linuxgurugamer 17,267 Posted May 1, 2018 Share Posted May 1, 2018 (edited) Forum user @Diazo made this wonderful little modlet a long time ago, but he hasn't been around since July, 2017. So I've adopted it Landing Height Found on the CKAN as Diazo's Landing Height Display (soon) Found on Spacedock as Diazo's Landing Height Caution: This mod only affects the altimeter display at the top of the screen, it does not change the altitude at which equipment operates. So if a parachute is set to open at 500m ASL, the parachute will still open at 500M ASL, not when this mod causes the altimeter on the screen to display 500m. Show the distance from the bottom of your vessel, not the center of mass, to the ground below you. Land on the dark side of the Mun with confidence. New Version 2.0: Mode Display AGL: Altimeter showing distance to ground/object below vessel. ASL: Altimeter showing distance to sea level. Green Text or no text visible: Automatic mode based on Surface or Orbital mode as displayed just above nav-ball. Red Text: Mode locked, will always stay in the displayed mode. Click inside the red box to change mode, this is a game-wide setting. Due to oddities in how the UI works I could not make the entire altimeter clickable, just the left side. (Red box is not visible in-game.) Source Code: https://github.com/linuxgurugamer/LandingHeight Download: https://spacedock.info/mod/1844/Diazo's Landing Height License: GPLv3 License. Notes: 1) To make it clear when touchdown happens but you can't tell because of the lighting, a displayed altitude of 0meter means a part of your vessel is touching the ground (or water if over the ocean). A displayed altitude of 1meter or higher means no part of your vessel is touching the ground. 2) Any mod that extends parts, such as the winches in KAS, are detected by this mod. For example, if you are lowering a KAS winch, this mod will report the altitude from the bottom of the winch head being lowered as that is the lowest part of the vessel. This is working as designed and the player needs to be aware of it happening when using such equipment. 3) The raycast checks the current vessel to determine if the part hit is valid or not. Vessels connected by some method, such as a fueling hose, may be considered one vessel by this mod and could cause unexpected values to be displayed. Edited May 1, 2018 by linuxgurugamer Quote Link to post Share on other sites
shdwlrd 808 Posted May 2, 2018 Share Posted May 2, 2018 Thank you kind sir for keeping this updated. Quote Link to post Share on other sites
nightingale 3,401 Posted May 2, 2018 Share Posted May 2, 2018 This was my gateway mod - the very first mod I installed as a player. Without this mod, it possible that Contract Configurator and all the mods I've made would never have happened. So thanks for bringing this one back! Quote Link to post Share on other sites
drtedastro 299 Posted May 3, 2018 Share Posted May 3, 2018 Thanks for keeping this going. great mod and one of the 'need this one' mods. cheers. Quote Link to post Share on other sites
Gordon Dry 545 Posted May 4, 2018 Share Posted May 4, 2018 @linuxgurugamer I loaded a vessel in Minmus orbit after the amount of days for a contract were reached and then I saw this: Log:https://www.dropbox.com/s/p4ekv01xoe5ylyc/2018-05-05_1 KSP.log.7z?dl=1 Quote Link to post Share on other sites
Tio Oly 3 Posted May 6, 2018 Share Posted May 6, 2018 Thank you so much @linuxgurugamer.... Diazo's mods always come in handy. I just hope that you can bring back to life other mods by Diazo. they're just great! Vertical velocity controller Horizontal Landing Aid Pleeeeeeease! Quote Link to post Share on other sites
linuxgurugamer 17,267 Posted May 6, 2018 Author Share Posted May 6, 2018 On 5/4/2018 at 6:16 PM, Gordon Dry said: @linuxgurugamer I loaded a vessel in Minmus orbit after the amount of days for a contract were reached and then I saw this: Log:https://www.dropbox.com/s/p4ekv01xoe5ylyc/2018-05-05_1 KSP.log.7z?dl=1 Very strange. I looked at the log, and did see some exceptions from the ClickThroughBlocker, but nothing from the Landing height Display. Can you be more specific, such as a series of specific steps I could do to replicat this? Thanks Quote Link to post Share on other sites
linuxgurugamer 17,267 Posted May 6, 2018 Author Share Posted May 6, 2018 4 hours ago, Tio Oly said: Thank you so much @linuxgurugamer.... Diazo's mods always come in handy. I just hope that you can bring back to life other mods by Diazo. they're just great! Vertical velocity controller Horizontal Landing Aid Pleeeeeeease! I'll look at them Quote Link to post Share on other sites
Warezcrawler 207 Posted May 6, 2018 Share Posted May 6, 2018 42 minutes ago, linuxgurugamer said: I'll look at them Funny thing. I just post a couple of unofficial builds of those... Quote Link to post Share on other sites
linuxgurugamer 17,267 Posted May 6, 2018 Author Share Posted May 6, 2018 12 minutes ago, Warezcrawler said: Funny thing. I just post a couple of unofficial builds of those... Well, if you want to do them, that's fine by me. But one of the things I would be doing is adding support for the ClickThroughBlocker (for both), and the ToolbarController(for the RCSLandAid). Let me know Quote Link to post Share on other sites
Warezcrawler 207 Posted May 6, 2018 Share Posted May 6, 2018 1 hour ago, linuxgurugamer said: Well, if you want to do them, that's fine by me. But one of the things I would be doing is adding support for the ClickThroughBlocker (for both), and the ToolbarController(for the RCSLandAid). Let me know I will think about it (not hurry since the community now have a build that should work), I will probably not add those dependencies though... Not yet anyways. I'm not at you level when it comes to coding UI. Quote Link to post Share on other sites
linuxgurugamer 17,267 Posted May 6, 2018 Author Share Posted May 6, 2018 So, you are going to continue them, or was this as one time build? It makes a difference, an unofficial build is not available via CKAN. Quote Link to post Share on other sites
Gordon Dry 545 Posted May 8, 2018 Share Posted May 8, 2018 On 5/6/2018 at 3:28 PM, linuxgurugamer said: Can you be more specific, such as a series of specific steps I could do to replicat this? This seems to only happen when the actual stage's engine uses MonoPropellant, like OMS kit. MechJeb also has issues with that. Quote Link to post Share on other sites
linuxgurugamer 17,267 Posted May 8, 2018 Author Share Posted May 8, 2018 On 5/6/2018 at 11:59 AM, Warezcrawler said: I will think about it (not hurry since the community now have a build that should work), I will probably not add those dependencies though... Not yet anyways. I'm not at you level when it comes to coding UI. So, you are going to continue them, or was this as one time build? It makes a difference, an unofficial build is not available via CKAN Quote Link to post Share on other sites
Gordon Dry 545 Posted May 9, 2018 Share Posted May 9, 2018 @linuxgurugamer How about automatically switching to ASL readout when underwater? Quote Link to post Share on other sites
linuxgurugamer 17,267 Posted May 9, 2018 Author Share Posted May 9, 2018 1 minute ago, Gordon Dry said: @linuxgurugamer How about automatically switching to ASL readout when underwater? Good idea, could you add it as an issue? Quote Link to post Share on other sites
Gordon Dry 545 Posted May 9, 2018 Share Posted May 9, 2018 37 minutes ago, linuxgurugamer said: Good idea, could you add it as an issue? Done Quote Link to post Share on other sites
Gordon Dry 545 Posted May 11, 2018 Share Posted May 11, 2018 (edited) On 5/6/2018 at 3:28 PM, linuxgurugamer said: Can you be more specific, such as a series of specific steps I could do to replicat this? So, now I can say that also vessels that are just already in (high) orbit and loaded are prone to this issue. It happens that it disappears as soon as a maneuver burn is in progress. It also could be that directly loading from SPC via KAC triggers this issue? Update (after two minutes): Yeah, and also the fact that as soon as I enable RCS the good ol' MechJeb issue is spamming, the maneuver is not burnt, could be taken into account:@sarbian Spoiler NullReferenceException: Object reference not set to an instance of an object at MuMech.RCSSolverThread.GetThrottles (.Vessel vessel, MuMech.VesselState state, Vector3 direction, System.Double[]& throttles, System.Collections.Generic.List`1& thrustersOut) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleRCSBalancer.GetThrottles (Vector3 direction, System.Double[]& throttles, System.Collections.Generic.List`1& thrusters) [0x00000] in <filename unknown>:0 at MuMech.VesselState.UpdateRCSThrustAndTorque (.Vessel vessel) [0x00000] in <filename unknown>:0 at MuMech.VesselState.Update (.Vessel vessel) [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) What helps is to disable the RCS Balancer Module of MJ. Edited May 11, 2018 by Gordon Dry Quote Link to post Share on other sites
linuxgurugamer 17,267 Posted May 16, 2018 Author Share Posted May 16, 2018 On 5/11/2018 at 7:33 PM, Gordon Dry said: So, now I can say that also vessels that are just already in (high) orbit and loaded are prone to this issue. It happens that it disappears as soon as a maneuver burn is in progress. It also could be that directly loading from SPC via KAC triggers this issue? Update (after two minutes): Yeah, and also the fact that as soon as I enable RCS the good ol' MechJeb issue is spamming, the maneuver is not burnt, could be taken into account:@sarbian Reveal hidden contents NullReferenceException: Object reference not set to an instance of an object at MuMech.RCSSolverThread.GetThrottles (.Vessel vessel, MuMech.VesselState state, Vector3 direction, System.Double[]& throttles, System.Collections.Generic.List`1& thrustersOut) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleRCSBalancer.GetThrottles (Vector3 direction, System.Double[]& throttles, System.Collections.Generic.List`1& thrusters) [0x00000] in <filename unknown>:0 at MuMech.VesselState.UpdateRCSThrustAndTorque (.Vessel vessel) [0x00000] in <filename unknown>:0 at MuMech.VesselState.Update (.Vessel vessel) [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) What helps is to disable the RCS Balancer Module of MJ. Does this only happen when Mechjeb is installed? Quote Link to post Share on other sites
Tio Oly 3 Posted May 29, 2018 Share Posted May 29, 2018 On 5/6/2018 at 8:51 AM, linuxgurugamer said: I'll look at them Thank you for your time and effort! Quote Link to post Share on other sites
linuxgurugamer 17,267 Posted August 18, 2018 Author Share Posted August 18, 2018 New release, 2.2.0.1 Version bump to fix error in .version file Quote Link to post Share on other sites
Tyko 2,403 Posted October 4, 2018 Share Posted October 4, 2018 @linuxgurugamer I see this issue was brought up in May, but doesn't look like it's ever been resolved... When a craft gets high enough there's a band of altitudes in which the altitude display blanks out. In the case of my test craft it's above 600km and continues to be blank until 1000km when it starts working again. There's a pic below and here's a link to my logs - in this case I'm using GPP, but I see from @Gordon Dry's post in May that it's happening in Stock too. Quote Link to post Share on other sites
Tonka Crash 1,056 Posted October 4, 2018 Share Posted October 4, 2018 @Tyko @linuxgurugamer I've seen the blank altitude bug a few times as well, I think I just reset the altimeter by cycling AGL/ASL but I can't be sure. It's always been a momentary glitch for me and not frequent enough to figure out circumstances to reproduce it. Reading @Gordon Dry comments, my circumstances may be similar, using KAC to jump to a ship in high orbit. I have Mechjeb in the stock solar system. Quote Link to post Share on other sites
Tyko 2,403 Posted October 4, 2018 Share Posted October 4, 2018 (edited) 39 minutes ago, Tonka Crash said: @Tyko @linuxgurugamer I've seen the blank altitude bug a few times as well, I think I just reset the altimeter by cycling AGL/ASL but I can't be sure. It's always been a momentary glitch for me and not frequent enough to figure out circumstances to reproduce it. Reading @Gordon Dry comments, my circumstances may be similar, using KAC to jump to a ship in high orbit. I have Mechjeb in the stock solar system. I'm not using mechjeb or KAC. In testing I'm using F12 to drop ships into an orbit then using thrust to create elliptical orbits to test with. I can watch it go blank at a certain point in the orbit then re-appear at a higher altitude I downloaded the v2.0 copy from Diazo's GitHub and this doesn't have the issue. So it's something that was changed between Diazo's 2.0 and @linuxgurugamer's 2.2 Edited October 4, 2018 by Tyko Quote Link to post Share on other sites
linuxgurugamer 17,267 Posted October 5, 2018 Author Share Posted October 5, 2018 (edited) 8 hours ago, Tyko said: I'm not using mechjeb or KAC. In testing I'm using F12 to drop ships into an orbit then using thrust to create elliptical orbits to test with. I can watch it go blank at a certain point in the orbit then re-appear at a higher altitude I downloaded the v2.0 copy from Diazo's GitHub and this doesn't have the issue. So it's something that was changed between Diazo's 2.0 and @linuxgurugamer's 2.2 Which is very strange, since there were minimal code changes. The only change was changing a font from normal to bold. And the version you downloaded was compiled for a previous version of KSP. I'll test and see if I can duplicate this. What version of KSP are you running? 8 hours ago, Tyko said: I'm not using mechjeb or KAC. In testing I'm using F12 to drop ships into an orbit then using thrust to create elliptical orbits to test with. I can watch it go blank at a certain point in the orbit then re-appear at a higher altitude Would be very useful if you could tell me at what point it happens, or even if you give me the Ap and Pe of the orbit you are testing with. Right now I have nothing to go on, can only guess Edited October 5, 2018 by linuxgurugamer Quote Link to post Share on other sites
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