Jump to content

Xyphos

Members
  • Posts

    1,083
  • Joined

  • Last visited

Everything posted by Xyphos

  1. the EPA can sit on it, I use LV-N while still in the upper atmosphere.
  2. x is horizontal (left & right) y is vertical, height, altitude, etc. z is depth, distance, etc
  3. in old versions of the game, if you put a part on your vessel, it had drag effect no matter what, even if it was in a stack attachment, it behaved like it wasn't later, drag cubes where added and calculations were put in place to determine if the drag should be applied/multiplied, etc but this proved to be suboptimal and caused lag. fast forward to present, the last I heard, the drag cubes aren't used anymore, or at least don't behave as they used to. I haven't tested it, but I theorize that the drag is the surface area of the part like you said, and the drag cubes simply add a "tweaking" mechanic to the drag model. if you do some experimenting with the surface area formula and compare your results to other test cases, I'm sure you'll find some sort of pattern and/or formula.
  4. Today is April 8, 2020 and I have a very rare day off from work, so I'll be live-streaming for most of the day.
  5. I'm working on a partmodule and I want it to detect when the vessel's orbit changes eg, Ap/Pe modified, inclination changed, and SOI changed not sure how to implement such a thing
  6. @severedsolo Just to clarify, you won't find "Xyphos Aerospace" on CKAN because that folder is the "base folder" for all the mods I make. Examples: XyphosAerospace/SnapDock XyphosAerospace/FullAutoStrut XyphosAerospace/BuoyancyControl etc.... you will find the Author "Xyphos" on CKAN however.
  7. I want a UI button to do something for a specific celestial body being viewed in the tracking station. I have the UI code setup but scratching my head on how to determine which celestial body is being focused on in the tracking station. UPDATE: after a few days of trial and error, I've found the answer: var celestialBody = PlanetariumCamera.fetch.target.celestialBody; also worth noting that the target can be anything that the tracking station can focus on, so you need to make sure it's a celestial body (or any other type) var isCelestialBody = PlanetariumCamera.fetch.target.type == MapObject.ObjectType.CelestialBody
  8. no, but I should try that next time I need to attach the debugger. thanks
  9. G*D F*****G D*****T!! That's probably it then. I guess I'll have to add in a dirty kludge using nullable booleans
  10. progress update. I took a break from development over the holiday but today I've made some changes to the code. It's still too slow to scan actively, so the cache data generator is working from the tracking station, and the part module will use the cache data to provide near-instant results. The cache data is accurate within 20 square meters, I figure that should be a large enough area to quickly skip scanning over without greatly decreasing scan accuracy. As soon as the cache data is completed, I'll be ready to further develop the part module and waypoint code.
  11. I'm baffled by this; the Linq Find() method clearly finds an instanced object, as it is able to print the object's name to the debug console, but the null reference check below it triggers as if the returned object is null when clearly it isn't. any ideas?
  12. How do I get it to load the debug symbols? In the project properties, build, advanced I set it to embedded so it should be loaded with the DLL, right?
  13. if I know the Longitude and Latitude of a destination, how can I make a [custom] navigation waypoint? UPDATE: NavWaypoint.fetch.Setup()
  14. nah, I don't need resources consumed, the PartModule is actually inherited from ModuleScienceExperiment which is what my mod is currently implementing. I just need some guidance on how to create a science report properly and transmit it back to Kerbin for some science, and to enable a feature after transmitting. the lack of documentation for the API and no general information given is frustrating. I looked at @DMagic's code and found myself saying 'what' more than I usually do.
  15. yeah, that didn't help any. there's no documentation in the source so it's not feasible to learn from @DMagic's code. Inheriting IScienceContainer I understand, but there's no info on how to use the inherited methods.
  16. at the top of the screen, it's a custom KER display. near the navball, "Better burn time"
  17. I considered doing it that way, but I was worried if Unity wouldn't fire the inherited methods. thanks!
  18. I need a mod to work in both Flight and Tracking Station, but the KSPAddon attribute's startup parameter cannot be bitwise or'd and the attribute cannot have multiple declarations. any ideas?
  19. okay, so even with that piece of code added it's still very slow. too slow to be an ACTIVE scan, so I'm changing plans yet again. I'll revert back to the original concept, run it from the tracking station as an addon instead of a part module, scan all bodies and log the results to a .cfg file as a data cache if I let my computer run for a week, I should have generated the cache data to be distributed with the mod, and used with a separate science experiment part module. the science experiment should read the cached data and return the highest peak almost instantly, complete with a waypoint. the upside is, celestial body data hasn't changed since I don't know when so I won't have to regenerate the cached data often. the downside to this is, only stock planets would have the cached data and any mod systems would have to have the cached data generated from the space center before the science experiment could work. unless anyone has any other ideas?
  20. this might actually help. thanks! a landing zone could be like, 25 square meters so all I have to do is calculate the degrees for those areas and reduce the number of scans overall.
  21. well, I fixed the code and it works... very... very... very... slowly. I didn't account for the time it takes to complete 360 * 1000 * 180 * 1000 operations by doing them 100 times per physics frame so... would it be possible to speed things up with multiple coroutines? is there a limit as to how many are allowed? possible idea: maybe do a preliminary fast and less accurate scan to find regions with height > 100 (or 1000?) and deep scan within those regions but this could be erroneous if the fast scan doesn't register a peak near the scan point... I'm open to ideas.
  22. Current Source code: https://github.com/Xyphos/KSP_PeakScan/blob/fc93a7294bb281c53cca30edcacf2768488cbaf9/PeakScan.cs
  23. I meant, that 1 GPS point.... 9 directions, etc. I didn't understand. I've done non-dependency interfaces with MechJeb before through System.Reflection
  24. I have no clue what any of that means and I'll seriously consider interfacing, I've done interfaces with MechJeb before so it's possible.
  25. The mod's original purpose was to locate the highest peak on every celestial body from the tracking station and log it to a text file. but plans change; now I'm thinking of making it a part module (currently for command modules during testing, will transition to the Stock M700 Survey Scanner later) that only scans the current orbiting body. when I get it working properly, I intend on having it set a Stock Waypoint at the highest peak, and maybe even send some science data back. landing vessels at these peaks would save dV for landing and takeoff but would require some precision piloting to achieve. I got this idea from a youtube video I saw, someone completed the Jool 5 Challenge in a < 7tonne SSTO SpacePlane but he landed on their highest peaks to do it, so I wanna give it a shot too, and maybe even beat the lowest mass record
×
×
  • Create New...