Releases: KSP-KOS/KOS
dependency fixes
The v0.13 release had a glaring error in how it depended on KSP. No idea how testing didnt catch it :P
0.24 Compatible
- This version does not include a kOS module manager file, if you still have one in your kOS folder, delete it.
MAJOR
- BREAKING: Commrange has more or less been removed from stock kOS, we realized that most of the behavior of it was copied by other mods and was invisible to users
- BREAKING: All direction references are now relative to the controlling part, not the vessel, this will only break on vessels there these two directions are not the same.
- BREAKING: Direction:Vector will always return a unit vector.
- BREAKING: Body:Velocity now returns a pair of orbit/surface velocities just like Vessel:Velocity does. (previously it returned just the orbit velocity as a single vector.)
- BREAKING: Direction*Vector now returns the rotated Vector, and vectors can be rotated with DIRECTION suffix.
- BREAKING: DOCKINGPORT:DOCKEDVESSELNAME is not DOCKINGPORT:DOCKEDSHIPNAME
- SHIP:APOAPSIS and SHIP:PERIAPSIS are deprecated for removal later, you can find them both under SHIP:OBT
- SHIP:VESSELNAME is deprecated for later removal, use SHIP:NAME or SHIPNAME
New Features
- Added the ability to get and set the current timewarp "Mode" either RAILS or PHYSICS
- Added Boot files that will run when you get to the pad automatically, you select which one will run in the VAB thanks @WazWaz
- Vessels and Bodies now can be used interchangeably as much as possible.
- Three new prediction routines for finding state of an object at a future time:
- POSITIONAT( Object, Time ).
- VELOCITYAT( Object, Time ).
- ORBITATAT( Object, Time ).
- you can now get the FACING of all parts.
- ITERATOR:END is now split into :NEXT and :ATEND
- Direction can now always return a proper vector.
- IE SHIP:FACING returned V(0,0,0) before
- Added a 3d Drawing tool for letting you draw lines and labels.
- Added a new and improved file editor so the edit command actually works again in game!
- Added the ability to switch to MapView and back in code
- ACTIVESHIP alias links to the ship that is currently under user direct control
- added GEOPOSITION suffixes BODY and TERRAINHEIGHT
Known Issues
- due to issues with the new version of RemoteTech, you will always have a connection available for use with kOS.
Fixes
- if you have a target and attempt to set a new target and that fails, you would no longer have a target
- increased power requirement of the kOS Module
- Bodies are now targetable
- MAXTHRUST no longer includes flamed out engines
- resource floating values are now truncated to 2 significant digits to match the game UI and behavior
- files saved to the local volume maintain their linebreaks
- radar altimiter now returns a double
- fixed an issues where setting some controls blocked the rest.
- allow empty bodies on {} blocks
- locks called from another lock are not correctly recognized
- Neutralizing the controls will clear the values of all controls.
- fixed node initialization
- Better resource processing
- LIST:COPY returns a kOS type that you can actually use
- ORBIT:TRANSITION returns a string type that you can actually use.
- Comments in code dont cause data loss on load/save
UnitVectors
- BREAKING: Direction:Vector will always return a unit vector.
- Direction can now always return a proper vector.
- IE SHIP:FACING returned V(0,0,0) before
- Neutralizing the controls will clear the values of all controls.
This change also contains all of the changes from 0.12.2P1 and 0.12.2P2
Warp
MAJOR
- BREAKING: Commrange has more or less been removed from stock kOS, we realized that most of the behavior of it was copied by other mods and was invisible to users
- BREAKING: Body:Velocity now returns a pair of orbit/surface velocities just like Vessel:Velocity does. (previously it returned just the orbit velocity as a single vector.)
- This version does not include a module manager file, if you still have one in your folder from P1, delete it.
- SHIP:APOAPSIS and SHIP:PERIAPSIS are deprecated for removal later, you can find them both under SHIP:OBT
New Features
- Added the ability to get and set the current timewarp "Mode" either RAILS or PHYSICS
- Added Boot files that will run when you get to the pad automatically, you select which one will run in the VAB thanks @WazWaz
- Vessels and Bodies now can be used interchangeably as much as possible.
- Three new prediction routines for finding state of an object at a future time:
- POSITIONAT( Object, Time ).
- VELOCITYAT( Object, Time ).
- ORBITATAT( Object, Time ).
- you can now get the FACING of all parts.
- ITERATOR:END is now split into :NEXT and :ATEND
Known Issues
- due to issues with the new version of RemoteTech, you will always have a connection available for use with kOS, this will be resolved before final release.
- rcs controls are not responding.
Fixes
- if you have a target and attempt to set a new target and that fails, you would no longer have a target
- increased power requirement of the kOS Module
- Bodies are now targetable
- MAXTHRUST no longer includes flamed out engines
- resource floating values are now truncated to 2 significant digits to match the game UI and behavior
- files saved to the local volume maintain their linebreaks
- radar altimiter now returns a double
- fixed an issues where setting some controls blocked the rest.
- allow empty bodies on {} blocks
- locks called from another lock are not correctly recognized
Prior changes from Pre-Releaes 1
- BREAKING: All direction references are now relative to the controlling part, not the vessel, this will only break on vessels there these two directions are not the same.
- Added a 3d Drawing tool for letting you draw lines and labels.
- This is the first version but i am very excited about it.
- Tour: https://www.youtube.com/watch?v=Vn6lUozVUHA
- Added a new and improved file editor so the edit command actually works again in game!
- Added the ability to switch to MapView and back in code
- Other bug fixes
New Features at last
- BREAKING: All direction references are now relative to the controlling part, not the vessel, this will only break on vessels there these two directions are not the same.
- Added a 3d Drawing tool for letting you draw lines and labels.
- This is the first version but i am very excited about it.
- Tour: https://www.youtube.com/watch?v=Vn6lUozVUHA
- Added a new and improved file editor so the edit command actually works again in game!
- Added the ability to switch to MapView and back in code
- Other bug fixes
Many bugs, left side, Handle it!
BREAKING: DOCKINGPORT:ORIENTATION is now DOCKINGPORT:FACING
- Fixed Terminal linewrap @ the bottom of the terminal
- Fixed "Revert to Launch" button, it was blowing up the world and not allowing control before
- Fixed LOCK s in subprograms
- Fixed RemoteTech integration blowing up everything
- Fixed flight controls not releasing when they should
- Disabled RemoteTech Integration while RT development is stalled
- Fix exception when trying to type a multiline instruction in the interpreter
- srfprograde is available as a new shortcut
- BODY now has an OBT suffix
- Parts now have a SHIP suffix
- You can now work with your target if that target is a docking port
- Added a new PRESERVE keyword for repeating a trigger.
- all active triggers are removed when a script is finished.
No longer blowing up everything
After v12.0 we started finding a lot of bugs with steering and the "revert to launch" button. This is the first pre-release of v12.1
- Fixed Terminal linewrap @ the bottom of the terminal
- Fixed "Revert to Launch" button, it was blowing up the world and not allowing control before
- Fixed LOCK s in subprograms
- Fixed RemoteTech integration blowing up everything
- Fixed flight controls not releasing when they should
Bigger, Better Mostly just Faster
Thanks to all of the hard work by @marianoapp and @Dunbaratu, We have a new parser!
Known Issues
- There's no built-in editor, the "edit" command is parsed but it doesn't do anything
- Some subprogram termination can hang kOS unexpectedly
- Steering control does not always release on execution end
Changes
- the aforementioned new parser by @marianoapp with all of its speed improvements and other goodies.
- There's a config SpecialValue that can be used to control how some of the mod features work, like setting the execution speed, the integration with RT2 and starting from the archive volume.
- The terminal screen can be scrolled using PageUp and PageDown
- Negative numbers/expressions can be written starting with a minus sign, so no more "0-..."
- Added ELSE syntax!
- Added ELSE syntax!
- Added NOT syntax!!
- Added List square brackets [] as list subelement accessor
- you can use variables as arguments for PRINT AT statements
This version adds a new 0.625m part. Thanks to SMA on this neat new addition.
- it works as a kOS computer core
- has 5000 units of code space
- as a smaller part it is unlocked with "precision engineering" in career mode.
- also has a light that will be controllable before the actual release
Bug fixes
- Cannot "set" a variable that later will become a "lock" #13
- Sanitize values sent to KSP #14
- Strange order of operations: "and" seems to evaluate before ">" #20
- moved some names back to "kOS"
- Work on some structure's ToString return.
- Parameters now get passed in the correct order
- Ship resources no longer generate an error if they arent present
- Ctrl+C now interrupts correctly once again.
- ETA:TRANSITION returns the correct time.
- Better handling of types.
Please give feedback in the forum
http://forum.kerbalspaceprogram.com/threads/68096-kOS-Autopilot
Or issue a bug in the tracker
https://github.com/KSP-KOS/KOS/issues
New Part, Bug Fixes
This version adds a new 0.625m part. Thanks to SMA on this neat new addition.
- it works as a kOS computer core
- has 5000 units of code space
- as a smaller part it is unlocked with "precision engineering" in career mode.
- also has a light that will be controllable before the actual release
- Added ELSE syntax!
Bug fixes
Better new parser!
This is a PRERELEASE build that has quite a few bug fixes
- Parameters now get passed in the correct order
- Ship resources no longer generate an error if they arent present
- Ctrl+C now interrupts correctly once again.
- ETA:TRANSITION returns the correct time.
- Better handling of types.