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Xyphos

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Posts posted by Xyphos

  1. 4 hours ago, DoctorDavinci said:

    The code I posted above does this while in the flight scene, perfectly might I add :wink:  ... No idea how to get it to work in the tracking station though

    well then, I guess my 'simple' logger mod just got more complex; I'll try to get it to work in the tracking station but if I can't, I'll just re-write it for flight and hyperedit some probes in orbit just to scan from there.

    thanks for your input, I'll keep you posted on what becomes of it.

  2. 5 hours ago, Aelfhe1m said:

    Looks like it's: 0 <= lon < 360; 0 <= lat < 180

    Cribbed from SCANsat/scanutil.cs  line#404 and lines#474-481

    thank you for your reply, using the above snippet of code from ScanSat that you provided, my code looks like this but still throws the index error.
    not sure if it's because I run the method via multi-threading?

     

    private void ScanBody(CelestialBody body) // Ran via Threadpool
        {
          try
          {
            double        LAT  = 0, LON = 0, ALT = 0; // highest
            var           JOBS = 0;
    
    
            DebugLog(m: $"Scanning {body.name}...");
    
            const double step = 0.01d;
            for (var lon = 0d; lon < 360d; lon += step)
            {
              for (var lat = 0d; lat < 180d; lat += step)
              {
                var alt = getElevation(
                    body: body,
                    lon: lon,
                    lat: lat
                  );
    
                if (alt <= ALT) continue;
    
                LAT = lat;
                LON = lon;
                ALT = alt;
              }
            }

     

    Maybe @DMagic could provide some instruction?

     

  3. I completed (again) on HARD MODE (again) but this time, I live streamed it to Facebook (~5 hours long) KSP group.
    despite several unexpected interruptions from my family, dogs and a crash landing on Vall, I succeeded anyway.

    https://www.facebook.com/100009261702728/videos/2462021554116544/

     

    UPDATE: Hindsight, the KSP facebook group is a private group, so unless you're a member you won't be able to see the video, so I snagged the MP4 url and uploaded it to YouTube instead.

     -

  4. 1 hour ago, Casper_83 said:

    I hope they will fix this for the next update.

    Have you found any workarounds?

    yes and no;

    jet-tipped rotors can only go so fast before breaking so use only two jets on low thrust, install Editor Extentions mod and spam 20 radially-attached rotors everywhere to increase the lift. (don't use the built-in attach nodes when placing, leave at double config and place on the adjacent face)


    while the craft did work, it still wasn't suitable for an auto-gyro.

  5. FYI, I don't mind helping other mods make the necessary changes, but the last time I offered to release an "unofficial update" I got chewed TF out by @linuxgurugamer's fan club claiming that I was disrespecting their lord and savoir.

    in general, it's not a good idea to do such, but feel free to compile your own non-distributed version if you can.
    also, it's not generally acceptable to upload a binary without matching source code.

  6. The Orbit class has a bit of a confusing naming convention, I'm looking for the six orbital elements to be used in calculations.
    the official API docs have nothing documented besides the following:
     

    double 	ApA [get]
    double 	ApR [get]
    double 	PeA [get]
    double 	PeR [get]
    double 	semiLatusRectum [get]
    double 	semiMinorAxis [get]

     

    semiMinorAxis? I thought it was supposed to be semiMajorAxis?
    I see nothing mentioning Angular Momentum, Ascending Node, etc...


    update: I figured it out, the docs aren't very helpful at all.
    Angular Momentum is a Vector3d identified as Orbit.h and the remaining five classical elements are obviously named variables, not properties.

  7. @linuxgurugamer if you're going the mod route, then you should check the existing configuration upon loading the flight scene by generating a hash token for each of the three revertables, and before the flight scene is unloaded back to editor, generate another set of hash tokens and compare for changes, interrupt the scene change with a UI Dialog that has checkboxes next to the changed items, with OK and Cancel buttons. good luck!

    I was hoping for Stock support tho.

    "FlightEditSaver" works for me btw, but I'm not picky about names.

  8. I'm not using asset bundle UI creation, just pure code.

    I've notice that my UI doesn't scale well with different resolutions and/or game settings UI scale.
    eg, a fixed-width dialog of 200f has lots of unused space when viewed in high resolution but looks just fine in low resolution
    eg2, my scroll list is appears larger and is displayed OUTSIDE the popup dialog window that is supposed to contain it.

    are there any tips that would let the UI scale itself or any special code to consider?

  9. The action/axis  group editor while in-flight is a welcomed addition, and very useful for "test stand" scenarios, but I find myself making adjustments and taking notes of said adjustments because currently, there's no way to OPTIONALLY persist any changes made while in-flight. instead I'd have to review the notes and make the changes AGAIN while in editor mode, this is very frustrating. 

    Thank you for your consideration.

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