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cfloutier

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Posts posted by cfloutier

  1. @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 

     

  2. 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

     

  3. 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. 

     

     

     

     

  4. @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

    --------------------------

  5. 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

     

     

     

     

  6. On 2/3/2024 at 5:09 PM, tech2000 said:

    hi @cfloutier nice mod!! is there any chance you could implement a trajectory (visual flight path) button into your mod, the likes of this ol mod from ksp1. Trajectories 

    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

    On 2/4/2024 at 5:01 AM, Poppa Wheelie said:

    Thanks for this mod!  I use it all the time.

    I have one possible bug, and two requests:

    Bug?  When I ask K2-D2 to burn the next node, it begins the burn later than the burn start time.

    Here's what I'm expecting, versus what's happening

    Each second What I expect What K2-D2 Does
    Beep, light 1    
    Beep, light 2    
    Beep, light 3    
    Loud voice, light 4 Begin burn  
    one second later   Begin burn

    Request 1:  Could we also have a Roll setting on the Attitude Pilot?

    And could each of the 3 (elevation, heading, roll) also be optionally selectable?  I will sometimes only want 1 or 2 of the 3.

    Request 2:  Could the K2-D2 window be hidden with the selection of F2 (Hide UI)?

    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 

  7. @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.... 

     

     

     

  8. On 1/26/2024 at 3:55 PM, Rezania said:

    No problem, glad that I can help you a little bit develop this awesome mod. :)

    I've posted a fix for the ghosting Node. Thanks @Rezania you were right. it happened when deleting the done while burning  

    5 hours ago, schlosrat said:

    @Sade makes a good point. Asking for this in K2D2 may not be a good plan given all the ways craft can be made. Perhaps if auto-deploy landing gear was a user-configurable option that might be OK. Even with the KSP2 bug solved, it might be nice to have an option to deploy landing gear prior to touchdown.

    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 

    On 1/26/2024 at 5:46 PM, Sade said:

    Is there some reasoning behind k2d2 switching to "stabalize" sas mode, instead of "manouver" sas mode, when it starts the burn? should I leave on stabalize? if I have a slightly asymmetric ship, the manouver sas seems to be more stable (pun intended).

    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.... 

     

  9. Quote

    Edit: Did some testing, it seems to occur even without switching ships. The trigger seems to be K2D2 active and then the node is deleted. Only restarting the game helps resolve the issue

    @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 

  10. 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()
  11. 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.  


     

  12. 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)

     

  13. @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. 

     

     

  14. 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

     

     

     

     

  15. 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. 

  16. 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.

  17. SHf2Fy8.png

    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

     

  18. @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. 

     

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