Booots

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About Booots

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  1. I've finally solved this, so I'm posting the solution here for any future forum-trawlers looking to do something like this. It turns out that I was so, so close initially. There are two similar options depending on what you want, exactly. If a single patch is enough you can draw it with OrbitRenderer (you can also change the colour this way), or you can use the PatchedConicRenderer if you want multiple patches for encounters and escape. Working code that includes both is included in the ESLD Beacons code, found here. The key steps are: Create a new GameObject: this will hold all the necessary components. AddComponent<OrbitDriver> to the GameObject. Set the OrbitDriver.orbit to the orbit you want. Set the OrbitDriver.updateMode to OrbitDriver.UpdateMode.TRACK_Phys; AddComponent<OrbitRenderer> to the GameObject. If you want a simple orbit, populate the OrbitRenderer fields as needed, and you're done! Set the OrbitDriver.vessel to an Vessel object (I know, I know, we'll break this link later. See the comment in the code as to why we need it.) Otherwise, AddComponent<PatchedConicSolver> and AddComponent<PatchedConicRenderer> to the GameObject. Disable the OrbitRenderer by setting .drawIcons = OrbitRendererBase.DrawIcons.NONE and .drawMode = OrbitRendererBase.DrawMode.OFF; Set the OrbitDriver.vessel to null at the earliest chance AFTER the PatchedConicRenderer has run its Start() method. I use a Coroutine to check until PatchedConicRender.relativeTo != null and then set the vessel to null.
  2. Done! There's still one more bug that I know of (though I doubt any of you will encounter it, except maybe @eddiew ). I've fixed that exception and reintroduced the post-jump orbit predictions for jumps not using an AMU. And, if I may say so myself, they look good! Pick up the newest over at SpaceDock or Github!
  3. Great news! I fixed the error, and have something resembling orbit prediction working! I would like to make it a bit better-looking before I publish the update, though, so you might have to hold on a week or so. In the meantime, the workaround is to always have an AMU active on your beacon. The error only occurs when there is no velocity compensation. In earlier versions of KSP it would fail quietly and still work, but they made the error-checking more aggressive.
  4. Hey folks! I have some time tonight so I'm going to be looking into those errors and confirming this mod still works on 1.6.1. I'd also like to get the post-jump orbit predictions for jumps without the compensator.
  5. There’s a series of GameEvents that get fired when the scene loads. Maybe there’s a unique sequence or attached data for a revert? https://kerbalspaceprogram.com/api/class_game_events.htm
  6. Booots

    [1.4.+/1.5.+] Kerbal Wind Tunnel 1.2.1

    Right, that's because I'm trying to use the stock PopupDialog for that window (because it's apparently better?) and it has a very aggressive input lock. I don't think there's anything I can do unless I migrate that window back to the old OnGUI style.
  7. Booots

    [1.4.+/1.5.+] Kerbal Wind Tunnel 1.2.1

    @neistridlar I tried making some stability envelope plots tonight. I managed to get it plotting stability range (range of stable AoAs around equilibrium), pitch torque coefficient derivative around AoA_level, and what I called stability score (the integral of the restoring force coefficient within the bounds of the stability range). Unfortunately, It ended up making the computing time longer than what I think is acceptable. I think I might just leave it disabled in the code for now unless I can figure out how to speed it up. After all, users can use the AoA plots to try speed/altitude combinations that are relevant to them for now.
  8. Booots

    [1.4.+/1.5.+] Kerbal Wind Tunnel 1.2.1

    Alright! Good news! I think I found and squashed the "Stuck at 0%" bug. Try out the newest version (1.2.1) and let me know if it persists. This version also includes the much-asked-for feature of adjusting graph axes at will. Just click the settings button to the bottom left of the graph. The save data button has moved to the right side to accommodate the new button. Once you click 'Apply', the graph will show the new range. Be patient, because if the old data doesn't cover the new range, the graphs will refresh once the new data has been calculated.
  9. RO shouldn't be a problem from a Kerbal Wind Tunnel perspective. Though I haven't tested it, it pulls all the atmospheric and gravity data from the celestial bodies loaded in-game so that should be okay. FAR compatibility is on the horizon for KWT.
  10. Booots

    [1.4.+/1.5.+] Kerbal Wind Tunnel 1.2.1

    @dkavolis and I are chatting in DMs right now, and it's looking promising. Is there any other tools you think would be a good fit to add to the Wind Tunnel?
  11. Booots

    [1.4.+/1.5.+] Kerbal Wind Tunnel 1.2.1

    I haven't personally tried FAR (nothing against it, I'm just happy enough with the new stock aero), so I don't know what analysis tools it has. I would never claim to outright replace something another mod provides, so I'd imagine this supplementing FAR's analysis tools with some more comprehensive info.
  12. Booots

    [1.4.+/1.5.+] Kerbal Wind Tunnel 1.2.1

    Exactly. Until/unless FAR makes improvements to their API that lets me access the data I need (or I recreate their methods inside of this mod, which introduces maintainability, versioning, and potentially licensing issues), FAR unfortunately can't be compatible with this. I would really like to make them work, though. Good news everyone! I managed to recreate the 0% hang-up. Now I can work on figuring out why it's happening. My debug logs show nothing, which is super... helpful. The bad news is that you'll have to wait for the new axes adjustment feature, which is all ready to go, because I want to include this bug fix in the next release. Cheers!
  13. Since this thread seems to be serving as the de-facto crowd-sourced info on DialogGUI, I thought I'd just post about something I discovered for editing the text in TextFields. It is possible to change the text after the window has been spawned if you keep a reference to the DialogGUITextField object via code like this: textFieldObj.uiItem.GetComponent<TMPro.TMP_InputField>().text = "Insert new text here"; I'm guessing there's ways of editing text of labels and images shown in other objects through similar components of the gameObjects these DialogGUI classes create.
  14. Booots

    [1.4.+/1.5.+] Kerbal Wind Tunnel 1.2.1

    Oh, good question. I think KSP only shows lifting forces and doesn't have an indicator for drag. Maybe CorrectCoL takes it into account? Or has an option to? Those indicators are out of scope for this mod, though, sorry. I'm working on a feature right now to adjust axes limits to anything you want. I've got it almost working, with just a few things to iron out. If anyone's watching the GitHub page, they'll have noticed the batches of commits that usually precede an update.
  15. Booots

    [1.4.+/1.5.+] Kerbal Wind Tunnel 1.2.1

    Yep! I made sure to include that fix in the latest release. If you think it's still inaccurate, feel free to double check my math here: https://github.com/DBooots/KerbalWindTunnel/blob/1.2/Wind Tunnel/Wind Tunnel/DataGenerators/EnvelopeSurf.cs#L345 Also, @AeroGav, I love seeing what you're doing with this mod! Thanks, and keep it up! Can you guys post logs when that happens? I couldn't see anything suspicious in the first log @Raiden60 posted, so the more info the better. Because it sounds like it might be related to my threading system, what sort of CPU are you guys running on?