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Heed

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Everything posted by Heed

  1. Any ideas how to hook up to the ModuleProceduralFairing.DeployFairing call? My FlightOperations mod needs to track fairing deploy and jettison events. They don't seem to fire any obvious global events. Any ideas? I suspect the answer for this will apply to a great many of the part events I need to connect to.
  2. I've been working on a redesign of my alpha FlightOperations mod. Currently I have the following events in my tracking subsystem: Rollout Launch Atmospheric: Mach, Max Q Stage: Booster Separation, Stage Separation Engine Cutoff: BECO, MECO, SECO, etc. Engine Start: Main Engine Start, Booster Engine Start, numbered starts Recovered Deorbit Burn Entry Interface Landed: Splashdown, Landed Still to do: Docking: Docking working, Undocking problematic due to relinking mission & flight Destroyed Orbit: Orbit, Transfer Injection, Capture completed, still need "named orbits" LKO, GKO, MTO etc. Separation burn Fairing Jettison Open Chutes Deploy Solar Panels Pitch & Roll Start Throttle Down Throttle At Soft Landing Burn Deploy payload/spacecraft separation Malfunction: Damage, Collision, Malfunction Loss of signal Acquisition of signal Crew: Transfer, EVA, etc. Happy to add more events to the tracking as required. I track the lifetime costs, science, contracts achieved for a flight. I display the events when they happen as a screen message as well as have a dialog window which shows them with their MET. I also store the events as an event stream stored against the vessel nodes so they can be "mined" for more data, in fact this is how I generate some of the "synthetic" events. My intention is to also raise them via an add-on accessible interface. Unfortunately I recently emigrated to a new country and started a quite challenging job so I went dark for quite a while. Started up again recently, but still have a lot of work to do for a releasable version. I can share more detail and chat as to how aligned these ideas are.
  3. Just a quick update. I'm working on a bug for the renaming when you revert a flight, and a couple related to displaying the events. I've also begun adding in flight events again. There's now an inflight popup where you can view the events, but they also appear as normal screen notifications as they happen. Mach and Max Q events Separation Events I distinguish between booster separation (radial), and core separation. Core separations get a number, and I count the number of boosters separate. Flight Events Popup Here you can see the popup of the flight events so far. This has a standard "hover over" behaviour.
  4. Yeah I did, that's where I found out about the move of some of the functionality to KRASH and HoloDeck.
  5. @Deimos Rast @evileye.x KCT support is going to be tricky. KCT doesn't have an API, and the simulation portion is getting moved to KRASH, which does have an API. So, it looks like I'll have to provide KRASH support rather than KCT support for simulations. Okay, it looks like I'm approaching stability on the Flight Naming feature. Here's the skinny: All flights are numbered based on the "underlying" vessel name A vessel name can include formatting for the numbering The formatting can be one or more hash signs, which indicate zero padded numbers, e.g. # becomes 1, ## becomes 01, etc. The hashes can be at the beginning or end of the name, e.g. "## AeroEquus" or "AeroEquus #". The formatting can also be a dollar sign, which indicated roman numerals. Only one dollar sign is supported. Can also be at the beginning, or the end, e.g. "AeroEquus $" becomes "AeroEquus IV" if it's the third. You can swap formatting without affecting the count. So you could have "AeroEquus 1", "AeroEquus-02", "III AeroEquus", all using the same "underlying" of "AeroEquus". If you have no formatting, the default naming format, controlled in Settings will be used. This will always be equivalent to either "AeroEquus #" or "AeroEquus $", depending on your setting.
  6. Hitting the Escape key should do it. Either that, or wait for the new version, I'm afraid :-( Working on it as fast as I can, but between packing up the house and critical work projects, time is a bit...constrained.
  7. Here's a view of the Settings page as I have it so far, with just the flight naming options in for now. I'm going to have a first re-release soon with basically just flight naming in place. I'll make sure it works with KCT before that release. I'll then extend the vessel view (hover over the FO icon) to include some event data, and then add the Flight History view, and finally include a full telemetry view. The next step will be to make telemetry "play nice" with mods that would be expected to impact telemetry feeds, e.g. MechJeb, Telemachus, RemoteTech etc. And yes, I have been inspired by the Kerbalism UI. Really liked it when I installed it a few days ago.
  8. @genericeventhandler One of the main things the rewrite is addressing is the save system. I now create a "Missions" folder under the save folder location that contains the telemetry, event, and flight history records. I also want to add a setting that allows you to control how long to keep the detailed data for (flight history summary would be kept forever), as well as an UI mechanism to "purge" old data. @Filigan Can you provide some clarity on exactly what you mean by "and consider to replace "launch numbering" with this, since you provide more options aka roman nubmers"
  9. Hi, thanks for the report. Currently I do not test against any other mods, but KCT is one of the main ones I want to be compatible with. I'm going to try and have an updated release as soon as I can, but RL is intruding quite a lot I'm afraid, emigrating to a new country.
  10. @Aperture Science Employee I didn't see anything. Did you send it to my gmail account? As for transparent or not, I'm not sure. I'll give it a try transparent and let you know. Thanks!
  11. Okay, I've got a few of the events onto the telemetry feed. The following flight events are being captured: Rollout - RolledOutDate, DryCost, FuelCost, DryMass, FuelMass, TotalCost, TotalMass, Pilot, Crew, Passengers Launch - LaunchDate Orbit Achieved Stage Separated - Stage, StageMass, StageCost I still need to add: Contract Completed Destroyed Recovered Stage Destroyed The telemetry feed is sampled every second, or at flight events. The feed contains the following data points: MissionTime, VesselID, Acceleration, Altitude, AngularVelocity, AtmosphericDensity, DynamicPressure, ExternalTemperature, HeightFromTerrain, Latitude, Longitude, OrbitalVelocity, SurfaceSpeed, SurfaceVelocity, TerrainHeight, VerticalSpeed, ReferenceBody, RelativeVelocity, Periapsis, Apoapsis, TimeToApoapsis, TimeToPeriapsis, Inclination, Eccentricity, Epoch, OrbitalPeriod, ArgumentOfPeriapsis, TimeToTransition1, TimeToTransition2, SemiMajorAxis, LongitudeOfAscendingNode, MeanAnomalyAtEpoch, TimeOfPeriapsisPassage, TrueAnomaly, Throttle, Pitch, Yaw, Roll, PitchTrim, YawTrim, RollTrim, X, Y, Z, FuelFlow, Thrust, Available, Consumption, Flight Event Lots of data, but it does take some space. 184KB for a launch to orbit. I do have some plans to reduce this size, but not going to worry about it too much for now. But basically, once a flight is "finished", the telemetry data will be deleted, or archived (based on settings), and summarised into flight history.
  12. Yeah, sorry guys. RL intruded a touch. I've got the telemetry capture going, and am busy adding the flight events to the feed as well. Once that's done I'll move back to showing flight history, including in progress flights. Sorry for the delay!
  13. Hi all, since this was my first mod ever, I'm going back to the drawing board on some stuff. I'll release the "updated" version in a new GitHub project for now, until it's reached feature parity with the current release. The "updated" version will focus on telemetry to start, and THEN progress to flight history, which is really the proper way to do it. I also want to have a better view of "in progress" flights. Shouldn't take long to get back to parity though. And because I love giving myself too much to do, I've also been working on an associated mod to help organise your craft files as well, but that will be an optional mod for Flight Operations, they'll just do some things better together (naming for example). Will add the link once it's ready for testing too.
  14. Yeah that's what I tried, but nothing. I think there must be some step that maybe Mac Unity developers know but isn't in your instructions. Because I followed your instructions to the letter, and it does not work.
  15. Yeah I did. Just to be clear, the UnityPlayer renamed to KSP_x64_Dbg.app will not run AT ALL. So it doesn't actually matter about the the PlayerConnectionFile, since I don't even get a UI. Nothing happens. You execute, and the app flashes and closes. No logs, no messages, nothing. This happens no matter what I try and do with the UnityPlayer.app
  16. @sarbian The issue isn't the debugger. The debug UnityPlayer itself doesn't do anything. I've tried copying it over, renaming it, chmod, copying KSP and overwriting the MacOS portions from UnityPlayer. Nothing seems to work. So simply, I cannot get a debug version of KSP running in OSX.
  17. @genericeventhandler That crash and revert bug should be fixed now. Also added roman numerals support using the "$" character, e.g. "Mercury $" becomes "Mercury I", "Mercury II" etc. You can place the $ anywhere in the vessel name. Get version 0.1.2.0 for these fixes.
  18. I do that, but some people will want roman numerals, and some will want numbers. I use # to signify number formatting, e.g. "STS-###" becomes "STS-001" and "STS-002", so I was thinking using "STS-$" for "STS-I" and "STS-II" for example. I could put the "default" into settings, but people would still want a way to say "this ship is different and should get the other option".
  19. Okay, I think I know why the duplicates happened. I think I'm moving into history as soon as a crash happens and not waiting for the revert. Will try replicate. Roman Numerals was definitely on the list, thanks for the code. I'll probably do it with a $ sign, so e.g. "Astrid $" would become "Astrid I". Would that work?
  20. @Deimos Rast @evileye.x As a matter of interest, how would you see KCT impacting the features already in place? They should work 100% with KCT as it sits now. I mean all it does is log your flights for future reference, it doesn't matter how the vessel was built. The KCT features I'm thinking of down the line will not affect the features currently in place at all (and will probably be in a different, allied mod). So you can start using it as is.
  21. Yeah, I thought about that. Probably a good idea. I'll put it on the roadmap to move stuff out. It'll make automated testing easier too. My only worry is keeping it in sync with the save files, persistent, and quicksave. At least for now, storing inside the config file, that's handled for me. Just a note to all, I've uploaded a slight update, which includes improvements to the logic for selecting the orbit to display, and includes the Flight Recorder in the Flight view. I don't have a toolbar for it yet, but H controls the visibility for now.
  22. Denny,

    Just got told about your mod "Flight and Kerbonauts History" which is similar in many ways to my recently started "Flight Operations" mod. 

    Don't want to tread on toes or anything, but I understand you've mothballed your mod?

    If you have any pointers or suggestions, please let me know.

    Sean

    1. DennyTX

      DennyTX

      Hi. Nope. it fully works in 1.0.5 but have not tested it in 1.1.2

      it is for homeuse because i'm just too lazy to prepare it for public domain, also still works on my camera mod.

      Have you saw pictures from it? seem like i've published it somewhere.

      btw,  it will be fine if someone creates something like it.

      Tell me more?

    2. Heed

      Heed

      Yeah, someone told me about it, and I found some info at 

       

  23. Here's an early build showing the Flight Recorder: So, basically, how the whole thing works is that I monitor a whole bunch of game events and create a set of synthetic summary events from those, basically what you see in the screenshot above. I store the events in the save game file. Then, when you terminate, destroy, or recover the flight I create an even more summarised flight history entry and remove the detailed events. As an example, if you created a ship that did a tour of Mun, Minmus, Duna and Ike, the Flight Recorder would have events for all those planets and moons, but Flight History on completion would only show the "best" orbit of Ike, which is the "best" celestial body. Flight history is not meant to be a detailed record of what each mission did, but a high level summary of what it accomplished. I'm very concerned about storing too much data, as I store it in the save game file, so I'm trying to be quite strict about what I can and cannot store long term.
  24. @Cheesecake Yeah, Flight History currently only displays on completion of the flight (destruction, recovery, termination) - it is history after all . I am busy working on the "Flight Recorder" which shows what's going on with Active Flights. I will add a tab to the Space Centre window to switch between history and active. I took the button out because I actually had no settings to control at this point. I'll put in back in at some point.
  25. Has anyone had any joy with MonoDevelop and OSX? I copied the Unity player out and renamed it, but it won't run at all. Got it working in VS fine, but OSX is my main environment.
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