Jump to content

cfloutier

Members
  • Posts

    74
  • Joined

  • Last visited

Everything posted by cfloutier

  1. the auto stage has been removed. I was expecting it to add it back later and...then there were bad news about intercept game and my motivation has disappear I'll try to fix it and give it back
  2. @Terensky you mean I've got a typo to correct ? should I use Pe or PE ; Ap or Ap ? @Schneider21 thanks and enjoy. If you find bugs or enhancements , send a post there My next plan will be to add back autostaging and the Drone pilot that was so useful for short jumps. And next I've planned to draw the trajectory of the vessel directly on the flight View
  3. It's finally out !!! https://spacedock.info/mod/3325/K2-D2
  4. @Kayser Doesn't the Attitude pilot fits your need ? for the heading at least. this feature should be more for planes than vessels ?
  5. The next version will come soon. using UITK like the good mods NodeEx, Lift and Land has been rebuilded and rewrited. I'm currently on the Dock pilot this version will include a reset settings button for each pilots and for the whole mod. @imWACCO if you want to reset settings, just remove the settings.json file in the K2D2 folder
  6. sorry I didn't came back tehre for a while. As @schlosrat said I'm really busy for a huge refactorisation and new UI using UI Toolkit. It's really a big work and I hope it will come to end during this month but I'm not sure of that. when it's done I've planned to go backt first to the Lift Pilot. The Curve does not take in account the current TWR and it can change a lot how the orbit is created. When I use it I limit the thrust (using the K2D2 slider) to have a TWR that would be a bit greater than 1. But I do it quite randomly. I'll replace the thrust slider with a Limit TWR Slider. And I'll take this in acount for the UI curve. There is no tutorial for the moment and I would really need help for that. I work alone on the mod and i've got no time for documentation and tutorial. But It would be very useful. I've started a bunch of videos to see it in action. but i've not added much for a while. https://www.youtube.com/@K2D2-xi9jd I'll try to add more and a real documentation once the UI has been updated. ------------------------------- About the landing I've planned to share the work with @schlosrat like he said. The deorbit burn can be computed in FlightPlan and the final adjustments should be made by K2D2. We need to define the target location and we have not compeltly started that. It could be defined using SpaceWarp mod. taht will introduce soon waypoints.
  7. @computerpro do you have the icon in app bar ? ----------- @Schneider21 yes settings is saved totally independently on savegame. I find it confortable from my side.... the max throttle shoudl be available before launch you're right I'm currently remaking the whole UI and I will take that in account. thanks --------------------------
  8. I'm currently completely rewrite the UI using uitk It will then Adapt it's size the the screen and won't be pixelated on size change It won't be in front of load save panel. -------------- For the remaining DV it's a debug line shown when the option 'show node infos' is on
  9. It's in my to do list and would be very useful for landing. But it will take some time. I'm currently on a long work to change the UI from imgui to uitk For the start burn timing it's actually a wrong rendering from ksp UI The start time is computed with precision using internal orbit patch data On the Ksp2 UI the last red point is printed and the sound starts at the beginning of the last second. I've tried a second sooner but it is a lame in result By the way you can try it by yourself in the option. You can set-up the start burn at a fixed time. Use a -1 value to have what you expected. I takes your other request on attitude. Iti'll sure be useful. About your second request. It will be corrected once port to uitk is achieved Thanks for the reports
  10. @Schneider21 what do you mean by using Docking alignment display. I use exactly the same values in K2D2. I mean the current position of the target dock relatively to your vessel dock.... i've compared both values in debug during devellopement of the docking pilot and we use the same ... But It's true I could use in K2D2 less propelant gaz. as I adjust speed the whole time. I could just adjust speed at the very end. when the wanted speed direction is really different than what is awaited....
  11. Yes in low FPS there are many bugs of precision.
  12. I've posted a fix for the ghosting Node. Thanks @Rezania you were right. it happened when deleting the done while burning yes you're right. it's for sure a missing option. And it should be done only when time warp is in x1. I'll add it to my quite long todo list Yes there is a reason. at the end of the burn time, the node direction can move because of small remaining dv to burn. I've tried to follow this direction to be really precise and by teh way didn't succed to do it. I've got really better result by keeping the same direction during the burn process. I'm not sure but I thing the option of following the node direction is still in the Settings . you can try it to see if it is better in your case. --------------- about the "Brake" pilot. there are much work on that pilot. I'll add first 2 feature : - landing gear before burn (it should be done during the final touch down phase) - SAS would be set up to retrospeed as soon as possible. I'll then try help adjust the final landing site....
  13. @Rezania thanks a lot this is the perfect way to reproduce it !!!!!! I'm now able to fix it. Thanks for your support @Schneider21 This mod is still a work in progress and your reports helps a lot. I don't have the time to fully test all feature in different situations
  14. @Rezania I've strange issues like this. But it has been quite hard to reproduce it while in debug.... usually I just reload (F5-F9) It happens to you any time ?
  15. v0.12 AutoStaging is off by default fixed an issue when switching to Tracking Station (errors in logs, thanks to @munix) Main Settings (UI size and Mod version) is more compact (fold out) Lift-Off Many upgrades Here : Ascent : You can configure the precision of the first Main Step. Costing : auto Warp when waiting for the end of Atmosphere. Fine adjust Ap : finally adjust if needed the AP Pause at the end of the ascent to help customise the final Node each feature can be toggled on/off in the settings Flight Plan integration Added a link with FlightPlan Mod. Lift-Off can be ended with a final Cirulirize Node. Thanks to @Schlosrat If've added buttons at the end of Lift-Off to create adjust the final Node. 30 s : create a node in 30s. Can be useful if the orbit in very vertical. Ap : create a node at AP. For clear orbit Unfortunatly I've not yet suceed in creating and executing a really precise final node for the moment. I'll try to enhance this in furture releases. I've also met in various situation errors when creating nodes. that's why the final state of orbit is not fully automated. please check the created node before executing it. added Circularize buttons in the node manager when there is no current node API added functions to disable pilots from another mod. it can be used to adjust available nodes in the exploration mode. here is the full api available in the K2D2_Plugin : public bool isPilotEnabled(string pilotName) public void EnableAllPilots(bool enabled) public void EnablePilot(string pilotName, bool enabled) public List<string> GetPilotsNames()
  16. Thanks a lot @Kimera Industries. I used to play KSP1 with mech jeb only. And I wanted those feature to be back again too. That motives me to write my own mod. By the way I still working on this mod. The autostaging will be off by default for next versions. I've corrected the way autostaging works. it's now only checking that there is, in the current stage, any empty tank. If one empty tank is found it will call the autostage. If any one is found it will autostage. This can be hazardous in various situations.I've not tested it yet with empty batteries. Perhaps it could call the autostage by mistake. So be carefull to use it in caution knowing this simple rule. and please aware me if autostage is called and was not attended. I'm currently working on the Lift to have a more precise AP and to call FlightPlan to automatically add a Circularize node at the end of the lift pilot.
  17. Anyway Happy New Year for all and here is a new version with many fixes and new corrections v0.11.2 Correction of the Staging tool : working with asparagus models. (I hope) Docking pilot is back without the A.R Time Warp is now allowed during node burn execution. K2D2 is just following the same rules as "Warp Before Node execution". A max time warp is computed and applied. fixed an issue when switching to Space Center (errors in logs, thanks to @munix) Warp Tabs has been removed (needed to be fixed)
  18. @rmaine : that's right the Brake button does the whole stuff : it waits for a good time to start the first brake and if the altitude is lower than what is set up in the settings it stats the touch down mode the touch down is the final phase it will adjust the speed depending on altitude. use the settings to adjust how the touch down is done. the safe mode will have a slow speed but will consume a lot of fuel. the dangerous mode is cheaper but... dangerous depending on the slope and so on.
  19. Thanks guys for report. @jmbailey2000 The landing works quite well from my side and I hardly understand what's going on. if you've got savegame file before the crash it could help be to debug a case i've not met before. thanks in advance @Rezania I've tested the asparagus with a way i'used to do it. But I could have missed something. if you've got a ship file. I could understand your special case. thansk in advance
  20. The S button is the autostage switch. It's here because it's a global setting. It's used even if k2d2 pilots are not used. So be careful with it. I'll quickly add the docking pilot back.
  21. Thanks a lot. ❤️ This message help a lot to keep the motivation. For the resize i've had bug in the ascent profile rendering using decimal zoom value. Thats why i've limited to x1,2,4. I'll try to fix it and propose a free zoom value. Fir the docking, i'll soon add back the tab without ar rendering. I'll fix this later. The pilot can work without of course. I mainly used thoses lines to debug.
  22. Rebuild With lastest version and added a auto staging simple tool. https://spacedock.info/mod/3325/K2-D2 # v0.11 * Rebuild with KSP v0.2 * Added a resize option using Matrix trick. It can be blurry but it's a quick solution for large screen. * Added Autostaging tool ! The little S button in the toolbar can switch it on/off quickly. The Stagin tab is only used for information on next stage. I'll try to add a little timer. Will Active Next Stage when at least one tank is empty in the current stage. Added a delay to avoid rotation during Lift pilot. 1-2 seconds are good values. It can avoid a crash if a tank hit the vessel during staging. AutoStage is a global feature, meaning it is active even if no K2D2 pilot is running. Use it with causion then * Dock has been removed because of rendering issues of the "Augmented Reallity" lines
  23. @Silvia Dragoness I've tested an implementation of the ui size chaneg. And in fact it was quite easy to code... in 4x size there are some pixelisation of the UI corners and for some icons that weren't intended to be resized. I'll then send a first version of this without upscaling the bitmaps. and in furture i'll try to added it better. but it will be usable for large screen in a first time.
  24. @Silvia Dragoness thanks for the report. As I've no screen larger than 1920x1080 it's quite hard for me to test it. I'll try to add an options for the UI size in next versions. I hope it will be okay on larger screens. see you
×
×
  • Create New...