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Enhancement kUniverse #152
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Looks like a lot of these functions are private. Surprisingly enough: The underlying functions to reset the "Universe" to a previous state are public, so it actually might be easier to have own inScript-savepoints to revert to. Edit: This is a bit more complicated than expected, I will move that to the next release. |
Added experimental support for this in pre-release 0.5.7.7 (https://github.com/untoldwind/KontrolSystem2/releases/tag/v0.5.7.7) Quick-Save seems to work pretty reliable:
Similarly a Quick-Load can be triggered with:
But: This will implicitly terminate all running scripts, including the script that triggered the re-load. |
Thanks |
Out of curiosity, how bad would it be if a script would be able to «auto-load» himself at flight start/quick save load ? |
I guess it would be preferable to be able to distinguished between started-by-user and re-started-due-to-reload somehow. |
I understand your struggles. If it can solace you, remember KSP2 itself is not able to load itself properly : I have a craft which at first load violently Krakenify the firsts seconds of flight until it goes boom and fall down in pieces. |
I think this was the problem with kOS when they created the
It might be great to have a boot file like this in Kontrol System but, as lefouvert said, KSP2 is not reliable yet. |
It been been a while since I have used kOS, but if I remember correctly there was a special part that had to be attached to a vessel, and one of the properties of that part was the boot-file to "auto-start" for the vessel. So far I avoided messing around with the part-definitions of KSP2, but I think there is now a plugin that support patch-files similar to the ModuleManager in KSP1. So maybe it would be (at the very least) feasible to add a PartModule to (lets say) the control-parts where a start-script could be configured |
Yes, you're right. The boot file needed to be loaded in the VAB from a special part. |
As far I remember : But since I haven't played since a while too, I maybe forgotten something. |
It's not mandatory, the boot script doesn't need to wait for a variable.. BUT! because of what I shared in a previous message from the kOS documentation, the boot file is loaded before the craft is unpacked so you need to be cautious.
You're right. to2 can't be a copy of kOS but I'm okay if we grab some piece of it to improve it 😇 |
Yup, it's not a mandatory, but as soon as you want to compute anything vessel related (The main purpose of the mod), if you don't wait, you WILL have unexpected result, if you don't just crash your script. For me, it's as «the parachute is not a mandatory to experienced free fall when you jump from a plane». A true assertion. But I won't try twice. |
@untoldwind May I ask for something more: the possibility to check if the vessel is recoverable and, if it is, to recover it (and thus, to end the script at the same time I suppose). Thank you very much. |
The callback in the ESC-menu of the game is "private", and it looks like there are some hard-coded conditions like: A vessel is only recoverable of it splashed or landed on Kerbin. |
In 0.5.8.2 (https://github.com/untoldwind/KontrolSystem2/releases/tag/v0.5.8.2) |
I just finish to test it: it's perfect! thanks! |
This issue is stale because it has been open for 60 days with no activity. |
This issue was closed because it has been inactive for 14 days since being marked as stale. |
Me again :)
I like the kUniverse structure from kOS.
https://ksp-kos.github.io/KOS/structures/misc/kuniverse.html
2 things in particular:
I use the latter for gravity turn tests.
Any chance we can have this in kontrol System too? 😬
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