linuxgurugamer Posted November 5, 2018 Share Posted November 5, 2018 @flart I was getting nullrefs from this last night while streaming. Unfortunately, my game crashed and I had to restart it quickly because I was streaming, I think it was happening while in EVA, and getting into a command seat. This was on 1.4.5, if I get more info, I'll let you know Quote Link to comment Share on other sites More sharing options...
flart Posted November 5, 2018 Author Share Posted November 5, 2018 @linuxgurugamer I couldn't reproduce a nullref. Do you have last version compiled against ksp1.4 — 1.2.0? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 5, 2018 Share Posted November 5, 2018 I have the latest version running on 1.4.5 I was unable to reproduce it, I will try and saved the log file the next time it happens..tedy,ts Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 6, 2018 Share Posted November 6, 2018 It happened again, and this time I have the full log: https://www.dropbox.com/s/6q1yis920ypd47c/SpeedUnitAnnex.zip?dl=0 Circumstances was entering a vessel after an EVA, at least the first one, not sure about the others Quote Link to comment Share on other sites More sharing options...
flart Posted November 6, 2018 Author Share Posted November 6, 2018 the nullref should be fixed in the 1.2.0.1/1.2.1.1. it was about entering a vessel after EVA in the target mode. Quote Link to comment Share on other sites More sharing options...
flart Posted November 18, 2018 Author Share Posted November 18, 2018 (edited) Version 1.2.5 added traits to kerbal's names: P. Jebediah, S. Bob, etc. better kerbal's names cropping & optimization fixed AGL in the sea: shows distance to bottom, if a vessel is below -20m PR to KER about a correct near-zero AGL when you landed on a bottom of an ocean Spoiler Pilot Chadbrett Kerman: a underwater base, and engineer Joehat Kerman is outside thinking what 70 atm is ok Edited November 19, 2018 by flart Quote Link to comment Share on other sites More sharing options...
flart Posted December 23, 2018 Author Share Posted December 23, 2018 (edited) Version 1.2.6 recompile for ksp 1.6.0 backward compatible with 1.4 if you had used KER only for the dV calculation, and Ap/Pe, Time to the next Ap/Pe, AGL, Mach number on the flight scene — all the values you can get inside stock UI on the flight scene with the ksp1.6 + SpeedUnitAnnex, and more. Edited December 23, 2018 by flart Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted December 23, 2018 Share Posted December 23, 2018 On 11/18/2018 at 10:28 AM, flart said: Version 1.2.5 added traits to kerbal's names: P. Jebediah, S. Bob, etc. better kerbal's names cropping & optimization fixed AGL in the sea: shows distance to bottom, if a vessel is below -20m PR to KER about a correct near-zero AGL when you landed on a bottom of an ocean The EVA names (plus the trait/role tag) is a charming feature, thank you! Quote Link to comment Share on other sites More sharing options...
HvP Posted December 23, 2018 Share Posted December 23, 2018 Elegant use of screen real-estate. Between the new stock delta-v data, and using this mod for AP/PE I no longer I feel the need to have KER data all over my screen. Thank you so much for this mod! Quote Link to comment Share on other sites More sharing options...
Modding Maniac Posted January 18, 2019 Share Posted January 18, 2019 PLEASE add MPH, I will literally kill for mPH Quote Link to comment Share on other sites More sharing options...
flart Posted January 18, 2019 Author Share Posted January 18, 2019 (edited) 37 minutes ago, Modding Maniac said: PLEASE add MPH Turn off "rover speedometer: km/h" in the settings, it enables mph for rovers Edited January 18, 2019 by flart Quote Link to comment Share on other sites More sharing options...
Modding Maniac Posted January 18, 2019 Share Posted January 18, 2019 55 minutes ago, flart said: Turn off "rover speedometer: km/h" in the settings, it enables mph for rovers i meant for planes Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted January 18, 2019 Share Posted January 18, 2019 2 hours ago, Modding Maniac said: PLEASE add MPH, I will literally kill for mPH 2 hours ago, flart said: Turn off "rover speedometer: km/h" in the settings, it enables mph for rovers 1 hour ago, Modding Maniac said: i meant for planes I hope you can halt a needless murder, @flart Quote Link to comment Share on other sites More sharing options...
flart Posted January 19, 2019 Author Share Posted January 19, 2019 17 hours ago, Modding Maniac said: i meant for planes If you need mph for planes only sometimes, for fun, the easiest way is to change type of the vessel to the "rover", to check out mph and then to get back to the "plane" (all without summoning difficulty settings) if you want always to have mph instead of mach (despite engines max thrust achieves on the some mach) I can remake settings page for changeable mach/knots/kmph/mph for the planes Quote Link to comment Share on other sites More sharing options...
Modding Maniac Posted January 19, 2019 Share Posted January 19, 2019 24 minutes ago, flart said: If you need mph for planes only sometimes, for fun, the easiest way is to change type of the vessel to the "rover", to check out mph and then to get back to the "plane" (all without summoning difficulty settings) if you want always to have mph instead of mach (despite engines max thrust achieves on the some mach) I can remake settings page for changeable mach/knots/kmph/mph for the planes thenk Quote Link to comment Share on other sites More sharing options...
flart Posted January 30, 2019 Author Share Posted January 30, 2019 (edited) Version 1.3.2 "The relative docking port Roll angle" is the same number as in the Docking Port Alignment Indicator (calculation from there): Also option was added for showing all relative angles, number fanatics could use these 3 numbers (Yaw, Pitch and Roll) instead of their graphical representation in the Navball Docking Alignment Indicator CE-2: ChangeLog: surface: multiple choices for rover and airplane speedometers settings added km/h and mph for airplanes target: relative docking port angles Only Roll angle Yaw, Pitch and Roll angles integer or one decimal digit precision for angles option for disabling target name recompile for ksp 1.6.1 fix settings-esc bug fix targeting .NET version to 3.5 Edited January 30, 2019 by flart Quote Link to comment Share on other sites More sharing options...
HvP Posted January 30, 2019 Share Posted January 30, 2019 This has become one of my favorite mods, and one I now consider essential. Love this new functionality for docking, thank you! Quote Link to comment Share on other sites More sharing options...
BadLeo Posted March 8, 2019 Share Posted March 8, 2019 Uh-oh. Decided to give Principia a go and it seems SUA isn't showing up its magic along with it. Do you have reports on that? Quote Link to comment Share on other sites More sharing options...
flart Posted March 8, 2019 Author Share Posted March 8, 2019 (edited) 9 hours ago, BadLeo said: Principia ... magic No sure that Principia has API for the next Ap and Pe. Does KER support it? Edited March 9, 2019 by flart Quote Link to comment Share on other sites More sharing options...
Duema Posted March 8, 2019 Share Posted March 8, 2019 Hi! Thanks for this mod, great integration, and a feature that should be possible in stock IMO. That said, I wonder if this can -or could- easily be made compatible with FAR? The surface modes don't work with FAR installed, as it also replace the speedometer with its own, I think. Maybe it's just my install, I'm no expert at all, but if someone got those 2 working together, I'd love to know how! Quote Link to comment Share on other sites More sharing options...
flart Posted March 9, 2019 Author Share Posted March 9, 2019 59 minutes ago, Duema said: FAR replace the speedometer with its own, I think. Another mod that I am not well familiar with =) It changes an ATM density, all parts drag system, but I don't know how It can change speed of the vessel, atm there doesn't have some wind, right? Give some screenshots what is going on with FAR+SUA Quote Link to comment Share on other sites More sharing options...
BadLeo Posted March 9, 2019 Share Posted March 9, 2019 (edited) 23 hours ago, flart said: No sure that Principia has API for the next Ap and Pe. Does KER support it? Eh, I don't think so. Well, I would say it's not entirely incompatible, but the orbit info provided for KER might not reliable due to its complete rework of orbital mechanics. Surface readings would probably still work fine, but Principia also changes stuff regarding the navball (sorry, not remotely knowledgeable on coding, can't properly describe it). I guess it would be quite some effort to make both compatible, I couldn't ask you to do this just because of one player. EDIT: Well, it seems Prinicpia supports KER. So, the issue might have something to do with the way it uses the NavBall. Since Principia models n-body physics, it changes the navball according to the change in reference frame, which I suspect is why SUA is having some trouble, but this is wild guess on my part. Edited March 9, 2019 by BadLeo Quote Link to comment Share on other sites More sharing options...
flart Posted March 19, 2019 Author Share Posted March 19, 2019 (edited) @Duema , I have loaded SUA v1.3.3 (PreRelease), which is working with FAR. Also you need to update FAR to the next version, later than the v0.15.9.7 "Lumley" Ferram-Aerospace-Research/releases Or if it doesn't released yet, download manually FerramAerospaceResearch.dll, and rewrite to GameData/FerramAerospaceResearch/Plugins/ @BadLeo ok, I will take a look Edited March 19, 2019 by flart Quote Link to comment Share on other sites More sharing options...
flart Posted March 20, 2019 Author Share Posted March 20, 2019 On 3/8/2019 at 6:04 PM, BadLeo said: Decided to give Principia a go and it seems SUA isn't showing up its magic along with it. I was thinking you talking that SUA shows wrong numbers with Pricipia, but Principia has its own Navball panel for the Orbit mode. SUA Surface mode works ok, and I am not sure what happens with the Target mode. Even if I win the battle for Navball Panel, you still lose Pricipia's short mode-titles (KCI, KCKF, etc) and numbers for Ap/Pe will be same as KER, but not Principia's Predicted Next Ap/Pe Spoiler I mean, even if the Principia pass me API for disabling its Navball panel and for getting a current title ("KCI" etc) then Ap/Pe and maybe a speed still will be not correct, and passing the next Ap/Pe to Flight mode looks too CPU wasteful. @eggrobin any thoughts there? Quote Link to comment Share on other sites More sharing options...
eggrobin Posted March 20, 2019 Share Posted March 20, 2019 7 hours ago, flart said: I was thinking you talking that SUA shows wrong numbers with Pricipia, but Principia has its own Navball panel for the Orbit mode. SUA Surface mode works ok, and I am not sure what happens with the Target mode. Even if I win the battle for Navball Panel, you still lose Pricipia's short mode-titles (KCI, KCKF, etc) and numbers for Ap/Pe will be same as KER, but not Principia's Predicted Next Ap/Pe Reveal hidden contents I mean, even if the Principia pass me API for disabling its Navball panel and for getting a current title ("KCI" etc) then Ap/Pe and maybe a speed still will be not correct, and passing the next Ap/Pe to Flight mode looks too CPU wasteful. @eggrobin any thoughts there? I am not familiar with your mod, but at a glance your diagnosis seems accurate. I don't really see a meaningful way out of that incompatibility; there just is more information to show with Principia (in this case, the choice of reference frame), so throwing more stuff into the navball is tricky. We are actually working on orbital analysis tooling, to provide a better understanding of perturbed near-Keplerian orbits; this would provide contextual information (things like the nodal and apsidal orbital periods., synchronicities, repeat ground track properties if applicable, etc.), but would likely be displayed in a separate window. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.