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Li0n

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Everything posted by Li0n

  1. It can, probably, be done but it will require a new PartModule as there is none with that sort of capability in stock KSP, as far as I know. Apart from the plugin you'll need a part to attach it, for making your own I'll let you browse the forum, really not my field of expertise. You can, more easily, duplicate a stock part, giving it a new name and attach your PartModule to it, all that with ModuleManager.
  2. Pas sur à 100% : c'est une rentrée sur Kerbin depuis une orbite trans-lunaire/munaire. Pas sur non plus : orbite trans-munaire : désigne une orbite de transfert depuis le corps céleste appelé "Mun" orbite trans-lunaire : désigne une orbite de transfert depuis une lune, n'importe quelle lune. Edit : ninjaiser (c'est quoi la traduction officielle ?) par @iceolator88
  3. Version 0.15 is up, on Github ! It take my longer to expected due to what I think is a stock bug. I got a workaround for it and as far as I have tested it it stands. But if you see any circle with the wrong scale/color in the tracking station please report it. The flight/map view scene shouldn't be affected and the tracking station not always so not easy to nailed it down. Enjoy
  4. translunaire ? ou trans-lunaire ? D'après le dico de Firefox c'est la seconde option.
  5. For switching all the antenna to DIRECT you can probably do it with a MM patch but for the relay computer you want a new behavior so you need to write a new PartModule. Most likely you'll wrote two PartModule, one for each type of relay computer. I think that's a good idea so good luck (the CommNet can be tricky to work with...)
  6. You can be proud of your work too, this is AWESOME !
  7. I've done a little more testing and find a way to reset the CommPath/Link to its "real" values (in the Tracking Station), one vessel at a time. When focusing a vessel its CommPath gets updated, no event is fired but the values do change. As you can see after focusing the vessel "Transmitter" its links show the "real" values. But it's not updated "recursively", the link attached to the relay this connection depend on isn't updated. Not sure that's clear, in the screenshot the two links underlined in red represent the same thing and should be equal. How to reproduce this : launch the save I provided earlier go to the tracking station go back to the space center again to the tracking station open the console press X In the console you'll see a list of vessel and theirs links, one link per vessel, all green (the first CommTry block in the screenshot) Click on the "Transmitter" in the vessel list press X the transmitter links are updated but not the relay it depends on I also found a CommNet.CommNetNetwork.Reset () method, unfortunately it doesn't solve this problem. EDIT : With my last discovery I found a workaround on how to get accurate signal strength of all the vessel in the tracking station : I set the PlanetariumCamera target to every vessel, then back to its original target. Doing this in one frame is transparent to the user and I am, relatively, sure that I get the right number.
  8. @TaxiService thanks for testing it. I've remade a test and can (re-)confirm : How to reproduce : Launch a save go to the tracking station back to the space center tracking station again This steps always reproduce the issue. I've made my test on Windows 10 x64 with the last version of KSP (x64). The install is clean, nothing except my CommTry.dll
  9. While developing a new feature for my mod Antenna Helper I came across a bug in the CommLink list attached to each vessel. In order to get the "real signal strength" of a vessel I need to multiply the signal strength of each link in the path between this vessel and the DSN. I do it like this : foreach (Vessel v in FlightGlobals.Vessels) { double realSignal = 1d; foreach (CommNet.CommLink link in v.Connection.ControlPath) { realSignal *= link.signalStrength; } } And it works good, most of the time, sometimes the link.signalStrength is off, still in the 0 - 1 range but wrong according to the in-flight display : in flight : it's always accurate at the space center : * when coming from the main menu : accurate most of the time * when coming from the editor or the tracking station : always accurate * when coming from flight : always wrong at the Tracking Station : * first time entering it : accurate most of the time * n+1 time entering it : always wrong At first I believed I was getting the info too early, before the CommNet gets properly initialized, but even with a coroutine that wait 10s before retrieving the signal strength it was still off. For a proper testing I wrote a little plugin that display all the link of all the vessel when a CommNet event is fired (only three exist : OnNetworkInitialized, OnCommStatusChange and OnCommHomeStatusChange), the plugin also display the link when pressing X. You can find it, along with its source, here. (Launch a game, open the console and look for entry starting by "[CommTry]") This save can be helpful, it has three ships, relay_A (signal of : 66%), relay_B (signal of : 36%) and transmitter (connected to relay_B : 69%, combined : 25%). I wanted to bring it to the attention of the forum before writing a proper bug report, I check and it haven't been reported. But @TaxiService made a bug report about incorrect value in the CommNet instance. This may be connect to my issue but not sure : in the CommNet instance, values are always off (and way off, not even in the 0 - 1 range) but in the Vessel.Connection.ControlPath.CommLink they are sometimes valid... @TaxiService your issue still stand, I add a method to test it in my plugin, press Y and it list all the existing links (from CommNet.CommNetNetwork.Instance.CommNet.Links). Pinging @RoverDude, he was assigned @TaxiService issue.
  10. Not 100% sure I understand correctly. By what happens when a vessel gets to the destination I guess you mean does the vessel gets an active connection and if so how much signal strength ? At the moment you can know it in the editor : in the main window the color bar indicate the signal strength / distance. In the "signal per planet" window you'll see the signal to expect when orbiting the different planet. (For now) those are compute only for a direct connection to the DSN. And you need to know how far (in meter) you want to go. But : In the tracking station / map view : once your ship is launched (or temporary placed on the launchpad) you can open the map view/ tracking station, select "relay + dsn" in the gui and you'll have a visual display of where you can go with how much signal strength. So that's already in the mod. The suggestion you made earlier will be useful when the place you want to go isn't covered by CommNet, so you need a relay. It will help choose which antenna go on the relay. Here is how I see it working : you build a probe to Moho, put on it as much antenna as possible you save your probe inside Antenna Helper editor ship list (that will be in the next version) you go to the tracking station, select your probe as a transmitter from Antenna Helper editor ship list (again, in the next version) at this point you realize CommNet don't cover Moho, or the signal strength to expect is to low A relay is needed Click the "make a dummy relay" button (that's your feature) Click anywhere on the map view to place the dummy relay at this position A new window will have appear to choose which relay antenna will go on the dummy relay Add relay antenna until you see enough range / signal strength to your liking Go build a relay with the antenna you selected before ... Profit ! That was a big explanation but it will serve me when I add this function to Antenna Helper. Tell me if that cover your need or if I (still) haven't get what you meant.
  11. Good idea, it will make designing relay easier. For the arbitrary location I think I can manage something better than an existing vessel or celestial body, should be doable to pick any place on the sun orbit plan with a raycast from the mouse position. Simulate an antenna isn't enough, it needs a GUI with the ability to choose which and how many antenna to simulate. It has already been suggested that I add something like this for the editor. Thanks for the suggestion @linuxgurugamer I'll add it to the to-do list. Currently I'm on a feature to show a list of vessel saved in the VAB/SPH, but not launched, in the tracking station. It's almost done, it's working but I need to rewrote most of my previous Tracking Station related code as it was designed to work with object of the Vessel class but ship saved in the editor don't work the same way. Next will probably be the gui to select antenna(s) part as target. For the editor at first, the dummy antenna in the tracking station will need more work. Sooner than later I'll also add support to Blizzy/linuxgurugamer toolbar, thanks to Toolbar Control.
  12. @brusura maybe EVA Resource Transfer. Don't know how far you can set the pipes from each other tho. (scroll down)
  13. Good point. Thanks. (no more struggling with the stock button position )
  14. I've just try and InputLockManager do catch the key-down event. I use it in ModuleMotionDetector.cs (in UpdateGUI()), for CrewLight. I've recompiled this version so you can give it a try, open the motion detector GUI (right-click on a light, motion detector button), when your mouse is hover the GUI the arrow keys don't move the camera anymore.
  15. Yes it will need some additional logic, determining which button position need to be be returned. But in that case could you make a method that return the button(s), or set them public. Besides getting their position it could be used to change the texture. I haven't a lot experience with KSP toolbar button but there is probably other use case scenario. Edit : And I probably don't implement Toolbar Control before that Going to bed soon...
  16. @linuxgurugamer thanks for this, I'll definitely use it in Antenna Helper (now that I have a nice icon ). One request tho, can you add a method that return the position of the button that have been last clicked ? Quite useful to show small GUI next to their button. (and for whatever reason the transform.postion of the stock toolbar button give strange result, that will make one more reason to use your mod).
  17. @Warrigal not sure it can applies to your case but did you look what you can do with the InputLockManager class ? You can use it to prevent a click on a GUI element from passing through it, maybe that can help.
  18. Welcome to the forum It's definitely possible to do it with ModuleManager, I'm not an expert but it should look like this : You were close, and this way you're sure it's not added twice.
  19. Version 0.14 is up, on Github ! Here it is : range circle in the Tracking Station Unfortunately the bug of the circle disappearing when the camera move away is present in the Tracking Station, and my workaround for the Map View don't work there. The window isn't clamped to the toolbar button the way it does in the map view. Why getting the button position is so complicated ?? For the next release I'll try to add a list of all the ship stored in the VAB/SPH to the Tracking Station. This ,IMO, will be the most valuable feature, you'll see with a glance how far you can get without launching any ship Happy crashing
  20. Hey guys I'm searching for a way to access PartModule data from ships in construction (which exist as .craft file but has never been launched so not in persistent.sfs), is there something in the API that can help me ? I guess I can manually parse each .craft file but I was wondering if those info were already stored somewhere in the game.
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