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Releases: charfa/XTLandertron

XTLandertron v0.11.0

19 Nov 21:50
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Changes

Bug fixes

  • Fix "Look rotation viewing vector is zero" log spam.
  • Turn off decoupler Enable/Disable Staging switch

Internal

  • Compile for KSP 1.0.5
  • Switch to use 'stagingEnabled' to prevent engine and decoupler from activating upon staging.

Installation

Suggested mods

XTLandertron v0.10.0-beta

08 Nov 01:02
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Pre-release

This is a complete code rewrite of XanderTek's XT Landertron.

Changes

Removed features

  • Config parameters endspeed, boom and showgui are removed. End speed is always 0, parts never go boom, GUI is always visible.
  • Icon is no longer colored when Landertron does not have enough electric charge or deltaV. When running out of electric charge Landertron disarms and shows a screen message. Not having enough deltaV is not notified in any way.
  • Removed throttling of Landertron to provide a soft touchdown. You may end up being stopped a few meters above ground now. I felt like throttling of solid fuel rockets was cheating. If you want a gentle touchdown use liquid fuel engines and MechJeb autopilot.

Bug fixes

  • XT-L1 and XT-L2B can now be refueled.
  • Mode is now initialized properly to SoftLanding and ShortLanding in VAB and SPH respectively.

New features

  • Landertron module should now work when added to parts with ModuleEnginesFX and ModuleEnginesRF.
  • Landertron module should now work with engines running on any propellant, not only SolidFuel, as long as it's a single propellant (i.e. won't work with LF+O, but should work with RealFuels' solid fuels).

Other changes / improvements

  • GUI is significantly decluttered. Landertron module itself only adds mode switch button in editor and arm/disarm button and status information in flight.
  • Logic behind deciding when to fire and stop Landertrons has been rewritten. It should now be more robust and better handle some situations that I saw reported on forum as causing problems (e.g. building landers in SPH, placing Landertrons at various angles, mixing different Landertrons in a stage...).
  • All textures are converted to DDS.
  • Other? It's a complete code rewrite, it's a hard to predict if the behavior hasn't changed slightly in other aspects.

Installation

Requirements

Updating from previous versions

Remove old Landertron folder in GameData and replace it with the contents of this package.
This release bundles Landertron models and HexCanSolidFuel part inside of GameData/Landertron/Parts folder. Please delete HexCanSolidFuel from HexCans folder. Bahamuto Dynamics mod is no longer required.
There has been a bunch of under-the-hood changes, so you may experience problems if you have vessels saved or in flight that use Landertrons. Most importantly the way mode is stored has changed, you'll have to replace 1, 2 and 3 with SoftLanding, ShortLanding and StayPut respectively.

Complete code rewrite

04 Nov 00:20
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Complete code rewrite Pre-release
Pre-release

This is a complete code rewrite of XanderTek's XT Landertron.

Includes some behavior changes and some breaking changes that will require you to update your craft/persistence files if you already use landertrons in existing vessels.

Changes

  • Config/persistence file changes:
    • Fields endspeed, boom and showgui removed. If you depended on functionality switched by those fields, it won't work.
    • Field names of electricrate and AnimationName changed to electricRate and animationName. Yeah, I know, silly little changes that require you to fix the save files, but I like consistent naming.
    • Field mode now stores literal mode name instead of a number. You need to substitute 1, 2 and 3 with SoftLanding, ShortLanding and StayPut respectively.
  • Functional changes:
    • Methods of determining when to fire and shutdown landertrons in all modes have changed. This mostly results in improvements and avoids some bugs that were reported. One case that may be seen as a regression is the removal of throttling at the end of burn that allowed softer landings. This version burns full throttle until complete stop, which may cause the vessel to stop up to a few meters above ground due to discreet nature of physics in game. I felt like throttling solid fuel rockets was cheating.
    • Some GUI changes, mostly decluttering. Of useful stuff, gone is the braking distance display and notification when there's not enough deltaV.
    • Landertron now consumes electric charge when it's armed and disarms when it runs out of juice. You can arm it again when you refill your batteries. I honestly couldn't figure out what the behavior was in old code, so I don't know if it is a change.
  • New features:
    • Landertron module should now support being used on parts with ModuleEnginesFX and ModuleEnginesRF, and using other propellant that SolidFuel (as long as it's a single propellant only). Not tested though.

There might be other changes not listed here. Like I said it's a complete code rewrite so it's hard to figure out how the behavior will differ specifically.

Installation

Delete Landertron folder in GameData and copy the content of this package. Don't just copy-over, do actually delete old one - the folder structure has changed.
Package now includes models for Landertron rockets, so BahamutoD's mod is no longer required. You can delete BahaSP folder if you don't use parts it contains.
Mod requires KIS for refueling, not KAS as is stated in original release thread.