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[0.90] Simulate, Revert & Launch [v1.33 - 2014.12.20]


Malah

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Malah said:
Hello, SRL is not compatible with KSP 1.XX and it needs a complete rewrite. It was my first plugin and too many functions are really bad made.

If you look at an other way to do a simulate, I suggest you to look at HoloDeck (the planned features are what I wanted for SRL). And you also can try KCT which also has a simulate function.

Hello, since I've began to play to KSP, I searched a tiny mod that could make an ironman/hardmode scenario (no revert, as in europa universalis ;)) with the possibility to try and simulate a rocket as stock as possible.

What is it ?

SRL is a plugin which adds the possibility to:

- simulate a vessel from all celestial bodies while in orbit without save/return to spacecenter/recover,

- launch a vessel from Kerbin without revert/quicksave/quickload.

SRL integrates HyperEdit with the accord of his Dev team (thanks for that awesome mod) and it integrates QuickRevert with my accord :P.

This mod will change your save game, I suggest you back up your save game before you install it.

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Download:

[Moderator removed defunct website link]

Kerbal CurseForge

Github

Licence information:

gplv3-88x31.png

GPL v3

Source code:

github

How to install it ?

Unzip all files. Put the SRL folder in your KSP/GameData folder.

If you updating the mod, you don't need to uninstall before to install the mod. You can just copie and remplace the existing files (in that way, you can keep your previous configurations).

How to uninstall it ?

On the space center, you need to open the SRL configuration panel and disable SRL, now you can shutdown your game and delete the SRL folder in your KSP/GameData folder.

Troubleshooting ?

This mod will not work well with:

- all other mods that will lock/unlock the recovery button, such as multiplayer's mods,

- mods which change planets, such as PlanetFactory.

Changelog

v1.33 - 2014.12.20

- Fix: Corrected the lost PluginData folder,

- Fix: Corrected the panel so that it does not auto hide in flight,

- Fix: Some other minor fixes.

v1.32 - 2014.12.19

- Updated to 0.90

v1.31 - 2014.11.01

- Fix: Corrected the loading of the configurations files for others solar systems,

- Fix: Corrected a parameter of RSS configurations files, the Moon will be properly unlocked for a simulation.

v1.30 - 2014.10.31

- New: Added an option to unlock the celestial bodies for a simulation with the tech tree,

- New: Added the configurations files for others solar systems (RealSolarSystem and Kerbol 6.4x),

- New: Added an automatic unlock for the achievements on existing savegames,

- New: Added an option making that the amount of costs of a simulation is influenced by the penalties game difficulty,

- New: Added an option to change the skin of the windows,

- Fix: The achievements to unlock simulation can be made when a vessel changed SOI,

- Fix: Corrected the panel so that it does not auto hide in the editor,

- Fix: The orbital simulation will always be in the sunlight,

- Fix: Deleted messages when you unlock a landed simulation (that's not yet implemented on SRL),

- Fix: The last update blocked the quickload on simulation,

- Fix: Some other minor fixes.

- Now, this mod is CKAN compatible.

v1.20 - 2014.10.16

- New: Added an option making that the amount of costs of a simulation is influenced by the vessel's price,

- New: Added an option making that the amount of costs of a simulation is influenced by the celestial body,

- Fix: Disabled the possibility to enable/disable a simulation after the vessel moved on the launch pad / runway,

- Fix: Sometime a simulation could be disabled after the launch,

- Fix: Sometime the simulation cost could be automatically set to 0,

- Fix: Automatically detect the atmosphere altitude of a celestial body to avoid an error on the solar systems configurations files (which is planned for a next update),

- Fix: Keep the last configuration after an update,

- Fix: Some others minor fix.

v1.10 - 2014.10.09

- New: Added the simulation while in orbit on all celestial bodies (integrate HyperEdit),

- New: Added the revert to editor (integrate QuickRevert),

- Fix: Disabled quicksave at prelaunch,

- Fix: You can switch to far vessel, the revert will always be for the current simulation,

- Updated to 0.25

v1.00 - 2014.09.14

First release

- New: Added a configuration panel.

- New: Added a persistent file config per saved game.

- New: Added the management of the credits, reputation and science.

- Fix: EVA on the launchpad have been corrected.

- Fix: allowed EVA and switch near vessel in simulation.

Planned updates/new features

- Add the landed simulation,

- Automatic backup the simulation for when KSP crashes,

- Integrate to the contracts,

- Integrate others mods such as Blizzy78 toolbar.

Thanks !

to regex for his HardMode,

to magico13 for his KCT,

to all others mods developers which render this game really huge,

to my friend Neimad who corrects my bad english ...

and to Squad for this awesome game.

Links:

Dev thread: http://forum.kerbalspaceprogram.com/threads/92973

HyperEdit: http://forum.kerbalspaceprogram.com/threads/37756

QuickRevert: http://forum.kerbalspaceprogram.com/threads/95168

RealSolarSystem: http://forum.kerbalspaceprogram.com/threads/55145

6.4x Kerbol System: http://forum.kerbalspaceprogram.com/threads/90088

HardMode: http://forum.kerbalspaceprogram.com/threads/78895

KCT: http://forum.kerbalspaceprogram.com/threads/69310

CKAN: http://forum.kerbalspaceprogram.com/threads/97434

KSP-AVC: http://forum.kerbalspaceprogram.com/threads/79745

[Moderator removed defunct website link]

http://kerbal.curseforge.com/ksp-mods/224071

https://github.com/malahx/SRL

http://dna-gaming.com/showthread.php/4166


If you like this mod

;) you can consider a little donation...

btn_donate_LG.gif

Edited by James Kerman
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  • 3 weeks later...
This is a great idea and I would certainly use it for my hardcore gameplaying, but why would simulations cost reputation ?

I've put this option to give players a sense of fame when they succeed on a mission without testing it in simulation. You can disable this parameter on the Spacecenter.

Edited by Malah
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Hello, I've updated SRL.

Changelog

v1.10 - 2014.10.09

- New: Added the simulation while in orbit on all celestial bodies (integrate HyperEdit),

- New: Added the revert to editor after a quickload/switch vessel (integrate QuickRevert),

- Fix: Disabled quicksave at prelaunch,

- Fix: You can switch to far vessel, the revert will always be for the current simulation,

- Updated to 0.25

Download:

Kerbal Stuff

Kerbal CurseForge

Github

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Hello, I've updated SRL to fix all the bug that I've found.

Changelog

v1.20 - 2014.10.16

- New: Added an option making that the amount of costs of a simulation is influenced by the vessel's price,

- New: Added an option making that the amount of costs of a simulation is influenced by the celestial body,

- Fix: Disabled the possibility to enable/disable a simulation after the vessel moved on the launch pad / runway,

- Fix: Sometime a simulation could be disabled after the launch,

- Fix: Sometime the simulation cost could be automatically set to 0,

- Fix: Automatically detect the atmosphere altitude of a celestial body to avoid an error on the solar systems configurations files (which is planned for a next update),

- Fix: Keep the last configuration after an update,

- Fix: Some others minor fix.

Download:

Kerbal Stuff

Kerbal CurseForge

Github

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  • 3 weeks later...

Hello, I've updated SRL, added some features and fixed all errors that I've found.

Changelog

v1.30 - 2014.10.31

- New: Added an option to unlock the celestial bodies for a simulation with the tech tree,

- New: Added the configurations files for others solar systems (RealSolarSystem and Kerbol 6.4x),

- New: Added an automatic unlock for the achievements on existing savegames,

- New: Added an option making that the amount of costs of a simulation is influenced by the penalties game difficulty,

- New: Added an option to change the skin of the windows,

- Fix: The achievements to unlock simulation can be made when a vessel changed SOI,

- Fix: Corrected the panel so that it does not auto hide in the editor,

- Fix: The orbital simulation will always be in the sunlight,

- Fix: Deleted messages when you unlock a landed simulation (that's not yet implemented on SRL),

- Fix: The last update blocked the quickload on simulation,

- Fix: Some other minor fixes.

- Now, this mod is CKAN compatible.

Download:

Kerbal Stuff

Kerbal CurseForge

Github

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absolutely fantastic mod, just what i needed to develop my hardcore mode save without tediously duping craft files and working everything out in sandbox mode. the loading times are pretty long compared to other KSP scene switches and not being able to switch to nearby in-scene objects is limiting sometimes but there's so much functionality and convenience in this mod, it's just great.

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Hello, the configurations files for others solar systems can't load properly, this update is here only for RSS and Kerbol 6.4x support, if you don't use them, you don't need to update ;)

Changelog

v1.31 - 2014.11.01

- Fix: Corrected the loading of the configurations files for others solar systems,

- Fix: Corrected a parameter of RSS configurations files, the Moon will be properly unlocked for a simulation.

Download:

Kerbal Stuff

Kerbal CurseForge

Github

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  • 1 month later...

CTD was unrelated... ^_^ But with the latest version I lose my built-in toolbar buttons. Here's the relevant section of the output_log.txt:


SRL1.32: Reset

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

IsolatedStorageException: Could not find a part of the path "E:\Kerbal\KSP_win\GameData\SRL\PluginData\SRL\Sandbox-config.txt".
at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0

at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0

at System.IO.File.Open (System.String path, FileMode mode) [0x00000] in <filename unknown>:0

at ConfigNode.Save (System.String fileFullName, System.String header) [0x00000] in <filename unknown>:0

at ConfigNode.Save (System.String fileFullName) [0x00000] in <filename unknown>:0

at SRL.SRL.Save () [0x00000] in <filename unknown>:0

at SRL.SRL.Reset () [0x00000] in <filename unknown>:0

at SRL.SRL.Load () [0x00000] in <filename unknown>:0

at SRL.SRL.OnLevelWasLoaded (GameScenes gamescenes) [0x00000] in <filename unknown>:0

at EventData`1[GameScenes].Fire (GameScenes data) [0x00000] in <filename unknown>:0

at HighLogic+.MoveNext () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

Copying the plugindata folder from the previous version seems to fix it. The 1.32 version has no plugindata folder with it.

Edited by jospanner
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Bug report:

If I turn on Simulation on a launch pad, game enables revert button as intended. But if you cancel simulation right away, you still can see revert button! And in Cheat Menu options "Revert to Launch" and "Revert to Hangar" stays enabled...

ALSO Suggestion!

It will be a cool feature, if we could have an option to turn on simulation in the middle of the flight when you change your mind about mission smoothness right before rocket goes BOOM! xD Of course it must cost you more ...much, much more! =)

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Bug report:

If I turn on Simulation on a launch pad, game enables revert button as intended. But if you cancel simulation right away, you still can see revert button! And in Cheat Menu options "Revert to Launch" and "Revert to Hangar" stays enabled...

Thanks for the report, have you keep the logs of the bug?

(If you don't know where to find the logs, read this: How To Get Support)

ALSO Suggestion!

It will be a cool feature, if we could have an option to turn on simulation in the middle of the flight when you change your mind about mission smoothness right before rocket goes BOOM! xD Of course it must cost you more ...much, much more! =)

I will keep your suggestion, but I don't think that I will add this soon.

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Thanks for the report, have you keep the logs of the bug?

Oops! False alarm (-_-)"

I have investigated the situation and realized that "inadequate mod reactions" caused by incorrect settings of difficulty, even though I was sure that I set all flags correctly.

Sorry for bothering you.....

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Oops! False alarm (-_-)"

I have investigated the situation and realized that "inadequate mod reactions" caused by incorrect settings of difficulty, even though I was sure that I set all flags correctly.

Sorry for bothering you.....

No problem ;) I prefere this, less work for me :P

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