smjjames Posted April 25, 2016 Share Posted April 25, 2016 1 hour ago, TriggerAu said: Thanks to @Fishbreath this was reasonably painless v3.6.1.0 Now Available Coolness. Though I got word of it from TheReadPanda's stream. Also, your post is breaking the forum formatting and extending off to the right. Just letting you know on that. Quote Link to comment Share on other sites More sharing options...
Renegrade Posted April 25, 2016 Share Posted April 25, 2016 2 hours ago, TriggerAu said: Thanks to @Fishbreath this was reasonably painless v3.6.1.0 Now Available Thanks TriggerAu and thanks @Fishbreath ! You guys are the bomb There are many useful and helpful mods, but KAC is my top priority. Overlapping missions are a MASSIVE PAIN without it. Quote Link to comment Share on other sites More sharing options...
Racescort666 Posted April 25, 2016 Share Posted April 25, 2016 On 4/24/2016 at 2:37 AM, invultri said: They had discrepancies in 1.0.5 as well for me. I think the way kac and mj calculate the "best" window is slightly different (rounding accuracy ??). Most of the times both windows are close together. TriggerAu will have to speak to it if I'm wrong but KAC uses a simplified transfer window. Transfer Window Planner (also a TriggerAu mod) gives you a porkchop plot like MechJeb and is much more accurate IMO but Alexmun wrote the code for the Lambert Solver that actually calculates the transfer. As far as I can tell, TWP assumes a circular equatorial orbit whereas MechJeb uses the orbit of the active vessel accounting for eccentricity and inclination. The problem is that you can't really make perfect burns and the game has limitations on how accurately it can calculate orbits so the best you can do is closeish. Quote Link to comment Share on other sites More sharing options...
Alshain Posted April 25, 2016 Share Posted April 25, 2016 @TriggerAu Don't forget your thread title, and thanks to you and @Fishbreath for the quick update. Quote Link to comment Share on other sites More sharing options...
sp1989 Posted April 25, 2016 Share Posted April 25, 2016 8 hours ago, TriggerAu said: Thanks to @Fishbreath this was reasonably painless v3.6.1.0 Now Available Download from GitHub or Download from Curse or... No Spacedock version cause I cant seem to get registered/emails (will look later) This is basically a merge of Fishbreaths pull as well as the code to handle the UIToggle (ie F2). I've done some quick and dirty tests and all the alarms seem to be working fine for me. If you do have trouble with it then please drop something in here where people will see it and include logs and the usual support stuff - now that we have 32 and 64 bit there may be diffs there too - oh the joy Thanks for the patience, and again thanks to @Fishbreath for making things easier for me Now all I need is Science Alert to be updated and I can officially begin my new Career Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted April 25, 2016 Author Share Posted April 25, 2016 6 hours ago, Racescort666 said: TriggerAu will have to speak to it if I'm wrong but KAC uses a simplified transfer window. Transfer Window Planner (also a TriggerAu mod) gives you a porkchop plot like MechJeb and is much more accurate IMO but Alexmun wrote the code for the Lambert Solver that actually calculates the transfer. As far as I can tell, TWP assumes a circular equatorial orbit whereas MechJeb uses the orbit of the active vessel accounting for eccentricity and inclination. The problem is that you can't really make perfect burns and the game has limitations on how accurately it can calculate orbits so the best you can do is closeish. The KAC has two methods for Transfer windows - Formula: Which uses Olex's original formulas - these use circular orbits and can vary wildy and Model: This is a precomputed set of values done by Voneiden a whiles ago. The Model values have proven to be fairly accurate for a while. The TWP calculates the values based on AlexMun's code - literally, he helped me by providing the solver code - so the values between that web tool and TWP are very close usually. This uses the orbits in the game models to then create the code. MechJeb uses a similar process, but a different solver module and thats why there are variances. Both get you a pretty good point from my exerience I did have grand plans for a transfer calendar using TWP values precomputed, but time and all 1 hour ago, Alshain said: @TriggerAu Don't forget your thread title, and thanks to you and @Fishbreath for the quick update. Its always the little things - thanks Quote Link to comment Share on other sites More sharing options...
KocLobster Posted April 25, 2016 Share Posted April 25, 2016 Thank you @Fishbreath and @TriggerAu I love this mod and it was the last one I was waiting for before I upgraded to 1.1 Quote Link to comment Share on other sites More sharing options...
Racescort666 Posted April 25, 2016 Share Posted April 25, 2016 13 minutes ago, TriggerAu said: The KAC has two methods for Transfer windows - Formula: Which uses Olex's original formulas - these use circular orbits and can vary wildy and Model: This is a precomputed set of values done by Voneiden a whiles ago. The Model values have proven to be fairly accurate for a while. The TWP calculates the values based on AlexMun's code - literally, he helped me by providing the solver code - so the values between that web tool and TWP are very close usually. This uses the orbits in the game models to then create the code. MechJeb uses a similar process, but a different solver module and thats why there are variances. Both get you a pretty good point from my exerience I did have grand plans for a transfer calendar using TWP values precomputed, but time and all Its always the little things - thanks I'm always amazed at the kind of great work you guys always do. Transfer windows are definitely one of the real rocket science parts that's very hard to figure out. Calculating dV is one thing but trying to get to another planet is a whole new ballgame. It can't be overstated how appreciative I am of your time as both a game developer and as a mod developer. Quote Link to comment Share on other sites More sharing options...
KocLobster Posted April 25, 2016 Share Posted April 25, 2016 2 minutes ago, Racescort666 said: I'm always amazed at the kind of great work you guys always do. Transfer windows are definitely one of the real rocket science parts that's very hard to figure out. Calculating dV is one thing but trying to get to another planet is a whole new ballgame. It can't be overstated how appreciative I am of your time as both a game developer and as a mod developer. A huge +1 to this Quote Link to comment Share on other sites More sharing options...
Fizwalker Posted April 26, 2016 Share Posted April 26, 2016 In case I haven't said this before.... Your mod... Is absolutely indispensable. I couldn't play this game without it. Thank you! Thank you! Thank you! for creating this! Quote Link to comment Share on other sites More sharing options...
spacetackle Posted April 26, 2016 Share Posted April 26, 2016 Thanks @TriggerAu, This mod is wonderful and essential. I would love to see this mod taken up by squad. It really should be a stock feature! Quote Link to comment Share on other sites More sharing options...
rasta013 Posted April 26, 2016 Share Posted April 26, 2016 4 hours ago, Racescort666 said: I'm always amazed at the kind of great work you guys always do. Transfer windows are definitely one of the real rocket science parts that's very hard to figure out. Calculating dV is one thing but trying to get to another planet is a whole new ballgame. It can't be overstated how appreciative I am of your time as both a game developer and as a mod developer. 4 hours ago, KocLobster said: A huge +1 to this +1 Indeed!! Thanks to both @TriggerAu and @Fishbreath both for the work to get this up to date. An absolute must have for any reasonable long-term player. Quote Link to comment Share on other sites More sharing options...
ExEvolution Posted April 26, 2016 Share Posted April 26, 2016 Heres a log using the latest version that encounters NREs with KAC There are other NREs in this log that I'm reporting to their respective developers so you should just be able to focus on strictly your own, if you need any additional information please let me know. output_log.txt https://drive.google.com/open?id=0B6XmL37AFRVGTGhOTGJwV1ZZMzQ Quote Link to comment Share on other sites More sharing options...
MOARdV Posted April 26, 2016 Share Posted April 26, 2016 I noticed some null reference exceptions in KAC as well with 3.6.1 during the transition from the tracking station to flight: [WRN 09:08:43.681] [HighLogic]: =========================== Scene Change : From TRACKSTATION to FLIGHT (Async) ===================== [LOG 09:08:43.682] 4/26/2016 9:08:43 AM,KerbalAlarmClock,Scene Change from 'TRACKSTATION' to 'FLIGHT' [LOG 09:08:43.683] 4/26/2016 9:08:43 AM,KerbalAlarmClock,Active Vessel unreadable - resetting inqueue flag [LOG 09:08:43.701] 4/26/2016 9:08:43 AM,KerbalAlarmClock,Removing DrawGUI from PostRender Queue [EXC 09:08:43.702] NullReferenceException: Object reference not set to an instance of an object PauseMenu.get_isOpen () KerbalAlarmClock.KerbalAlarmClock.DrawGUI () KerbalAlarmClock.KerbalAlarmClock.OnGUIEvery () KSPPluginFramework.MonoBehaviourExtended.OnGUI () [EXC 09:08:43.704] NullReferenceException: Object reference not set to an instance of an object PauseMenu.get_isOpen () KerbalAlarmClock.KerbalAlarmClock.DrawGUI () KerbalAlarmClock.KerbalAlarmClock.OnGUIEvery () KSPPluginFramework.MonoBehaviourExtended.OnGUI () I'm guessing PauseMenu isn't valid any more with all the UI rearranging that went on, but I haven't looked into the code to verify. Quote Link to comment Share on other sites More sharing options...
SzaboMarton_D Posted April 26, 2016 Share Posted April 26, 2016 On 2016. 04. 22. at 6:27 AM, akron said: I have had several scene switches to a vessel where I can't rotate the camera, my vessel disappears, I can't return to Space Ctr, and the Date goes to Year 99 Day 999,etc. The log shows a ton of null exceptions. It looks like something is going on with the test release. I will anxiously wait for the official 1.1 release. Here is a very brief section of the log where everything goes bananas, there is a ton of null errors later on: Reveal hidden contents [WRN 00:16:52.372] [HighLogic]: =========================== Scene Change : From TRACKSTATION to FLIGHT (Async) ===================== [LOG 00:16:52.373] 4/22/2016 12:16:52 AM,KerbalAlarmClock,Scene Change from 'TRACKSTATION' to 'FLIGHT' [LOG 00:16:52.374] 4/22/2016 12:16:52 AM,KerbalAlarmClock,Active Vessel unreadable - resetting inqueue flag [LOG 00:16:52.379] ScaleModList: listSize 205 maxListSize 1263 [LOG 00:16:52.387] 4/22/2016 12:16:52 AM,KerbalAlarmClock,Removing DrawGUI from PostRender Queue [EXC 00:16:52.388] NullReferenceException: Object reference not set to an instance of an object PauseMenu.get_isOpen () KerbalAlarmClock.KerbalAlarmClock.DrawGUI () KerbalAlarmClock.KerbalAlarmClock.OnGUIEvery () KSPPluginFramework.MonoBehaviourExtended.OnGUI () [EXC 00:16:52.389] NullReferenceException: Object reference not set to an instance of an object PauseMenu.get_isOpen () KerbalAlarmClock.KerbalAlarmClock.DrawGUI () KerbalAlarmClock.KerbalAlarmClock.OnGUIEvery () KSPPluginFramework.MonoBehaviourExtended.OnGUI () the funny thing is, i removed KAC from the game, and it still gives me this error on the first or second "to flight" scenechange and it gets really irritating, it seems like an overflow problem, but if KAC didnt cause it then what? or does KAC leave something in non KAC folders? like a config for MM or something? Quote Link to comment Share on other sites More sharing options...
DarthXavius Posted April 28, 2016 Share Posted April 28, 2016 Hey TriggerAu, I would love to see a feature added under the specific auto-alarm options where auto contract alarms will delete themselves upon acceptance for an acceptance deadline, not just when the deadline passes and where the when a contract is accepted with a deadline close than the previous next deadline for completion will delete and replace to prevent multiple contract alarms being created or contract alarms for acceptance of contracts persisting past acceptance. Don't know how possible this is, but just a recommendation. thanks for the mod! Quote Link to comment Share on other sites More sharing options...
Damon Posted April 28, 2016 Share Posted April 28, 2016 Can you replace KerbalStuff to SpaceDock? I would appreciate that! Great mod overall. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted April 28, 2016 Author Share Posted April 28, 2016 Ill get a look at some of these over the weekend I hope 29 minutes ago, damonvv said: Can you replace KerbalStuff to SpaceDock? I would appreciate that! Great mod overall. I tried, but have been unable to create an account on SpaceDock, probably the emails going missing or spammed somewhere, but not had time to dig deeper than that Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted April 28, 2016 Share Posted April 28, 2016 (edited) 1 hour ago, TriggerAu said: Ill get a look at some of these over the weekend I hope I tried, but have been unable to create an account on SpaceDock, probably the emails going missing or spammed somewhere, but not had time to dig deeper than that I think if we summon @godarklight something can be arranged. EDIT: Attempting a summoning spell on the dark underground (a.k.a. IRC). Edited April 28, 2016 by JPLRepo Quote Link to comment Share on other sites More sharing options...
Andem Posted April 28, 2016 Share Posted April 28, 2016 Yo! @godarklight! We need your services! Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted April 28, 2016 Author Share Posted April 28, 2016 hehe, I'm sure ts fixable, just not the time to do it yet - you shoud use those summoniungs sparingly Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted April 28, 2016 Share Posted April 28, 2016 7 minutes ago, TriggerAu said: hehe, I'm sure ts fixable, just not the time to do it yet - you shoud use those summoniungs sparingly Well you never know your luck.... I had same issue. summoning or PMing or going to the IRC and asking the guys to activate your account did the trick. Know you are busy so thought I'd bring it to their attention. But it seems I've picked a bad time. They are all off eating? drinking? sleeping?Downloading 1.1.1? Quote Link to comment Share on other sites More sharing options...
MOARdV Posted April 28, 2016 Share Posted April 28, 2016 Sorry for a drive-by post, but I think KAC's transfer window computations are wrong. KSP 1.1 changed Orbit.trueAnomaly from degrees to radians, which means mumech_orbitextensions.cs very likely needs updated, as does CalcPhaseAngleCurrent in TimeObjects.cs. I got started on seeing if I could fix them locally, but then KSP 1.1.1 happened, and now I need to fix my mods. Again. Quote Link to comment Share on other sites More sharing options...
godarklight Posted April 29, 2016 Share Posted April 29, 2016 (Also TriggerAU has been activated...) Quote Link to comment Share on other sites More sharing options...
Baladas Posted April 30, 2016 Share Posted April 30, 2016 Will this version be added to CKAN? At the moment CKAN is still at ver 3.5.0.0 Quote Link to comment Share on other sites More sharing options...
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