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This project forked from ger-space/kos-eva
License: Other
If the player manually engages/disengages RCS via the keyboard then :TOGGLE_RCS(true) becomes synonymous with turning RCS off and vice versa. If there is any way for the addon to query the actual current state of RCS then the true/false argument makes sense. Otherwise it might as well not even have an argument which would make it yet another KSP/kOS-land blind toggle with no way to query the current state to know what is actually happening. Ideally, the true/false argument would be sensitive to the actual state so a true when RCS is already on or a false when RCS is already off would be a no op, while the other states would do as expected.
I don't know if this is true in all ladder cases but at least in the case of a science lab it is all animation but no actual moving up or down the ladder. It occurs to me that in-game the "forward" and "backward" keys are used to move on a ladder, not "up" and "down", but kOS-EVA uses "up" and "down". I tried using :MOVE("forward") instead but the addon filters it out so not even an animation. I wonder if using "forward" and "backward" in the addon would solve the issue.
Maybe something like is STOP("FORWARD"), STOP("UP"), etc.
Full control over the forces involved and a :TRANSLATION like function would be fantastic, but the above would allow a basically reliable script to jetpack a kerb around like a competantly aeronautic sack of potatoes with bottle rockets attached by timing the shutting down of thrust on a per axis basis
This was after a :TURN_TO the capsule position and a :MOVE("forward") followed by :MOVE("stop"), then a :LADDER_GRAB, So it could be residual transferred force from the turning or the moving or both. The turning seems more easily missed as I don't see a way in the API to "stop" turning to a position. In this case the position passed in was a var locked to the capsule position so after grabbing the ladder the turning may have ended up like a dog chasing its tail. Or it could simply be realistic motion imparted when arriving at the hatch though it seemed quite slow.
Be that as it may, given the controls are rough, it would perhaps make sense to simply cancel all magical kos-eva kerbforces automatically at :LADDER_GRAB, and perhaps additionally have a suffix like :CANCEL(part_or_vessel) that would cancel relative velocity to the argument (not as in holding station actively, just a momentary cancelation) as it would just expose the required LADDER_GRAB fix more generally as a useful thing.
The auto force cancel at ladder grab seems like the no brainer low hanging fruit. The :CANCEL is just a a more general solution that could exposed for the user as a side effect of the required LADDER_GRAB cancelation code
Or maybe overload :STATE to incude these. To be clear, these recent issues are not me requesting, it is me making a memo to self and whoever down the road whose interest is piqued
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