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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Now it is, because of an upcoming update Well, I still haven't gotten a log file. It's working fine for me, in my 200+ modded game. Without a log file, I can't do anything. That IS why it is a beta, to find problems, but no one other than @MooseV2 has bothered to get me info, and his file isn't good, see below. I need the Player.log, not the KSP.log. Both are useful, but more important and useful is the Player.log ======================================================================== I have a new beta here, 0.1.10.4: ---- Added MiniMod to clear input locks via toolbar button, right-click brings up window Added one-time popup window Added ToolbarController as a dependency Please test, and get me the Player.Log file if you have issues, along with description of the problem
  2. @Benjamin Kerman I just submitted a PR which would fix the problem of mods bypassing the main menu and having the window close too quickly.
  3. I dug through your code to figure out the "type =", and in my test set one of my changes to: type = HighPriority it didn't list that change at the top, but it did say HighPriority when displaying it. Using ChangeLog 1.3 installed by CKAN on a 1.9.1 system, with this change log: Result: Found a bug: If a user is using the mod QuickStart (from Malah's Quick Mods), the change log shows briefly, then is closed without any user intervention. So if someone isn't watching their screen like a hawk, they can miss the changelogs. Not sure what the best answer would be to solve, either stop the quick-start (contact me for help with that) or keep it up until the user closes it
  4. Documentation of the new features would be nice. Also of the formatting ability, the README.md doesn't list either of them How does one add styling? Are you aware that your released code seems to be from the develop branch on github?
  5. I'm not sure that is possible, since the EC cost and amount of data depends on where the data is coming from. It would be nice, and I suppose I might be able to do it one day. I'm busy right now with other stuff, but will make a enhancement entry on Github
  6. New beta, 2.8.2.1 Added custom landing site configs, make active using PatchManager and then import into WaypointManager https://github.com/linuxgurugamer/WaypointManager/releases/tag/2.8.2.1 The old way still works, if you want to play with files :-)
  7. I'm hot on the trail. I have found 5 places where the adjustment was being applied incorrectly, see below There is some cleanup, optimizations and UI changes I want to make, will hope to get it done by tomorrow or Sunday
  8. Ok, forget what I said, I misunderstood something in the Pick a Target window I suspect that a variable is being passed into the true power function two times, which would get the double multiplication. What fun, now I get to dig
  9. With specific instructions like this, I'm more able to figure things out. Thanks I'm wondering about something. I assume you are at DSN Level 1. Did you notice that in the Antenna Helper window, while the Power is listed, the Max Range is still correct and agrees with the RA-2 info panel provided by CommNet Antennas Info? Is it possible that the Power is something else, and not range?
  10. First thing I'm going to do is to replicate the issue. Then I'll see how it goes. @MalevolentNinja Do you have a save file set up to display the issue? If so, can you send it to me, please
  11. Thanks That is the line I changed for the test version, and then he said: This was the version with the following change: public static double TruePower (double power) { // Apparently stock is already doing the multiplication internally return power; // return the "true power" of the antenna, stock power * range modifier //return power * HighLogic.CurrentGame.Parameters.CustomParams<CommNet.CommNetParams> ().rangeModifier; } so now I'm really puzzled because the change that @flart says fixed his, seems to not work in AH, and in fact seems to totally ignore it (???) when the change isn't there. I'll look into this more in a few days, this has already sucked up enough of today
  12. I would appreciate your doing the test in a brand new install, with ONLY AntennaHelper, CommNet Antenna Info and their required dependencies installed. Given that I looked into the code and saw the same calculation, I'm rather concerned that you don't have something else going on
  13. Here is a rebuild of the mod, only change was to remove the multiplication: https://www.dropbox.com/s/xr635hd1t7wc65i/AntennaHelper-1.0.7.2.zip?dl=0
  14. Quite possible, especially if it was added later. Do the antennas show up with the correct values in the editor? Correct as in already being multiplied?
  15. I took a couple of minutes to look at the code. The only place that the rangemodifier is used is here: public static double TruePower (double power) { // return the "true power" of the antenna, stock power * range modifier return power * HighLogic.CurrentGame.Parameters.CustomParams<CommNet.CommNetParams>().rangeModifier; As you can see it's only doing a multiplication. Also, In @flart's CommNet Antennas Info, he uses it in two places: mdt.Fields["powerText"].SetValue( Formatter.ValueShort(mdt.antennaPower * commNetParams.rangeModifier) + moduleDT.Fields["powerText"].guiActiveEditor = false; double antennaPowerModified = moduleDT.antennaPower * commNetParams.rangeModifier; and double BuiltInPowerModified = GetPowerMostCommonInternalAntenna(partsDT) * commNetParams.rangeModifier; string BuiltInPowerModified_str = Formatter.ValueExtraShortSpaced(BuiltInPowerModified); double antennaPowerModified = moduleDT.antennaPower * commNetParams.rangeModifier; string[] DSNranges_str = new string[TrackingLevels]; As you can see, both mods are only using it in a simple multiplication. Now, I haven't done a lot of research, but what I think you might be missing is the fact that the OUTPUT power of the antenna is different than the sensitivity of the antenna for reception. Again, I haven't done a lot of work, this is merely the result of 5 minutes searching, and I'm not an expert in the intricacies of KSP antennas. But it seems to me that if two independent mods, both using the same calculation are both agreeing on the output, that maybe there is something else going on. I'm hoping that @flart can respond also, I'm interested in seeing what he says
  16. Originally written by @nathan1, original thread here:https://forum.kerbalspaceprogram.com/index.php?/topic/132209-122-maneuver-node-splitter-v170/ My thanks to forum user @Jacke for suggesting this to me for adoption. This is a tiny mod which does one thing very well. Maneuver Node Splitter provides a GUI interface to split a single interplanetary transfer ejection burn maneuver node into multiple maneuver nodes. Version 1.3.0 comparison of the Unity skin and KSP skin above. Also shows the new 1.3.0 "repeat" option. Version 1.2.0 picture of the four modes for splitting nodes below. Why does it exist? If your vessel has a low TWR then it may not be possible to perform your ejection burn in a single orbit. By splitting your ejection maneuver into multiple burns you can raise your apoapsis a bit with each orbit until your final burn gives you an escape trajectory. How do I use it? 1. Get into orbit. 2. Create a maneuver node. 3. (Optional) Use Precise Node to move your maneuver node forward to the transfer window. 4. Set up the maneuver node to give you your ejection and encounter with your destination. 5. Open the Maneuver Node Splitter GUI by clicking the icon on the toolbar. 6. Use the left and right buttons to select how you want to split the maneuver node. 7. Enter the appropriate values into the text boxes. For example: delta-V values for the amount of delta-V you want to burn in each maneuver. 8. Click "Apply." Your original maneuver node will be replaced by multiple maneuver nodes. Each of the first maneuver nodes will be created based on the values you entered, and the final maneuver node will have the remaining delta-V. Your final ejection burn maneuver node will be around the same time as the original maneuver node (depending on what values you entered). Example: After creating an ejection burn requiring 2500m/s I open the GUI and enter 250 and 300 then click "Apply." The mod will split my original maneuver node into three maneuvers: the first will be 250m/s, the second will be 300m/s, and the third will be 1950m/s (the remainder). Note: Once your maneuver nodes are created it's up to you to actually perform the burns. This is the hard part. If you do not perform the burns precisely enough then the subsequent burns will be impacted. Luckily, as long as you're close it's usually easy to do minor adjustments to the later maneuver nodes using Precise Node to restore your rendezvous. Usually what you will need to adjust will be the *timing* of the subsequent maneuver nodes (since burning a slightly different amount from what the maneuver node specified will give you a different orbital period) rather than the delta-V. Additional Tips and Notes: It works with both mid-course plane-changes and direct ejection burns. The additional maneuver nodes will be created prior to the timing of your original maneuver (if your maneuver node is far enough in the future) so that your ejection time is left as unchanged as possible. The GUI will modify your upcoming maneuver, so don't add extra maneuvers before your ejection burn. The GUI will preserve any maneuver nodes that come after your ejection burn as long as they're far enough later than the original maneuver. After clicking "Apply" there will be an "Undo" button that will restore your prior maneuvers, so it's easy to just throw some numbers in and see how they work out. If it's not to your liking you can easily undo it. The "+" button will add more text boxes (for splitting the original maneuver into more burns) and the text boxes will have "x" buttons next to them for removing them (when you have more than one text box). Stock KSP has a bug where projected orbits sometimes do not show when multiple maneuver nodes from separate orbits are placed directly on top of each other. This is not a bug with the Maneuver Node Splitter. It's usually best not to raise your apoapsis above around 7000km prior to your ejection burn because of the possibility of an encounter with the Mun. While the tool can convert your ejection burn into a dozen or more tiny burns, it's usually easier to perform the ejection in fewer burns rather than more (due to the impact on later burns of not performing the earlier burns perfectly). Your current orbit very slowly drifts when your vessel is not on rails (timewarp) due to floating point math. This can impact your ejection maneuver while you are trying to set it up, so it's best to set it up at timewarp, if possible. Reviewed by Kottabos: Dependencies ClickThroughBlocker ToolbarController SpaceTuxLibrary Availability Download: https://github.com/linuxgurugamer/ManeuverNodeSplitter/releases Source: https://github.com/linuxgurugamer/ManeuverNodeSplitter License: MIT Now available in CKAN
  17. 2.8.2 Initial Beta Release Adoption by LinuxGuruGamer Added support for ToolbarController Added support for ClickThroughBlocker Patch from github user @SumGuyTwitches: fix kraken location off by 8 degrees Patch from Github user @taniwha: Use dateTimeFormatter for time period lengths Fixed RSS compatibility with changes listed in this issue on Github: https://github.com/jrossignol/WaypointManager/issues/59
  18. Hi everyone, I finally have a new thread and a beta release here:
  19. Written by @nightingale, he has mostly left the scene, and has graciously allowed me to adopt this mod. Original thread here: https://forum.kerbalspaceprogram.com/index.php?/topic/94432-18x-waypoint-manager-v281-2019-10-22/ Have you taken a new survey contract and then been frustrated when you had to keep flipping between map and flight mode to find your waypoints? Did you crash your vessel? NEVER AGAIN. Waypoint Manager does the following: Renders waypoints in flight mode. Gives a GUI listing of all waypoints and allows you to activate navigation from that GUI. Allows the creation of custom waypoints. If you want to see it in action, check it out in @maxrsp's KSP Easy Mods series: Custom Waypoints @Miles Teg has provided some custom waypoint files! To use them, copy the to GameData/WaypointManager/CustomWaypoints.cfg (I'll have to add a proper file dialog in a future version) and hit the "Import Custom Waypoints" button. Included are files for the various KSC biomes and for marking off the runway and helipads. New Dependencies Click Through Blocker ToolbarController SpaceTuxLibrary Availability Download: https://spacedock.info/mod/3107/WaypointManager Alternate download : https://github.com/linuxgurugamer/WaypointManager/releases Source: https://github.com/linuxgurugamer/WaypointManager License: MIT Available in CKAN Documentation No documentation, just install and enjoy the waypoints.
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