AVaughan Posted May 7, 2018 Share Posted May 7, 2018 (edited) Can I suggest, adding the synchronous orbit period as well. (Ultimately for a synchronous satellite I'm likely to take more care with the orbital period, than with the exact height of the apoapsis and periapsis. If I get the orbital period right, then the semi major access is right, and provided I'm reasonably circular, I don't care whether apoapsis = periapsis). I agree about them belonging in the body section. Edited May 7, 2018 by AVaughan Quote Link to comment Share on other sites More sharing options...
jrbudda Posted May 7, 2018 Share Posted May 7, 2018 (edited) 42 minutes ago, AVaughan said: Can I suggest, adding the synchronous orbit period as well. (Ultimately for a synchronous satellite I'm likely to take more care with the orbital period, than with the exact height of the apoapsis and periapsis. If I get the orbital period right, then the semi major access is right, and provided I'm reasonably circular, I don't care whether apoapsis = periapsis). I agree about them belonging in the body section. Also a good suggestion. So far I've added a number of things to the Body section. Edit: And in adding Body Rotation Period I have actually already fulfilled your request. Edited May 7, 2018 by jrbudda Quote Link to comment Share on other sites More sharing options...
Wyzard Posted May 8, 2018 Share Posted May 8, 2018 2 hours ago, jrbudda said: Will also look to see if there's other obvious things to put in Body that make sense. This is a bit different than just adding new readouts, but it'd be helpful to have a way to display the Body info for the body that's focused in the orbit map, instead of the one whose SOI your ship is currently in — similar to what you added in the tracking station, but while piloting a ship. That'd helpful when you're orbiting body A but planning a maneuver to travel to body B. In particular, I often want to know where the target body's "space high" boundary is, so I can plan my trajectory to take me a little above or below it (for science reasons) instead of spending additional fuel to change altitude when I get there. Someone who wants to enter a synchronous orbit around the target body would likewise want to know the synchronous orbit altitude during maneuver planning. Quote Link to comment Share on other sites More sharing options...
AVaughan Posted May 8, 2018 Share Posted May 8, 2018 1 hour ago, jrbudda said: And in adding Body Rotation Period I have actually already fulfilled your request. Thanks for that. Something that doesn't work for me in my 1.4.3 install. If I target an object in Kerbin orbit whilst sitting on the launchpad, KER no longer displays a phase angle, which is useful when timing a launch to an LKO rendezvous. (Not a huge issue, since i can just eyeball things from the map screen, but a phase angle would be better). KER 1.1.4.10 installed via ckan. Quote Link to comment Share on other sites More sharing options...
jrbudda Posted May 8, 2018 Share Posted May 8, 2018 15 hours ago, Wyzard said: This is a bit different than just adding new readouts, but it'd be helpful to have a way to display the Body info for the body that's focused in the orbit map, instead of the one whose SOI your ship is currently in — similar to what you added in the tracking station, but while piloting a ship. That'd helpful when you're orbiting body A but planning a maneuver to travel to body B. In particular, I often want to know where the target body's "space high" boundary is, so I can plan my trajectory to take me a little above or below it (for science reasons) instead of spending additional fuel to change altitude when I get there. Someone who wants to enter a synchronous orbit around the target body would likewise want to know the synchronous orbit altitude during maneuver planning. Yea I was thinking about a clever way show all the Body readouts in the Rendezvous panel when you're targeting a body. I could always just add a similar set of readouts. I'll think about it. 12 hours ago, AVaughan said: Thanks for that. Something that doesn't work for me in my 1.4.3 install. If I target an object in Kerbin orbit whilst sitting on the launchpad, KER no longer displays a phase angle, which is useful when timing a launch to an LKO rendezvous. (Not a huge issue, since i can just eyeball things from the map screen, but a phase angle would be better). KER 1.1.4.10 installed via ckan. When you're on the launchpad you don't really have a valid 'orbit' so I removed all calculations that don't make sense in that context. I guess what orbit data you do have while landed does work for a phase angle calculation so I will re-add it for the special 'launching' case. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted May 8, 2018 Share Posted May 8, 2018 29 minutes ago, jrbudda said: When you're on the launchpad you don't really have a valid 'orbit' so I removed all calculations that don't make sense in that context. I guess what orbit data you do have while landed does work for a phase angle calculation so I will re-add it for the special 'launching' case. I think you've got this but I just wanted to add that I've seen this too, and not just with Phase Angle but also the other target-dependent parameters. Technically, you're still in orbit of Kerbin, even though you're on the launchpad, no? Might it have something to do with Reference Orbit? Quote Link to comment Share on other sites More sharing options...
jrbudda Posted May 8, 2018 Share Posted May 8, 2018 7 minutes ago, Brigadier said: I think you've got this but I just wanted to add that I've seen this too, and not just with Phase Angle but also the other target-dependent parameters. Technically, you're still in orbit of Kerbin, even though you're on the launchpad, no? Might it have something to do with Reference Orbit? Not... really. You have an orbit from a code perspective, but the math is a gibberish since you have a speed of 0 but you're actually moving along with the planet's surface. I guess calculations like phase angle work since it's instantaneous and positional relative to the parent body. Others like relative inclination, relative speed, etc aren't valid. If there's other calculations besides phase angle which did work as expected before, let me know and I'll put them back as well. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 8, 2018 Share Posted May 8, 2018 @jrbudda now the Rendevous HUD / window is completely gone - in edit mode a small gray square is shown where the top left of the HUD / window should be. No NRE or similar in the log when I try to enable it, but earlier this: NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.Flight.Sections.SectionWindow.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.Flight.Sections.SectionWindow.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.Flight.Sections.SectionWindow.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.Flight.Sections.SectionWindow.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.Flight.Sections.SectionWindow.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.Flight.Sections.SectionWindow.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.Flight.Sections.SectionWindow.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.Flight.Sections.SectionWindow.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.Flight.Sections.SectionWindow.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.Flight.Sections.SectionWindow.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Full log:https://www.dropbox.com/s/zt6f0nsulddoad6/2018-05-08_1 KSP.log.7z?dl=1 Quote Link to comment Share on other sites More sharing options...
jrbudda Posted May 8, 2018 Share Posted May 8, 2018 (edited) 52 minutes ago, Gordon Dry said: @jrbudda now the Rendevous HUD / window is completely gone - in edit mode a small gray square is shown where the top left of the HUD / window should be. No NRE or similar in the log when I try to enable it, but earlier this: NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.Flight.Sections.SectionWindow.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.Flight.Sections.SectionWindow.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.Flight.Sections.SectionWindow.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.Flight.Sections.SectionWindow.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.Flight.Sections.SectionWindow.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.Flight.Sections.SectionWindow.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.Flight.Sections.SectionWindow.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.Flight.Sections.SectionWindow.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.Flight.Sections.SectionWindow.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.Flight.Sections.SectionWindow.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Full log:https://www.dropbox.com/s/zt6f0nsulddoad6/2018-05-08_1 KSP.log.7z?dl=1 Hmm not able to reproduce. I think those errors are just during the scene change and not related. Try editing the Rendezvous panel from the KER toolbar button, remove all the readouts and re-add them all and see if one of them specifically kills it. Edit: Also where were you and what were you targeting? Edited May 8, 2018 by jrbudda Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 8, 2018 Share Posted May 8, 2018 36 minutes ago, jrbudda said: Also where were you and what were you targeting? I wasn't targeting anything at all, I could have done it with the target selector in the UI ... It was like that at the launchpad and in orbit.And now it works again, I think there is a part issue somehow, also MechJeb and LandingHeight have issues when the stage with the MonoPropellant using "OMS kit" is active (or existing in a later stage). I was in reentry with the pod and was able to open the UI. -> I will report to Angel-125 in the M.O.L.E. thread. I only wanted to open it to see what's in there to have a complete overview while adding the new readouts to my UI. Quote Link to comment Share on other sites More sharing options...
Jup Posted May 11, 2018 Share Posted May 11, 2018 This is perhaps the single most useful mod for KSP, and it is certainly well put together. I'm sorry if this has been asked before, but is there any chance of adding the ability to change text colour? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 11, 2018 Share Posted May 11, 2018 @jrbudda just as a reminder, there is still this old KER issue with the middle-click readout of TWR @sealevel always being 0: Quote Link to comment Share on other sites More sharing options...
jrbudda Posted May 11, 2018 Share Posted May 11, 2018 3 hours ago, Gordon Dry said: @jrbudda just as a reminder, there is still this old KER issue with the middle-click readout of TWR @sealevel always being 0: If you mean the 'Thrust 0 / 471.00kN' reading, per the code that's min/max thrust so is correct for a liquid engine. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 11, 2018 Share Posted May 11, 2018 Just now, jrbudda said: min/max Oh, well ... I was in the "atm / vac" mode of synapses. Quote Link to comment Share on other sites More sharing options...
jrbudda Posted May 11, 2018 Share Posted May 11, 2018 2 minutes ago, Gordon Dry said: Oh, well ... I was in the "atm / vac" mode of synapses. Yea the ISP display is 1.0 / 0.0 atmosphere, but thrust is just the minThrust / maxThrust straight from the .cfg file. I don't know that I agree it should be that way, but it is technically working as intended. Quote Link to comment Share on other sites More sharing options...
AVaughan Posted May 12, 2018 Share Posted May 12, 2018 People playing with Realism Overhaul probably want to see min thrust somewhere, since in RO most engines can't throttle at all, and even the throttleable engines often can't throttle to zero. Quote Link to comment Share on other sites More sharing options...
blorgon Posted May 14, 2018 Share Posted May 14, 2018 @jrbudda I requested this a while back but I think it might have gotten buried, so I figured it'd be okay to bring it up again. Can we get a line break separator in addition to the line separator that exists in miscellaneous currently? My intent is to get this effect with my HUD, but without having to use separate HUD elements and having to position them all perfectly in order to get this nice clean look: ...as opposed to this: Alternatively, depending on what would be easier, perhaps just adding an alpha slider for the separator so we can just turn them transparent? Quote Link to comment Share on other sites More sharing options...
jrbudda Posted May 14, 2018 Share Posted May 14, 2018 2 hours ago, blorgon said: @jrbudda I requested this a while back but I think it might have gotten buried, so I figured it'd be okay to bring it up again. Can we get a line break separator in addition to the line separator that exists in miscellaneous currently? My intent is to get this effect with my HUD, but without having to use separate HUD elements and having to position them all perfectly in order to get this nice clean look: ...as opposed to this: Alternatively, depending on what would be easier, perhaps just adding an alpha slider for the separator so we can just turn them transparent? Sure easy enough to add. Just a note to you and anyone else with suggestions. I have not and will not read all 168 pages of this thread. Any previous suggestions or bugs should be considered lost and the best way to get them implemented is opening a github issue on my fork. Thank you and have a nice day. Quote Link to comment Share on other sites More sharing options...
blorgon Posted May 14, 2018 Share Posted May 14, 2018 12 minutes ago, jrbudda said: Sure easy enough to add. Just a note to you and anyone else with suggestions. I have not and will not read all 168 pages of this thread. Any previous suggestions or bugs should be considered lost and the best way to get them implemented is opening a github issue on my fork. Thank you and have a nice day. Ha! Fair enough. Would you like me to head over there and open an issue? Quote Link to comment Share on other sites More sharing options...
jrbudda Posted May 14, 2018 Share Posted May 14, 2018 13 minutes ago, blorgon said: Ha! Fair enough. Would you like me to head over there and open an issue? No yours is already done. Quote Link to comment Share on other sites More sharing options...
blorgon Posted May 14, 2018 Share Posted May 14, 2018 26 minutes ago, jrbudda said: No yours is already done. Lol, well too late. I need to learn how to use github anyway. Quote Link to comment Share on other sites More sharing options...
Gilead Posted May 15, 2018 Share Posted May 15, 2018 (edited) Hi! I've encountered strange KER readings! (I talked about it here). I made a launcher for a rover. The launcher had normal KER readings, then I added the rover on top and the readings changed and became weird! Here is a screenshot. We can see that the stage with the poodle (S2) has 1.79 TWR and 0 dV, whereas the rover has 3771 m/s dV! This happens when the root is the launcher probe core (RC-L01 Remote Guidance Unit above the fairing). If I change the root to the rover probe core (RC-001S under the docking port), the readings change and become normal. Note that in both configurations, the ship works fine. Edited May 15, 2018 by Gilead Quote Link to comment Share on other sites More sharing options...
Warezcrawler Posted May 15, 2018 Share Posted May 15, 2018 54 minutes ago, Gilead said: Hi! I've encountered strange KER readings! (I talked about it here). I made a launcher for a rover. The launcher had normal KER readings, then I added the rover on top and the readings changed and became weird! Here is a screenshot. We can see that the stage with the poodle (S2) has 1.79 TWR and 0 dV, whereas the rover has 3771 m/s dV! This happens when the root is the launcher probe core (RC-L01 Remote Guidance Unit above the fairing). If I change the root to the rover probe core (RC-001S under the docking port), the readings change and become normal. Note that in both configurations, the ship works fine. I believe it's caused by the fact that KER have to assume how your vessel is staged. The part you select as your root is the one you go with. Therefore it is always important to be aware of which part you select as core, when you look at your readings, as well as the way your staging is defined. Quote Link to comment Share on other sites More sharing options...
jrbudda Posted May 16, 2018 Share Posted May 16, 2018 On 5/15/2018 at 12:19 PM, Gilead said: Hi! I've encountered strange KER readings! (I talked about it here). I made a launcher for a rover. The launcher had normal KER readings, then I added the rover on top and the readings changed and became weird! Here is a screenshot. We can see that the stage with the poodle (S2) has 1.79 TWR and 0 dV, whereas the rover has 3771 m/s dV! This happens when the root is the launcher probe core (RC-L01 Remote Guidance Unit above the fairing). If I change the root to the rover probe core (RC-001S under the docking port), the readings change and become normal. Note that in both configurations, the ship works fine. Yup, totally normal. S0 is not the rover if the probe core is the root, its the probe core. KER is telling you when you activate your last stage, the dead weight of the rover is left behind and the core, tank, and poodle now have lots of dV. Quote Link to comment Share on other sites More sharing options...
Gilead Posted May 16, 2018 Share Posted May 16, 2018 Oh! Thank you! I didn't see it that way, now I understand. 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.