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younata

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Everything posted by younata

  1. Oh, hey. There was activity here. I was only aware of this issue when Majiir submitted his pull request to me. Right, so I've accepted Majiir's pull request. The main plugin supports this now. It's also good to know what the c#-ian way of doing things is. But, yeah, you can redownload 0.2.2 at http://rachelbrindle.com/ksp/FuelTransferModule.zip. The permalink is http://rachelbrindle.com/ksp/FuelTransferModule-0.2.2.zip Sorry for the inconvenience.
  2. First of all: You're awesome. <3 Secondly. The ISA_MapGen.exe that comes with the distribution works great with wine in producing images.
  3. Thanks! I'll make a release right now to include that! 0.1.1 has this, and a temporary fix to the "sun crashes plugin" bug. download it from the same place as before.
  4. I have no idea what I would like the part to look like, I'm sure whatever you come up with will be great.
  5. The temporary solution is to keep it closed so long as you're in kerbol orbit (so long as you're orbiting the sun, just don't show calculation) I would love to have a part modeled for this!
  6. Whoo. Good to know I'm appreciated. Yeah, sure, people can put together requests for 0.2 Here's my current thoughts: - improve math (eccentric (not circular) orbits, inclination, etc.) - get the window to disappear when the game is paused. - info shown configurable. (as per your request)
  7. I figured out how to replicate the bug. (start the ship from the vehicle assembly building, not resume a flight. derp on my behalf) After cleaning up the code quite a bit, I realized that I wasn't adding any checking to make sure that the current vessel wasn't null. I did that, and it went away. I'm fairly certain that it's now stable enough to increment the minor version number to 0.1.0... so, I'm doing that.
  8. I think I have a fix. (honestly, I cannot replicate this, but it happens enough times to others that I'm just going through and trying to fix all possible causes.) I'm not going to do a release until this is fixed. You can download my current working version on github: https://github.com/younata/InterPlanetaryTravelCalculator/blob/master/KSP/Plugins/InterPlanetaryTravelCalculator.dll?raw=true If this is still not working, then I'm fairly certain it's an issue with my window_id. (seriously, there is, like, no documentation for the ksp api, I blame this for every possible error.)
  9. You are great. You just told me precisely what caused that bug. I wish all people who complained of bugs were like you AND ACTUALLY TOLD ME WHAT CAUSED IT. right, so there's a new version which removes some of the optimizations, but should be a bit more stable. Also, bug reporting guidelines: I need the following: a) a screenshot of the bug. what you did to cause it. bug reports which are just "OMG, I USED THIS, AND STUFF DISAPPEARED." will be ignored.
  10. Probably. I welcome patches, so if someone has a better way (or, if I made a stupid mistake (e.g. used a + instead of a *)), then I'll accept it.
  11. I'm aware it's not perfect. I don't know the math to make it handle more eccentric orbits. I welcome all patches. (This is part of why almost everything[0] required to build the plugin is on github, I am making **** as easy as possible for people to contribute.) There are also probably bugs in the math code. I'm still not that familiar with c#, so there are probably bugs in it. (That said, there's a small python script in the repo that is correct). (If anyone who actually knows orbital mechanics were to look at this, I'm sure the quality of the results would improve drastically) [0] I don't have monodevelop, or visual studio on there for obvious reasons. I'm also I don't have copies of the ksp specific dll's (both of these are legal reasons)
  12. Hey. guess what. that idea was correct. Why the **** is there, like, no official documentation for the sdk? Anyway, you can download the fix, and it should work. http://rachelbrindle.com/ksp/InterPlanetaryTransferCalc.zip same url as before.
  13. Works for me... ... That's surprising. It'll get fixed sometime after I install mechjeb on here. what. Ok, I have an idea for why that is. If I'm right, and I shouldn't be, then... wow. This may also solve the mechjeb confliction. Edit: I can confirm that mechjeb messes with it. I'm attempting my fix.
  14. and just committed 0.0.2 You can just redownload from http://rachelbrindle.com/ksp/InterPlanetaryTransferCalc.zip. The previous release is at http://rachelbrindle.com/ksp/InterPlanetaryTransferCalc-0.0.1.zip This version is on github already, see the original post for that link. changed: added a toggle for showing the calculations added some optimizations (stores previously calculated results in a dictionary, doesn't recompute possible targets if it hasn't changed orbiting body.) This should help with the FPS problems.
  15. I also have done next to 0 optimizations to this code. Like, literally, every frame it is rebuilding it's list, and running the calculations. it should not have to do this. (I do it for debugging reasons, but now that it's released, I should optimize it)
  16. Not right now. Eventually, though. (Like... whenever I figure out how to do it...)
  17. You mean this source? Because it's totally linked to in the original post. Also, I want to thank you for this, because I shamelessly borrowed some of your code. (for current phase and ejection angles)
  18. Hello! I've been working on a plugin to compute the phase angles and such required to reach other planets (or, other moons if you're already orbiting one [e.g. from mun to minmus]). Here's the fruit of my labor: http://rachelbrindle.com/ksp/InterPlanetaryTransferCalc.zip (this will always point to the most recent release) (Current version is 0.1.1) As with the FuelTransferModule, the code is on github Image showing it in action: http://i.imgur.com/Sipsc.png 0.1.1: Added new part, courtesey of PrincessJane Added temporary solution to "being in sun crashes plugin" bug. 0.1.0: fixed bug causing windows to fail to display/display oddly. 0.0.4: fixed bug which caused window to "disappear" (or, you know, draw upwards). 0.0.3: fixed incompatibilies with mechjeb fixed ejection angle calculation (in doing the optimizations, I messed up and it would display 90 degrees for the desired ejection angle for everything) 0.0.2: Added toggle for showing calculations added some optimizations 0.0.1: initial release bug reporting guidelines: I need the following: a) a screenshot of the bug. what you did to cause it. Have fun!
  19. So, uh, work on this is going even further on the backburner for me. I started work on a calculator for interplanetary travel. This may, or may not turn into a full-on autopilot. Dunno, I'd like to integrate with the mechjeb folks, but I'll see how it goes after I get that working... You can follow my work on this at github: https://github.com/younata/InterPlanetaryTravelCalculator Currently, it's just a python script which assumes a perfect orbit, and a bunch of other things. I'm going to port that to C#, and integrate with the sdk so that it grabs all the necessary data...
  20. It's all hardcoded, sorry. It's not a high priority to change that. Personally, I use mechjeb to get the orbits and such just right. Tell the ascent autopilot to time the launch with a ship you want to rendezvous with, once you're up there, you'll be within 20km of said ship. Do a light push (the smallest amount of thrust you can manage with the main engine, for at most 5 seconds) towards that ship, timewarp a bit, when it's within 2km, do your fuel transfer, then leave.
  21. Took not long to implement. Anyway! Release 0.2.1! sha1sum: 6066d50049134631d21443d437699c92b957b161 md5sum: ddde52e5adb1874d9ee9cd78db0991db http://rachelbrindle.com/ksp/FuelTransferModule.zip http://rachelbrindle.com/ksp/FuelTransferModule-0.2.1.zip Changes: * Fixed the IFuelSource interface so that it auto-works with other plugins that implement it. * Fixed bug in getting fuel from regular fuel tanks. * You can now grab fuel from debris.
  22. I actually JUST noticed that bug earlier. I know what causes it, too, and it'll get fixed soon. (Fun fact: This bug can be exploited to have infinite fuel!) the debris one might take a bit longer to get implemented, but I agree with you that it's a good idea.
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