v1.1.8.0 Engines and KSP 1.7 compatibility


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    May 1, 2019
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Supported Game Versions

  • 1.7


# v1.1.8.0 Engines and KSP 1.7 compatibility

Mostly this was motivated by a need to get an officially
recompiled-for-KSP-1.7 version out there (even though the previous
version worked on KSP 1.7, it wasn't officially compiled for KSP

Along the way there were one or two bug fixes and documenation


- Not that we know of, unless you were unaware that some of
the bugs fixed were in fact bugs and had written a script
to expect that behaviour as normal. (Read the bug fixes
below to be sure.)


- Support of multiple-at-the-same-time engines that exist in
some mods (but not in stock, as far as we can tell). Stock
contains single engines in a part, and multi-mode engines
in a part (where only one of the engines in the part is
active at a time, i.e. wet/dry mode engines or jet/rocket
mode engines). But some mods contain parts that have more
than one engine in them that are selected *at the same time*,
rather than toggle-switched like the stock multi-mode engines.
One example is the RD-108 engine that the RealEngines mod
provides. Its main "straight" engines are one Engine Module,
and its smaller "gimbal" engines around the edge are a second
Engine Module. Both modules are active at once and need their
information aggregated to work with kOS's "an engine part is
just one module" system. This PR does so.
[pull request](https://github.com/KSP-KOS/KOS/pull/2498)
**Special thanks to first time contributer RCrockford for doing
all the legwork on this**.


- The behaviour of ``LIST ENGINES`` in regards to multi-mode engines
was restored to what it was supposed to have been. Becuase of a
small change KSP made, it's been wrong since KSP 1.5, apparently.
Prior to KSP 1.5 it worked correctly by giving a list that contains
one entry in the LIST ENGINES per engine. But since then it has been
returning 3 duplicate instances in the list per each multi-mode engine.
This release fixes it, and the previous correct behavior is restored
(just returning one, not three).
The problem was discovered during regression testing of
the [pull request](https://github.com/KSP-KOS/KOS/pull/2498),
so the fix is inside that same pull request.
- kOS could be rendered completely inert and broken if other mods not
under kOS's control had broken DLL files. Specifically, kOS would
abort partway through initializing itself if any other DLL file in the
entire KSP game had failed to load during the KSP loading screen. kOS
has a "reflection" walk through all the classes that hadn't accounted
for the fact that .net apparently keeps a null stub of a class in memory
after a class fails to load, rather than it just not existing at all
like one would expect.
[pull request](https://github.com/KSP-KOS/KOS/pull/2492)
(This was discovered with KSP 1.7 because KSP 1.7 broke some other
mod's DLLs making them not load, but the problem was actually there
all along waiting for some DLL file to trigger it.)
- Reworking the position of the Connectivity Manager Dialog box.
Our exploratory reverse-engineering of just what the undocumented
arguments to KSP's MultiOptionDialog mean, which was used to move the
box to fix [issue 2456](https://github.com/KSP-KOS/KOS/issues/2456)
were still wrong. They didn't do exactly what we thought they did.
(The misinterpretation became relevant when the player has UI scaling
set higher than 100% and that pushed the dialog box off screen.)
**Thanks to contributor madman2003 for doing more reverse-engineering
on this and submitting the fix.**
[pull request](https://github.com/KSP-KOS/KOS/pull/2493)
- Fix to bug where kOS scripts could no longer ``SET TARGET`` to a
Celestial Body and could only set targets to vessels or parts.
This bug was introduced in the previous release of kOS by a
hamfisted typing error while fixing the fact that Body wasn't
serializable. It was an error that unfortunately didn't result
in any noticable problem when compiling or testing, as it
*only* removed the Body's declaration that "I am the kind of class
that knows how to be a target" and it affected nothing else.
[pull request](https://github.com/KSP-KOS/KOS/pull/2501)
- Several small documentation edits:
[pull request](https://github.com/KSP-KOS/KOS/pull/2503),
[pull request](https://github.com/KSP-KOS/KOS/pull/2505),
[pull request](https://github.com/KSP-KOS/KOS/pull/2506)
- Trying to toggle the ``panels`` value on or off would result
in infinite log spam if the ship contained a fixed undeployable
solar panel like the OX-STAT. kOS was watching for the existence
of ModuleDeployableSolarPanel to see if the part could be deployed
or not, but apparently at some point KSP started defining all
solar panels as having ModuleDeployableSolarPanel, even if they're
not actually deployable. Now kOS doesn't treat the panel as
deployable unless it also has its animation property defined in
addition to claiming to be a ModuleDeployableSolarPanel.
[pull request](https://github.com/KSP-KOS/KOS/pull/2504)