HebaruSan

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About HebaruSan

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  • Interests http://kerbalx.com/HebaruSan
    http://steamcommunity.com/profiles/76561197970804764/screenshots/
  1. I submitted pull requests to fix syntax errors in the version files, but they were closed without merging because this mod author wishes to be de-listed from CKAN. https://github.com/Angel-125/WildBlueTools/pull/7
  2. No, I have no plans to do either of those things. I want it to work well out of the box without manual tweaking.
  3. I've looked into asteroids a bit more. Unfortunately, it looks like what I want to do isn't possible. The game by default only loads the current orbit for each asteroid, not any future SOI changes or patches, so the encounter isn't there to check. It stays that way until you go into the tracking station and click on the asteroid, at which time the future encounter is calculated and the in-SOI and post-SOI patches are added, just for the one asteroid you clicked. Attempting to do that same thing in code fails with exceptions. It seems that others before me have had the same findings. Long story short, no asteroid transfer improvements planned anymore.
  4. ... so it has to be a singleton, and I can't use a parameterized constructor. Never mind about the UnityBackgroundWorker, I'm just going to set that bool and be done with it.
  5. Thanks! Kind of annoying that they ship a component with a limitation like this and make it look like a generic utility that does exactly what I want (and it doesn't even throw exceptions when its prerequisites aren't met). Good shout on the lock. Yeah, I found a similar class that I'm hoping to use to craft my own UnityBackgroundWorker... How do you make Unity call Update on a MonoBehaviour? Mine never runs. Am I supposed to register it somewhere?
  6. Is BackgroundWorker safe to use in KSP mods? I'm using it to offload intensive calculations, but I need it to trigger a UI update when done, and whenever I do this by any means other than setting a bool that I check later in the main thread's Update(), the whole game crashes. Including via the RunWorkerCompleted event. https://msdn.microsoft.com/en-us/library/hybbz6ke(v=vs.110).aspx https://msdn.microsoft.com/en-us/library/system.componentmodel.backgroundworker(v=vs.110).aspx I tried logging Thread.CurrentThread.ManagedThreadId, and that seemed to confirm what I suspected, that it's running the RunWorkerCompleted handler on a background thread, sometimes the worker thread, sometimes a completely new thread: I expected each of those bold red thread IDs to be 1, since that's the thread that kicked off the worker. Are there any known tricks that will make this work the way the C# documentation says it does? People on stackoverflow are talking about SynchronizationContext.Current, which is null the very first time but non-null after that, but setting it to a new instance of SynchronizationContext doesn't change the above output at all.
  7. Thanks for sharing your experience (I actually remembered seeing that code, but couldn't remember which mod it was from). I do expect that localizing the stock game will increase the demand for localized mods. It would be kind of silly for a person to look at an all-English main menu, KSPedia, KSC descriptions, KSC building text, tutorial popups, on-screen messages, part textures, etc., and then go after SCANsat of all things for not being in their language.
  8. Yeah, that position is over 10 Earth radii to the lower right of your screen. I can stop it from saving and loading off-screen positions, but we may have to settle for logging some window dimension data to the debug log at open and close to get closer to identifying where those values come from in the first place. I should note that Procedural Fairings isn't necessarily causing the problem---it could just be the first mod affected by it. But having that exception raised probably isn't helping matters.
  9. What does the rest of the settings file look like when it's in the non-working state? This kind of sounds like the window position somehow gets set to "off screen", and then you can't see it when it toggles on and off, but who knows. If you can also upload a copy of your KSP.log file somewhere, that could provide some insight. Remember, there is a bug tracker! https://github.com/HebaruSan/Astrogator/issues I expect the "every five seconds" check and the background thread to address the problem for that case. That's a message it logs when it's not calculating. I notice there's an exception in your log right before that starts up: Do you see this problem without Procedural Fairings (either on the craft, or installed)?
  10. Thanks for the response, it helps to know the background. That's a pretty tough limitation for the moderation team to deal with, but this does sound like a confirmation that this content is on the other side of the line drawn by 2.2.g in your judgment. (I don't think I'll start using the report button for this, regardless.) Would this filter work? It has a "whole words only" option, but I don't know what version is used here or precisely how the upgrades work: https://invisionpower.com/news/new-word-and-link-filters-r987/ @Tex_NL, hi! Your sig may be one of the primary reasons this has been so visible lately. Is it using some other meaning of the word, out of which I could pull my nose? We're fortunate to have the option of non-automated discretion in this case, so it can't hurt to ask.
  11. So there's nothing better than an exhaustive search of the available times? That seems like the kind of thing mathematicians and physicists would try hard to improve on---is there perhaps a theorem/proof stating that's impossible?
  12. Yeah, that's definitely out of scope for the foreseeable future, but of course the user is free to use the auto-generated maneuvers as a starting point and adjust them as needed with other maneuver editing tools, stock or otherwise. And nothing resembling "half my remaining delta V" is going to happen until SQUAD adds a delta V indicator to stock, because I am not even slightly prepared to take on maintenance of my own fully functional vessel delta V calculator.
  13. If it's OK with you, I'd like to let the moderators see this and make the call rather than debating it. I'm fine with it if they don't agree.
  14. Rule 2.2.g bans "Use of vulgarity, profanity and any technique that skirts the language filter." Accordingly, most words I knew growing up as "swear words" cannot be posted on these forums. A usually strange sounding synonym is inserted instead. There's an exception though, the three-letter one starting with "A". I've been noticing it more and more lately. I realize this is a subjective thing and we'll all have our own point of view, but to me it makes the forums look like a place where vulgarity and profanity are welcome. I suggest this word be replaced with "donkey" when found in a post.
  15. Cool! You're welcome, and thanks for giving it a try and sharing your thoughts! Re-entry should be included in the performance improvements in 0.5.2. Thanks for letting me know you were among those having problems. Agreed; I've looked for ways to do this, but I'm not able to add things to the upper corners with the UI components I'm using, and I don't want to rewrite it to use another system. Would it be possible to meet this need with an option to auto-close the window after it creates maneuver nodes? Hi, Haifi! Sorry for the inconvenience, and thanks for adding your input and some debugging output. It's going to have to continue recalculating all the routes simply because it displays them all and the user is free to pick another one at any time, but there's no reason in principle that that has to be slow. No worries. For what it's worth, I was programming, not pouting. Awesome! However, for the record, it is not the goal of the Astrogator development team to encourage the wanton de-installation of anyone's favorite venerable mods. MechJeb is a quality piece of software, and we're happy to co-exist alongside it.