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ksp-bonvoyage's Introduction

KSP-BonVoyage

Automagic Industries brings you a new autopilot, which reduces driving accidents by 100%.

Changelog

1.4.1

Changes

  • Rebuild for KSP 1.12.3

Fixes

  • Added support for NFE + System Heat

1.4.0

Changes

  • Rebuild for KSP 1.12.1

Fixes

  • Added patch for slim suit

1.3.1

Changes

  • Chinese localization updated
  • Russian localization by kovakthemost
  • Added BonVoyage to Mk2 Lander Can
  • Added height offset for rovers to the Settings

Fixes

  • Fixed usage of fuel cells with infinite propellant cheat enabled and no fuel tanks present
  • Fixed wrong count of operable wheels with KSPWheel module when "Wear and damage" setting was set to NONE
  • Fixed detection of usable converters when fuel cell contains more modules of type ModuleResourceConverter

1.3.0

Changes

  • Rebuild for KSP 1.11.1
  • Kerbals can move behind the scene too (with a blinding speed of 0.5m/s - depends on the celestial body)
  • Usage of batteries is switched off during system check and user is notified about it when there isn't enough power to recharge a rover
  • Chinese localization by Raven-233486
  • French localization by vinix38
  • Added module for stock EVA construction

1.2.0 - New path

Changes

  • Rebuild for KSP 1.10.1
  • Pathfinder optimization - it's quicker :)
  • New configuration value for pathfinding timeout was added. Default value is 10 seconds. You can change it in config.xml of BonVoyage by changing the value on this line: 10

1.1.1 - New path

Changes

  • Pathfinder optimization - it's quicker :)
  • New configuration value for pathfinding timeout was added. Default value is 10 seconds. You can change it in config.xml of BonVoyage by changing the value on this line: 10

1.1.0

Changes

  • Kerbalism compatibility
  • Critter Crawler compatibility
  • Added the option to show biome info in the map view. Off by default.
  • KSP 1.9.1 compatibility

Fixes

  • Fixed wrong check of output EC ratio of fuel cells

1.0.1

Changes

  • Minimum height of a rover over the terrain was changed to avoid some clipping issues
  • KSP 1.8.1 compatibility

1.0.0

Changes

  • KSP 1.8 compatibility

0.5.4

Changes

  • Path is computed immediately after selecting a target (point on map, current target or waypoint)

Fixes

  • Fixed null ref when closing main window after hiding the application button
  • Fixed distance display in the control panel after setting a route

0.5.3

Changes

  • Cheats for infinite electricity and propellant are accepted (your game, your rules)
  • Part upgrades were reworked to support their placement into different tech trees by MM's config
    • By default, two upgrades are in the stock tech tree (plus the base part). Third upgrade is placed into Artificial intelligence node of CTT if you have it.

0.5.2

Changes

  • BonVoyage modul added to RoveMate by default
  • Added part upgrades which raise the speed of unmanned rovers and ships. The last upgrade is only for Community Tech Tree.

0.5.1

Changes

  • Suport of servo rotors from the Breaking Ground DLC for ship controller

0.5.0 - Come all you young sailormen, listen to me

Changes

  • We are ready to extend our operations to the water
    • Stock jet and rocket motors are supported
    • Support of electric motors from Feline Utility Rovers and USI Exploration Pack mods (and other mods, which has motors based on stock modules)
    • Electric motors are the best ones for extended naval operations
  • MiniAVC removed from the installation, because planned updates are done. If you need notification about new versions, use AVC instead

0.14.9

Fixes

  • Fixed coordinates when a target is selected on the map

Changes

  • KSP 1.7.3 compatible

0.14.8

Changes

  • KSP 1.7.2 compatible
  • Fuel cells are switched off during a night, when they don't have enough power to recharge batteries (when they are used as a complement to solar panels), to not waste a fuel.

0.14.7

Fixes

  • Fixed null ref for the new game
  • Fixed loading of controllers into the main window
  • Fixed issue with control window moving out of screen
  • Max speed of stock wheels (including Making History wheels) is reported properly

0.14.6

Fixes

  • Some nullrefs and indexes out of range were fixed
  • Fixed max speed check for Making History expansion foldable wheels (typo in the name of wheels)

0.14.5

Fixes

  • Fixed bulk profile category
  • Fixed compatibility with KSPWheelTracks

Changes

  • Recompile for KSP 1.7.1

0.14.4

  • Recompile for KSP 1.7

0.14.3 - Power of LOx

Changes

  • Fuel cells support
  • Added Reload button to the main window to refresh list of vessels without scene switch

0.14.2

Changes

  • Unmanned rover must have an active connection to set a target or issue the GO command if you are using the CommNet or RemoteTech
  • Batteries can be used during a night, if there is enough solar power to recharge them. Up to 50% of the total capacity of all enabled batteries will be used.
  • Added toggle to the Settings to disable rotation of a rover perpendicularly to the terrain after arriving to a target and during a ride
  • Added Rotation vector advanced tweakable
    • Rotation of a rover depends on the orientation of the root part. You can now set the vector used for rotating the rover.
    • This setting is accessible after enabling Advanced tweakables in the KSP settings
    • Default value is "Back" - for rovers, whose root part is a probe or a cab oriented in such a way, that you see horizont line on the navball
    • Other usual values are "Up" and "Down", if the default setting is putting your rover on it's (usually) shorter side. You need experiment a little bit in this case to find the right setting.

0.14.1.1

Fixes

  • Fixed detection of KSP Interstellar Extended generators

Changes

  • Kopernicus support - solar panels are working even when you are around other stars
  • Added support for Bison Cab from Wild Blue Industries
  • Bon Voyage will try to rotate a rover perpendicularly to a terrain

0.14.0.1

Fixes

  • Fixed rover skipping kilometers forward to the target under some circumstances
  • Removed forgotten harmless debug warning message

Changes

  • Added tooltip to the System check button to better explain it's function

0.14.0 - New voyage

Changes

  • KSP 1.5.1 compatibility
  • Major overhaul - We are getting ready to extend our operations to the water in the future.
  • Localization support
  • KSPWheel module system check change
    • Required EC is scaled by a motor's output setting
    • Maximum speed is taken from maxDrivenSpeed field, which is scaled by gear setting, and capped at max safe speed
  • Direct input of target coordinates
  • Stabilization of a rover during scene switching into flight, if it's moving or just arrived at a destination. The function is switched off, if World Stabilizer or BD Armory is present.
  • Added MiniAVC

0.13.3

Changes

  • Recompile for KSP 1.4.1

0.13.2

Changes

  • KSP 1.3.1 compatibility
  • Tooltip change
  • Pilots, USI Scouts and anyone with AutopilotSkill affect speed

Fixes

  • Various fixes

0.13.1

Changes

  • Displayed information revision
  • Change in background processing (TAC-LS compatibility!)
  • Pilots and USI Scouts affect rover speed depending on their level

Fixes

  • Fixed drawing of the line to a target
  • Fixed wrong path to images on Linux
  • Various fixes

0.13.0

Fixes

  • Fixed target longitude display
  • App launcher button fix
  • Adjusted vessel altitude from terrain
  • Night time ride fix

Changes

  • KSP 1.3 compatibility
  • WBI reactors and MKS power pack compatibility
  • Support for tricycles
  • Hide BV window in map view
  • Average speed change - reduction based on power
  • Shutdown/Activate BV Controller

0.12.0

Fixes

  • Change a few frequently called foreach loops to for by soulsource
  • Make Bon Voyage Autopilot part physicsless by Suprcheese
  • Close button calls appLauncherButton.SetFalse
  • Check for retracted solar panels
  • Average speed is now really average and not the maximum of any wheel's speed
  • Target 200 meters away from navpoint
  • Landing gears can be used as operable wheels by Kerbas-ad-astra
  • ModuleWheelBase used to determine if wheel is on the ground by Kerbas-ad-astra
  • Allow travelling "below" sea level if celestial body has no ocean

Changes

  • KSPWheels support
  • Separate UI for module control, no mess in right click menu
  • Integrated UIFramework
  • Path compressed with lz-string-csharp to use less space in save file
  • Show route only for active rover
  • Interstellar reactors support

0.11.1

  • Fixes for KSP 1.2.2
  • Added "Close" button to main window
  • Toolbar button won't appear in editors

0.11.0

  • New part, created by Enceos
  • Icon is now colorized, made by Madebyoliver and licensed under Creative Commons BY 3.0
  • Moved BV part to Space Exploration science node, where RoveMax Model S2 is
  • Parts that can contain BV module are not hardcoded anymore
  • Duplicate parts on the same vessel are ignored
  • Code cleanup
  • KSP skin for UI available
  • Dewarp done in two steps: instant to 50x and then gradual to 1x
  • Solar powered rovers will idle when Sun is 0 degrees above the horizon, no more stucking at poles
  • Serious average speed penalties at twighlight and at night time for manned rovers
  • Some colors in arrival report
  • Added toolbar support, fixed wrapper, no Contract Configurator conflict :D
  • Switching to vessel with interface button will go without scene reload if vessel is already loaded
  • 80% speed penalty for unmanned rovers
  • UI and label are hidden if game is paused
  • Label is hidden when all hidden (F2)
  • Fixed crazy torpedoes nuking active vessel, rover simply won't move closer than 2400 meters to active vessel
  • Fixed argument out of range caused sometimes and rover voyage end
  • Route visualized with red line
  • Route always visualized for active rover if exists
  • Target can be set to active navigation point
  • Added support for USI nuclear reactors
  • Added support for NFE fission reactors

0.10.2

  • Recompile for KSP 1.2
  • Fixed last waypoint being last step of voyage

0.10.1

  • Fixed control lock being applied to next switched vessel
  • Moved "Bon Voyage control lock active" message higher on screen
  • SAS is blocked by control lock too
  • Path markers displayed at correct positions
  • Fixed trying to build path to target closer than 1000 meters
  • Fixed "yet to travel" distance for rovers awaiting sunlight being incorrect after scene switch
  • Current rover changes in GUI list on vessel switch
  • Fixed distance to target being incorrect if path is not staright
  • Fixed errors raised at rover journey end when no/low time acceleration
  • Fixed error switching to rover from Space Center
  • Added ARES and Puma support

0.10.0

  • Fixed BV controller part being not in Control tab
  • Shut down wheels are not treated as power consumers
  • At least two wheels must be on to start BV
  • Fixed utilites not being shown
  • Added "Calculate average speed" and "Calculate power requirement" utilities
  • Power production requirement diminished to 35% of powered wheels max
  • Average speed now varies according to number of wheels on: 2 wheels - 50% of wheels' max speed, 4 wheels - 60%, 6 and more - 70%
  • Rovers driven away from KSC by BV are not treated as landed at runway or launchpad anymore

0.9.9.10

  • Fixed errors in editor
  • Fixed rover altitude being incorrect
  • Added Malemute and Karibou compatibility
  • Code optimization
  • Pathfinding fully functional
  • Interface revamp
  • Module Manager patch to add BonVoyage to Malemute, Karibou and Buffalo cabs
  • Fixed version file

0.9.9.9

  • Initial public release

ksp-bonvoyage's People

Contributors

jaros-arion avatar jarosm avatar kovakthemost avatar real-gecko avatar soulsource avatar suprcheese avatar vinix38 avatar

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ksp-bonvoyage's Issues

Disabling damage on Kerbal Foundries wheels causes Bon Voyage to read tracks as "not online"

Disabling damage on Kerbal Foundries wheels causes Bon Voyage to read tracks as "not online"

Reproduction steps:

Use a clean 1.10.1 install

Using CKAN, install Kerbal Foundries 2, KSPWheel (dependency,) and the last version of BV compatible with 1.10.1 (although I've reproduced this with the 1.11 version on 1.10.1)

Start a new game. Set KSPWheel settings for "Wear and damage" to "NONE." It doesn't appear to matter whether this is done in the initial game setup, or later on.

Use cheats to give max tech/max VAB (though I don't think the latter is necessary now that I think of it...)

Build a simple rover in the SPH - 2x2 structural panel, tracks on the side, BV controller, probe core of some flavor to provide unmanned control.

Launch.

Open up BV controller window. Observe that "wheels aren't online!" and max speed is 0m/s

Overhaul steps

Phase 1:

  • main window
  • settings window
  • controller window
  • module
  • base controller
  • rover controller
  • localization
  • Wiki
  • update forum thread

Phase 2a:

  • KSPWheel support when updated for 1.5.x
  • Kerbalism support when updated for 1.5.x - partial, only solar panels are registered
  • Kopernicus support when updated for 1.5.x
  • KSP Interstellar support when updated for 1.5.x
  • NF Electrical and Solar support when updated for 1.5.x
  • WBI support when updated for 1.5.x
  • USI support when updated for 1.5.x
  • finding a main star in a binary systems

Phase 2b:

  • catchup process
  • batteries
  • fuel cells
  • the rotation fix is still on the table
  • move a rover up/down if it's wrongly placed
  • Unmanned vessels must have a working connection

Phase 3:

  • someone said ship controller? 😄

RO compatibility

Currently, Bon Voyage does not acknowledge RTGs from Realism Overhaul, and doesn't even run on rover batteries. There seems to be no workaround except for setting infinite electricity in KSP cheats menu, which is a hassle to do every time.

A proper patch would be preferred, but if at least BV would allow to disable electricity check in it's settings, it would work too.

Rover loading issue

Submited to the old repo by @Snakedog49

Whenever I load in my rover from doing a drive. If it is halfway through the ground. It explodes. If it is fully clipped through the ground then it falls to sea level and explodes. But if the whole rover is above ground it just falls down. And while I know explosions are cool and all its killing my crew members and a lot of money is being invested in rescue missions that end up exploding because of this. It makes me afraid to open my rovers after sending them to a destination. This has been happening in the most recent version of the game. Please fix!

KerbalFoundries Treads not working.

Kerbal Foundry treads prevent the controller from working, regardless of wheels or anything, it simply will not respond when attempted to use.

Indicator of Rotational Vector

While it'd be ideal to have a button that figures out the right rotational vector from the current position, I get that the math there is tricky. But an arrow showing which way the vehicle will be rotated when next loaded would save a ton of aggravation. An arrow pointing "up" from the root part would suffice, maybe just showing whenever the BV control panel is open?

If drawing that is tricky, a button that calculates how far the vehicle would have to be rotated from its current position to match the current configuration could also work; orient the vehicle correctly, press the button, and if you've picked the right rotational vector it should report close to (0, 0, 0).

Near Future Aeronautics compatibility

NFA has Advanced Propeller Engines. They consume EC and IntakeAtm (basically, generalized IntakeAir that doesn't depend on an oxygenated atmosphere).

This mod thinks IntakeAtm is a regular fuel and therefore doesn't account that IntakeAtm is basically infinite when you're in a planet that has atmosphere.
This is a problem since when your rover/ship is mainly powered by these propeller engines, you can't really use Bon Voyage without it just stopping after 2 seconds.

Fixing this should be easy:

  • Adjust speed based on atmospheric pressure at the vessel's current altitude if it uses engines that consume IntakeAtm.
  • If celestial body has no atmosphere, then show a message that basically says "Rover/Ship stopped: no atmosphere"

Keeps spawning me 200m above ground

Pretty often when returning to the rover, the game spawns it 200m above ground. Even if the area is pretty flat. It seems to happen more often the more polar your position is. This is very frustrating, since the mod should check the position at loading the scene and eventually correct it.

Enabling rotation causes rover to explode on scene focus

When "set rotation" is selected, and I switch to an active rover, the rover will fall apart. Since the vehicle has to be controlled (e.g. not from tracking station), there's no way to move the rover to another position for another attempt.

As a workaround, I disabled the rotation set, but the vehicle is in freefall when I switch to the scene and hits the ground hard.

Would there be any way to implement a landing set system like KRASH or HyperEdit?
https://github.com/linuxgurugamer/KRASH
https://github.com/Ezriilc/HyperEdit

Steps to reproduce:

  1. Create a new rover and launch from the SPH
  2. Set a rover destination (been using ~5km north for testing)
  3. Make sure "Disable rotation" is disabled (e.g. rotation enabled)
  4. Switch away from scene, warp ahead ~10m
  5. Re-focus vehicle.

Currently using KSP 1.12.3.3173 and Bon Voyage 1.4.1

[Suggestion] Allow sending commands to rovers without switching to them

As I wrote on the forum thread, I think it would be neat to be able to send rovers somewhere without switching to them. This would be especially useful seeing how you have to switch away from a rover for it to move, and it's a little weird to constantly have to move between ships to do a multi-step journey. It would also work well with mods that allow useful things to happen in the background, such as Kerbalism science experiments.

Deprecated message

[WRN 14:08:14.648] OnLevelWasLoaded was found on BonVoyage
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed
[ERR 14:08:14.648] Script error: OnLevelWasLoaded
This message parameter has to be of type: int
The message will be ignored.

Spawning height when using waypoints - check needed

I've had a devil of a time using Bon Voyage on my mun rover. Either my rover spawns too low, causing its wheels to explode and launching it up, or it spawns really high up. I think I now know why.

I've been using SCANSAT to make waypoints to use as destinations for Bon Voyage, to ensure I end up at a location with little slope (it wouldn't be the first time I came out right over the edge of a cliff). But the waypoints get created at a couple of kilometers altitude, and my rover drives up to that altitude when I use the waypoint method of selecting a destination. That means it can end up inside the terrain if it's high up, or far above it if it's low.

I consider this a bug in BV. When using waypoints, it should adjust the destination altitude to match the local terrain altitude, not use the waypoint altitude verbatim.

USI Reaktor with Kerbalism

When you have installed Kerbalism, the USI reactors are no longer recognized. This is because Kerbalism replaces the ModuleResourceConverter with a ProcessController module:

MODULE
{
name = ProcessController
resource = _Nukereactor
title = Fission reactor
capacity = 1
}

The capacity is 1/10th of the generated EC.

CKAN - wrong source code URL

I don't know if you handle CKAN update for this mod yourself or if someone else do this (there is no statement on the forum post about it). If someone else manage CKAN update, apologize for disturbing you whit that and just close the ticket.
If you manage it: the source code URL link to RealGecko's repository on GitHub instead of this one.

Rover resumes 90 degrees rotated

KSP.log

Hello, I am using a rover design that uses the white rover body rotated, and on top of that I placed a kerbal seat. After landing, I tell that from now on the kerbal seat is controlling the rover, so the navball gets correct. Without this the navball would tell me I am seeing the sky.

When bonvoyage returns to my rover, it restores it seeing the sky. Coincidence? I am supspecting that you are using the direction of some kind of default control part, but the adequate startegy would be to look up the one that had the control when the mission was unloaded to maintain proper direction. Or to read the direction some other way that is universal.

Bon voyage has flipped/destroyed 2 of my rovers and I am playing in "ironman mode". This makes me sad. 😄

Keep up your good work! 👍 Thank you!

Setting to hide biome info on the map

via Crixomix: While I'm here, can I request a feature/setting. That when you go to "select on map" it doesn't show the biome? I'd prefer to "need" to use scansat to figure out where biomes are and make my own waypoints.

Check KSP Interstellar Extended compatibility

via tomf: I think that with interstellar bon voyage is seeing the same problems as mentioned with kerbalism a few pages back. Interstellar has replaced the modules on all the solar pannels to ones that bon voyage doesn't recognise. Would it be possible to add this support as well?

Bon Voyage Control does not reliably follow Bon Voyage Module

Docking / undocking vessels do not always seem to have the Bon Voyage autopilot follow the appropriate module.

Steps to reproduce:

  1. Have a Bon Voyage module in the Kerbal stock inventory system of a lander.
  2. Have a Kerbal Engineer attach the Bon Voyage module to a separate rover with a docking port.
  3. Dock the rover to the lander.
  4. Undock the rover from the lander.
  5. The Bon Voyage control panel was no longer available on the rover with the Bon Voyage module.
    Additionally, the Bon Voyage control panel is available on the lander, which does not have the Bon Voyage module.

Closing the game and restarting it caused the control panel to reset, making the Bon Voyage control panel available on the rover.

Switching to vessels through Bon Voyage upon loading the save causes (IVA, Kerbin shaders) things to not render, unless switched from Tracking Center

Sup.

I've noticed that in the most recent KSP version, if you start your game, and switch to any vessel in space, your Scatterer / EVE shaders will not load,

And an actual worse problem, is the IVA itself being unrendered and a seethrough when you try going IVA to a vessel you switched from.

All this is simply manageable by switching to those vessels, and going to the Tracking Center prior doing any switch from the Bon Voyage control panel,
That causes the Kerbin to be rendered with all its fanciness as normal, and the vessel you switch to, render its IVA kerbals and interior alright.

Didn't used to be like this though.
Is it perhaps something to do with compatability with the latest KSP 1.12.3 version?

EVA Construction Mode

Can you make the Autopilot Module EVA Construction Mode compatible?

I fixed it, so you can add it in your Inventory:
MODULE { name = ModuleCargoPart packedVolume = 100 }

In my opinion 100l ist a good volume.

Compatibility check

  • Kerbal Foundries
  • Kopernicus
  • Umbra Space Industries
  • Wild Blue Industries
  • Near Future
  • KSP Interstellar Extended
  • RemoteTech
  • Feline Utility Rovers
  • Community Tech Tree
  • Kerbalism
  • Toolbar

BV not working after decoupling

From forum:
It appears to be to do with when you decouple a rover from a landing craft (specifically when the detached rover wasn't the original root part), resulting in the bon-voyage control menu not opening.

The same also seems to happen (though not always) when constructing a rover with KIS/KAS (which is also fixable by going to the space centre, and then back to the rover)

Check AmpYear compatibility

via Crixomix: Quick question. Are the "reserve battery" packs from AmpYear supported? Those would be a cool way to enable night rides on rovers.

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