DMagic

[1.3.1 / 1.4.x] DMagic's Basic Mods - Basic Orbit v8.0[3-14-2018]

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Posted (edited)

@DMagic Ok. I was just about to update/ reinstall anyway.

Windows Defender has decided that your dll for maneuver nodes is a Trojan =P That may have been the issue. 

 

Update: Windows Defender still thinks its a trojan. Going to run it to see if it does what it should, but I think its just me.

Updated Update: Windows Defender having hissy fit , but your mod is working fine.  

Updated Updated Update: Its the bettermaneuver.dll that is the issue. Unclear why. Windows Defender has been told to blow off under the threat of flying with jeb.

Doubt there is anything you can do to fix this yourself, but it is something to check if everything is installed and its still broken. Simply allow threat or add an exclusion.

Edited by Mark Kerbin

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Thanks for ManeuverNode Evolved! Really just what I needed.

Would you concider adding a "circulise orbit" -function? This is really the only thing I'm missing.

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Maneuver Node Evolved has been moved into the "Evolved Mods" thread, along with Tracking Station Evolved:

That leaves this thread to be used only for the information display mods, Basic Orbit and Basic DeltaV.

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This mod helps me a lot.

But I have a problem.
I just bought the making history DLC, and there are parts named "engine plate".
They work as decoupler but mod doesn't recognize them. (I guess)
So deltaV calculation stops before the stage where engine plates were used.

I just want to inform this issue.

Keep up the good work.
Thank you!

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@DMagic Feature request:

  • checkbox for sea_level/space on the Basic DeltaV panels in the VAB (no submenu, quick one-click access, just like KER, maybe for every panel separately)
  • "Miscellaneous" 4th panel in Basic Orbit for some other values. I miss SystemTime (SystemTime24 really)

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@flart A per-stage toggle for atmospheric calculations would be nice, but Engineer's vessel simulator doesn't really support that (it could kind-of do it, I think, but it would be a lot of trouble). And I'm not sure where to put anymore onscreen controls. The right-click function of the toolbar button is already taken by the toggle to turn on/off the readout panels.

I've considered a fourth panel for a long time, mostly for things like vessel information, but have never really gotten around to it.

@windmt It's a known problem.

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Posted (edited)
7 hours ago, DMagic said:

The right-click function of the toolbar button is already taken by the toggle to turn on/off the readout panels

I didn't know about the right-click option. Not sure why quick one-click enable-disable is needed, but quick one-click sea_level/space would be helpful

 

7 hours ago, DMagic said:

And I'm not sure where to put anymore onscreen controls

I was thinking about something like this. Buttons can be enabled synchronously

Spoiler

zbVKsUa.jpg

Edited by flart

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Can't find "Basic dV" in CKAN... first post say - it is indexed. But still cant find it.

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@DMagic Have you ever considered making a light-weight version of deltaV such that it integrates seamlessly into the existing stage GUI, is simplified to only showing dV and TWR, and has no other components? Effectively a stock dV/TWR implementation.

My thought is to extend each stage node header (orange bar) to be two lines instead of 1 when an engine or decouple is within that stage. The first line would stay as-is, but the second would show the dV and TWR. No other options or configurations, no extra toolbars, windows, or other GUI stuff.

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@Electrocutor That's an interesting idea. I don't think it would be that challenging to replace the stage icons for selected stages with a modified version of the icon, but space would be very tight to fit two lines of info in there. It would have to just show dV for that stage alone, and then probably TWR on a separate line. I do like the idea of stripping out all settings, windows, and options, though, just making it as simple as possible.

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Posted (edited)
2 hours ago, DMagic said:

@Electrocutor That's an interesting idea. I don't think it would be that challenging to replace the stage icons for selected stages with a modified version of the icon, but space would be very tight to fit two lines of info in there. It would have to just show dV for that stage alone, and then probably TWR on a separate line. I do like the idea of stripping out all settings, windows, and options, though, just making it as simple as possible.

Could you not stretch the header slightly wider so as to fit? dV should never exceed 6 characters and twr 3. Well, I guess there is also the mouse-over tooltip if need be: maybe that would be an even better idea, just leave the stock 1-line and show dV and TWR on mouse-over.

I've also thought about the same for precision maneuver nodes. Consider the small control buttons you have for SAS on the side of the navball: have a similar thing when you create a maneuver. One button for 'Circularize' that pushes prograde until matching altitude, one button for 'Intercept' that pushes all 3 axes until your orbit intersects with your current target (or SOI of target) with as close to parallel orbit as possible, and one button to toggle 'Precise', which changes the amount that pulling on the 3 nodes will change your dV for the maneuver to being much, much less.

 

Instead of being a robust mod that gives you all sorts of options, it would instead enhance the stock interface to only provide things that are sorely missing.

Edited by Electrocutor

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@DMagic What I miss from (removed) KER - and when I remember correctly also VOID got it - is the middle-click info on parts. Could this be included somehow in a similar way?

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8 hours ago, Electrocutor said:

Instead of being a robust mod that gives you all sorts of options, it would instead enhance the stock interface to only provide things that are sorely missing.

Features that are "sorely lacking" is always a tricky subject. The features that I consider to be lacking from the stock maneuver node tool are the ability to place the maneuver node at specific locations (not needing to hunt for just the right pixel to place the maneuver node at apoapsis), something to prevent the maneuver node from getting lost in other icons when zoomed out, and something to allow for fine adjustments. Maneuver Node Evolved does the first two pretty well, I think, and while it has a separate window for making exact adjustments, there is probably a more seamless method for adjusting how much the maneuver node gizmo increments dV. But I would consider any kind of auto-generated node adjustment as way outside of the stock behavior.

As for the dV readout, stretching the header would be bad, it would just look funny for the stage panels to be bigger than the stage icons, and it would look even more out of place if only the stages with engines and/or decouplers used the bigger icons. It would simpler to just have a separate icon that is stretched vertically, since vertically stretched icons are already used by the staging panels to accommodate extra stage icons.

 

@Gordon Dry What is the middle-click info given by those mods? 

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Posted (edited)
5 hours ago, DMagic said:

What is the middle-click info given by those mods? 

Cost, dry mass / wet mass, resources, used fuels when it's an engine, thrust vectoring, ISP, modules like if RCS or SAS exist in that part etc.

Edit:

btw this mod works better with RealFuels and RO as KER or Void do, but still got its smaller issues.

RealFuels is a pita I guess...

Edited by Gordon Dry

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@Gordon Dry I can see how that information could be useful, but neither of these mods would serve that purpose. Basic Orbit is about flight information, and Basic DeltaV is about dV and engine performance, basically.

Basic DeltaV should behave the same as KER or VOID when it comes to data calculations, they all use the same vessel simulator code. Unless something has changed in the latest updates for KER, which I'm waiting for 1.4.3 to implement, they should all give the same information.

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