Flight Time now stored as doubles Implemented brand new Test Flight API Changes to ITestFlightCore interface Changes to ITestFlightDataRecorder interface Changes to ITestFlightReliability interface Core system refreshes status more often now that there is less of a performance hit Changed method of configuring how FlightData converts into Reliability in the config files. This is now done using a FloatCurve which allows the modder to make it as simple or as complex as desired Fixed a bug that caused reliability to not load properly when going through the VAB with a craft Fixed a bug causing "sub" modules to load before the Core and therefore never attaching properly Added new Editor Window to see part's flight data and reliability while building Defer loading of prefab data to Start() in case KSP is being slothful. Should fix reliability not loading correctly in Flight. Initial implementation of new MTBF system MSD now shows MTBF MSD now shows Failure Rate Make font in MSD smaller, and adjusted window to accommodate new data Updated settings pane in MSD to remove no longer used settings, and rename/tweak ones that are left. New Reflection Interface for other mods to integrate with TestFlight. This is still a WIP and feedback is more than welcome. Fix issue #11 - Settings Dropdown List hard to read Fix issues #14 - Data rate multiplier being incorrectly applied and giving zillions of data units (or none!) New API methods to allow repairs to take time to complete Expanded Reflection Interface and API MSD can now show failure rate in addtion to MTBF failure rate in MSD now properly shows the 'worst' momentary failure rate DataRecorder modules can now control when a part is considered "operating" Mission time is now calculated from activation of first stage, not from MET which KSP does not start until you leave the pad. This means two main things. Engine test stands are a thing The practice of igniting your first stage before releasing the launch clamps is a good one, to ensure you engine(s) are ignited and running properly.[*] Added new Reliability module that increase the failure rate of an engine for the first 5 seconds after ignition. This is also a sample of the power of the new system to do things like this! Currently enabled on liquid engines.[*] Added new API methods to control flow of Flight Data SetDataRateLimit() SetDataCap()[*] Changed failure checks to be a constant chance of failure, rather than increasing towards MTBF[*] Added Travis CI integration for continuous integration testing of commits, and automated builds.[*] TestFlight configs are now built in JSON and then compiled to standard ModuleManager config format upon build and release. This standardizes the configs, as well as makes them easier to write by removing redundancy and allowing re-use of setups. Edited January 28, 2015 by Agathorn Link to comment Share on other sites More sharing options...
Agathorn Posted February 3, 2015 Author Share Posted February 3, 2015 (edited) v0.4.5 Stock & Realism Overhaul Releases!As of 0.4.5, TestFlight officially supports RealismOverhaul! The configs are still very light (in fact only supports one engine lol), but the code has been updated to seamlessly integrate with Real Fuels and ModuleEngineConfigs which was vital to proper RO support.From this version on, TerstFlight will be released in two versions, one for Stock and one for RealismOverhaul. Please make sure you download the proper one for whichever you need.Alpha ReleaseStock: https://github.com/jwvanderbeck/TestFlight/releases/tag/0.4.5-StockRealismOverhaul: https://github.com/jwvanderbeck/TestFlight/releases/tag/0.4.5-RealismOverhaulThis is an Alpha Development Release and thus should be assumed to contain bugs that may or make not break your game. Use of this release in a clean test save game is highly recommended.Highlights Initial release of TestFlight with Realism Overhaul compatibility Support for MFT/RF ModuleEngineConfig system Support for Technology Transfer from part to part Initial configs for RealismOverhaulStock & Realism Overhaul SupportAs of this release, TestFlight now officially supports Realism Overhaul. Currently configs exist for only a single part, the Aerobee engine line. Each version of the Aerobee has different failure rates based on real data, and tech transfer exists throughout the line. Feedback on this is most appreciated!Moving forward there will be separate releases for Stock and Realism Overhaul so that each contains the correct configs. Choose the **one** you want and download that. They will be clearly marked as Stock or Realism Overhaul.They both are the same code and the same Plugins, it is just the ModuleManager configs that differ.Change Log All TestFlight modules can now use a new property configuration. If specified TestFlight will only enable that module if the part's currently active MFT/RF configuration matches the specified value. This allows configuration of ModuleEngineConfig parts as if they were their own separate parts. DataRecorder runs off operatingTime now and therefore will not record data if the part is in a failed state API: Added new methods for retrieving TestFlight modules on a part. New Module: Added new Failure module, TestFlightFailure_IgnitionFail which is works a bit different than most, and would be considered a FailureTrigger module. It monitors for an engine to change states from not ignited, to ignited, and applies a chance for that ignition to fail. This chance is based on FlightData and the curve can be configured in .cfg file. Initial configs for RO starting with the WAC-Corporal/Aerobee engine line. operatingTime is no longer capped at MTBF so parts can still fail after MTBF has passed Added new class to TestFlightAPI to wrap up the annoying duality of ModuleEngines and ModulesEnginesFX New property added to all Module Interfaces `TestFlightEnabled` determines if the module is currently running under TestFlight Fixed bug with "0 time to repair" failures not giving the Repair Button Fixed bug with failures that had no repair config breaking the system Added Technology Transfer system that allows partial flight data to transfer from one part to another part that is considered to be a related technology path. Swapped to using System.Random for random numbers since apparently KSP spews out the same random sequence each time you load a game. Added instance of System.Random to TestFlightCore and TestFlightManagerScenario for use by other modules. Fixed issue #16 - parts continue to accrue operating time even when failed Fixed issue #19 - operating time wasn't respecting IsPartOperating More adjustments to MSD window size to avoid horizontal scrolling Updates to build system to allow building Stock and RealismOverhaul configs as needed Edited February 3, 2015 by Agathorn Link to comment Share on other sites More sharing options...
Agathorn Posted February 3, 2015 Author Share Posted February 3, 2015 v0.4.6 Stock & Realism Overhaul ReleasesStock: https://github.com/jwvanderbeck/TestFlight/releases/tag/v0.4.6-StockRealism Overhaul: https://github.com/jwvanderbeck/TestFlight/releases/tag/0.4.6-RealismOverhaulAlpha ReleaseThis is an Alpha Development Release and thus should be assumed to contain bugs that may or make not break your game. Use of this release in a clean test save game is highly recommended.Change Log FIX #21 When triggering a random failure, skip ones marked as disabled FIX #22 Only add positive flight data. Should resolve issue with 0 or negative du showing in MSD NEW #23 Parts can now gain bonus flight data when they fail, and when failures are repaired. After all, we're supposed to learn from our failures! New properties `duFail` and `duRepair` added to Failure modules and implemented automatically by the base class. NEW #26 Failures can be "one-shot" which means the bad stuff from the failure happens but the part is not placed into a failed state and continues to operate (if possible). New property `oneShot` added to Failure modules. NEW #29 Support for EngineIgnitor mod. The IgnitionFail Failure Module can optionally restore a used up ignition when it fails. New property `restoreIgnitionCharge` added to TestFlightFailure_IgnitionFail Module FIX EngineCycle Reliability was incorrectly modifying Base Failure Rate, and was being enabled when it should have been. Both issues fixed. NEW #31 Instead of defining a reliabilityCurve for every one of the possible 33 scopes, even when they were the same, a "default" scope curve can now be used and TestFlightReliability will use the default scope if a specific one is not found. [RealismOverhaul] Removed accidental double definition of Aerobee-150. [RealismOverhaul] Re-added use of IgnitionFail failure after bugs were fixed. [RealismOverhaul] Added large chance of ignition failure to X-405 Vanguard. [RealismOverhaul] WAC-Corporal/Aerobee Line, X-405, and AJ-10-37/42 all use EngineCycle Reliability now, which defines a "bathtub" curve for reliability over the expected operating cycle of the engine, based on real manufacturer specs. This means the engine will have an increase in failure rate for the first few seconds of operation, smooth out to normal Base Failure Rate for the "Rated Burn Time" of the engine, and the the failure rate will slowly start increasing as the engine exceeds the manufacturer's "Rated Burn Time". Rated burn times: WAC/Aerobee: 47 seconds, X-405: 145 seconds, AJ-10-37/42:L 115 seconds.- - - Updated - - -The Road to ReleaseI feel that TestFlight is shaping up very nicely, and that the time for a full release is rapidly approaching. Therefore I am now focused on the march to v1.0 and a full release. I have created my initial list of issues that need to be addressed on GitHub: https://github.com/jwvanderbeck/TestFlight/issues?q=is%3Aopen+is%3Aissue+milestone%3A1.0If anyone has anything to add that should be done by 1.0 please add it to GitHub or let me know. Thanks! Link to comment Share on other sites More sharing options...
Agathorn Posted February 5, 2015 Author Share Posted February 5, 2015 v0.4.6.1 Stock & Realism Overhaul ReleasesStock: https://github.com/jwvanderbeck/TestFlight/releases/tag/0.4.6.1-StockRealism Overhaul: https://github.com/jwvanderbeck/TestFlight/releases/tag/0.4.6.1-RealismOverhaulAlpha ReleaseThis is an Alpha Development Release and thus should be assumed to contain bugs that may or make not break your game. Use of this release in a clean test save game is highly recommended.Change Log ShutdownEngine failure should now also shutdown the visual effects playing with certain mods like RealPlume/Smoekscreen ShutdownEngine failure now uses the common EngineModuleWrapper ReducedMaxThrust should now work properly with RF/MFT or any other ModuleEngineConfigs based mod TestFlight now has AVC .version files. It does not include miniAVC, but if you are using the full AVC mod (which I highly suggest because its awesome) you should now be notified of updates TestFlight now generates CKAN files so should be on CKAN soon FIX Fixed a bug in Failure modules that was preventing the `duFail` and `duRepair` properties from working. Unfortunately due to the way KSP works, you will need to create new craft for this fix to take effect. Any existing craft or saved .craft files will not work. Link to comment Share on other sites More sharing options...
Agathorn Posted February 6, 2015 Author Share Posted February 6, 2015 v0.4.6.2 Stock and Realism Overhaul ReleasesStock: https://github.com/jwvanderbeck/TestFlight/releases/tag/0.4.6.2-StockRealism Overhaul: https://github.com/jwvanderbeck/TestFlight/releases/tag/0.4.6.2-RealismOverhaulAlpha ReleaseThis is an Alpha Development Release and thus should be assumed to contain bugs that may or make not break your game. Use of this release in a clean test save game is highly recommended.Change Log FIX AVC .version file had bad formatting FIX autogenerated URLs for AVC and CKAN had incorrect URLs FIX Output pretty JSON for CKAN FIX ID in .version file was backwards FIX Property `deepSpaceThreshold` in Core was wrong format NEW #37 MSD will now restore its previous visibility state FIX #38 DataRecorder_Engine now uses the common engine wrapper FIX #39 Improved support for RF/MFT and ModuleEngineConfig. Derivative engines should work properly now. NEW #40 The amount of thrust lost in the ReducedMaxThrust failure can now be configured with the `thrustReduction` property which is a multiplier from 0 to 1. [RealismOverhaul] Major work on tweaking Aerobee, X-405, and AJ-10 engines for both realistic reliability and fun gameplay. [RealismOverhaul] NEW Engine configs for AJ10-142 and AJ10-104D [RealismOverhaul] NEW Engine configs for LR-89-5 [RealismOverhaul] NEW Engine configs for LR-105-5 [RealismOverhaul] NEW Engine configs for Bell 80XX series engine Link to comment Share on other sites More sharing options...
Agathorn Posted February 7, 2015 Author Share Posted February 7, 2015 TestFlight will be going 1.0 very soon, and I wanted to thank everyone here who has helped test and contribute ideas.TestFlight is more certainly not "done" but the core of the mod is to what I believe is a mature state where it can be released and grow from there.Additionally however I wanted to say that upon release I will no longer be directly supporting Stock configs. I will be distributing only with Realism Overhaul configs. The reason for this is quite simply I do not play Stock, at all, and I am finding it very hard to make fun playable configs for something that I really know nothing about TestFlight still fully supports Stock, and well pretty much any mod, its just the config of parts that I can't do myself. If anyone wants to step up and create configs for Stock parts as their own mod that uses TestFlight's core, I will fully support you in this, but moving forward I will only be releasing configs for Realism Overhaul. Link to comment Share on other sites More sharing options...
Scientist Posted May 8, 2015 Share Posted May 8, 2015 is this planning to goto 1.0.2? loved the mod Link to comment Share on other sites More sharing options...
Agathorn Posted May 11, 2015 Author Share Posted May 11, 2015 Hey Scientist, yes 1.02 support is coming very soon. But I don't really update this thread anymore. Please move on over to the release thread, which is where TestFlight went once it was well released http://forum.kerbalspaceprogram.com/threads/109901-0-90-TestFlight-v1-2-1-14-Mar-2015-Bring-Flight-Testing-to-KSP%21Thanks! Link to comment Share on other sites More sharing options...
NathanKell Posted May 11, 2015 Share Posted May 11, 2015 Locked by request. Link to comment Share on other sites More sharing options...
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