Nansuchao Posted September 26, 2019 Share Posted September 26, 2019 What a beautiful idea! Congratulations! Quote Link to comment Share on other sites More sharing options...
severedsolo Posted September 29, 2019 Author Share Posted September 29, 2019 (edited) On 9/3/2019 at 6:53 PM, Gordon Dry said: One thing, this typical stockish Unity-ish green and red on dark grey stuff - the red on dark grey I just even do not try to decipher. It lacks a proper contrast. Some coloring like the Kerbalism UI does would be very helpful. On 9/25/2019 at 8:22 PM, glibbo said: I also have to agree with this, if you could make it more "eye friendly" would be good, otherwise a great mod, thank you. Where Can I Go 1.2 Released Added ability to pick the colour of the readouts. Fixed Eve landing figures in JNSQ You can now pick the colour of the readouts with a MM Patch @WHERE_CAN_I_GO { @colorIfYes = green @colorIfMarginal = yellow @colorIfNo = red } //supported colours are any that Unity's Color class will accept (case insensitive). Namely: black blue cyan gray/grey (will accept either spelling) green magenta red white yellow``` Edited September 29, 2019 by severedsolo Quote Link to comment Share on other sites More sharing options...
glibbo Posted September 29, 2019 Share Posted September 29, 2019 Wonderful, thank you very much.... Quote Link to comment Share on other sites More sharing options...
severedsolo Posted October 30, 2019 Author Share Posted October 30, 2019 Where Can I Go 2.0 Released Recompile against KSP 1.8 / .Net 4.x Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted October 30, 2019 Share Posted October 30, 2019 Insta-install Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted October 30, 2019 Share Posted October 30, 2019 Dang, this looks pretty cool! Quote Link to comment Share on other sites More sharing options...
severedsolo Posted January 30, 2020 Author Share Posted January 30, 2020 Where Can I Go 2.1 Released Add "Payload Only" option in the Editor. This will remove the DV required to get to orbit from the calculations (useful if you want to see if the payload can do it's mission) Upped DV to get to orbit in JNSQ Quote Link to comment Share on other sites More sharing options...
Grenartia Posted February 1, 2020 Share Posted February 1, 2020 On 1/30/2020 at 4:03 PM, severedsolo said: Where Can I Go 2.1 Released Add "Payload Only" option in the Editor. This will remove the DV required to get to orbit from the calculations (useful if you want to see if the payload can do it's mission) Upped DV to get to orbit in JNSQ Getting a lot of good use out of payload only, thanks! Quote Link to comment Share on other sites More sharing options...
dtoxic Posted April 28, 2020 Share Posted April 28, 2020 ay ay ay awesome mod! Quote Link to comment Share on other sites More sharing options...
Jognt Posted April 28, 2020 Share Posted April 28, 2020 (edited) Heya. So, about those icons. I’ve been thinking. Why not use the same symbols as the dV map where applicable? Because the dV map covers most stages of flight and will be known by most. Alas, no example to show. I do far more thinking than actually doing. Edit: With regards to the colors, I know they’re customizable now, but consider replacing red with greyed-out. After all, it’s not dangerous, it’s just not possible. (Though I guess that could be dangerous..) Edited April 28, 2020 by Jognt Quote Link to comment Share on other sites More sharing options...
severedsolo Posted April 29, 2020 Author Share Posted April 29, 2020 8 hours ago, Jognt said: Edit: With regards to the colors, I know they’re customizable now, but consider replacing red with greyed-out. After all, it’s not dangerous, it’s just not possible. (Though I guess that could be dangerous..) Problem is, greyed out is difficult to read, the KSPSkin is already pretty grey (I know come people think red is hard to read too, but this would be worse) In regards to the icons - I haven't forgotten, I just don't have time at the moment, and it's pretty far down the list. Having said that, my new PC for work is coming at some point this week, so I can reclaim my gaming PC, so normal service should be resumed shortly. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 19, 2020 Share Posted September 19, 2020 https://github.com/severedsolo/WhereCanIGo/pull/7 Quote Link to comment Share on other sites More sharing options...
etmoonshade Posted September 19, 2020 Share Posted September 19, 2020 On 8/28/2019 at 11:48 AM, severedsolo said: You could try this: I need to do an update anyway though, as I noticed a couple of issues. I might have it handle rescales automatically If this holds true, it should be fairly easy to make a "universal" MM patch for simple rescales (e.g. Sigma Dimensions + RESCALE! mods) I'ma take a crack at this - this looks like a cool mod, but it's currently useless to me since I run 10.625x myself. Quote Link to comment Share on other sites More sharing options...
etmoonshade Posted September 20, 2020 Share Posted September 20, 2020 @severedsolo = And hey, here we go: @WHERE_CAN_I_GO:NEEDS[SigDim2&RESCALE]:LAST[WhereCanIGo] // Needs to be LAST, in case of other planet packs that don't have an inherent rescale, e.g. OPM { @notes = Automatically Generated Rescale @warning = Note - these values may be grossly inaccurate. dvScaleMult = #$@SigmaDimensions/Resize$ @dvScaleMult != 0.5 @BODY,* // This edits all "BODY" entries. { @flybyDV *= #$../dvScaleMult$ //-1 indicates that the task is impossible and will display "N/A" in the UI. @orbitDV *= #$../dvScaleMult$ //Figures should always include DV to get to orbit of the homeworld. (mod will handle removing those itself when needed) @synchronousDV *= #$../dvScaleMult$ //this will replace landDV in the UI if used. Probably only want to use this for the homeworld @landDV *= #$../dvScaleMult$ @returnFromFlybyDV *= #$../dvScaleMult$ //return figures are for the return trip only. They will be added to the figures provided in the previous stage. @returnFromOrbitDV *= #$../dvScaleMult$ @returnFromLandingDV *= #$../dvScaleMult$ } } Only problem I have is the following: https://www.dropbox.com/s/8px537ucaiwsrgq/WCIGBaddvReadings.png?dl=0 Basically, all of my Delta-V values are equivalent to my craft's dV, and none of the values from the config seem to be read. A snip of the modified config after MM gets done with it looks like this - it's definitely inserting the values as expected: UrlConfig { parentUrl = WhereCanIGo/WhereCanIGo.cfg WHERE_CAN_I_GO { notes = Automatically Generated Rescale warning = Note - these values may be grossly inaccurate. colorIfYes = green colorIfMarginal = yellow colorIfNo = magenta dvScaleMult = 3.25960120260132 BODY { name = Kerbin flybyDV = -3.25960120260132 orbitDV = 12386.484569885 synchronousDV = 16020.9399107855 landDV = -3.25960120260132 returnFromFlybyDV = -3.25960120260132 returnFromOrbitDV = 325.960120260132 returnFromLandingDV = -3.25960120260132 requireChutes = true } BODY { name = Mun flybyDV = 15189.7416041222 orbitDV = 16200.2179769286 landDV = 18090.7866744373 returnFromFlybyDV = 0 returnFromOrbitDV = 1010.47637280641 returnFromLandingDV = 2901.04507031518 requireChutes = false } BODY { name = Minmus flybyDV = 16526.1780971887 orbitDV = 17047.7142896049 landDV = 17634.4425060731 returnFromFlybyDV = 0 returnFromOrbitDV = 521.536192416211 returnFromLandingDV = 1108.26440888445 requireChutes = false } Based on some experimentation, it looks like it REALLY doesn't like the long decimals, and that's what causes it to go wonky - making a patch manually from the MM cache, truncating the values, and applying that instead makes it work as expected. So consider that a bug report. With ALL that said... the dV values are WAY too high. Multiplying by the square root of the rescale seems to give values about 2000-3000m/s above what I'd expect. This patch may not be viable after all. I'll do a bit of poking around and see if I can find something more reliable - I'm sure it's something that RESCALE! is doing that I'm not taking into account in some way, shape, or form (or maybe it just needs to be 10.625x minus 1 before I square root it... hmmm) Also, this needs to go in the OP. On 9/29/2019 at 10:11 AM, severedsolo said: You can now pick the colour of the readouts with a MM Patch @WHERE_CAN_I_GO { @colorIfYes = green @colorIfMarginal = yellow @colorIfNo = red } //supported colours are any that Unity's Color class will accept (case insensitive). Namely: black blue cyan gray/grey (will accept either spelling) green magenta red white yellow``` Quote Link to comment Share on other sites More sharing options...
severedsolo Posted September 20, 2020 Author Share Posted September 20, 2020 @etmoonshade It's expecting an int, so passing it a float/double is making it fail. @Poodmund mentioned this to me this morning too, I'll be patching it to accept doubles shortly. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted September 20, 2020 Share Posted September 20, 2020 @etmoonshade coincidentally I've also being working on this yesterday when I saw the discussion about it get brought up. I made something similar to yourself but it seems to work, as severedsolo mentioned above, due to my patch converting the floats to ints. // Where Can I Go? - Universal Sigma Dimensions Rescale // - Poodmund @WHERE_CAN_I_GO:LAST[SigDim2] { // rescaleFactor determines the orbital radius parameter rescaleFactor = #$@SigmaDimensions/Rescale$ @rescaleFactor != 0.5 // resizeFactor determines the celestial body radius parameter resizeFactor = #$@SigmaDimensions/Resize$ @resizeFactor != 0.5 @BODY[*]:HAS[#flybyDV[-1],#landDV[-1],#returnFromFlybyDV[-1],#returnFromLandingDV[-1]] { // multiply values by rescale/resize parameters @orbitDV *= #$../rescaleFactor$ @synchronousDV *= #$../rescaleFactor$ @returnFromOrbitDV *= #$../rescaleFactor$ // turn floats into integers for mod compatibility @orbitDV = #$orbitDV[0,.]$ @synchronousDV = #$synchronousDV[0,.]$ @returnFromOrbitDV = #$returnFromOrbitDV[0,.]$ } @BODY[*]:HAS[~flybyDV[-1],#landDV[-1],#returnFromLandingDV[-1]] { @flybyDV *= #$../rescaleFactor$ @orbitDV *= #$../rescaleFactor$ @synchronousDV *= #$../rescaleFactor$ @returnFromFlybyDV *= #$../rescaleFactor$ @returnFromOrbitDV *= #$../rescaleFactor$ @flybyDV = #$flybyDV[0,.]$ @orbitDV = #$orbitDV[0,.]$ @synchronousDV = #$synchronousDV[0,.]$ @returnFromFlybyDV = #$returnFromFlybyDV[0,.]$ @returnFromOrbitDV = #$returnFromOrbitDV[0,.]$ } @BODY[*]:HAS[~landDV[-1],~returnFromLandingDV[-1]] { @flybyDV *= #$../rescaleFactor$ @orbitDV *= #$../rescaleFactor$ @synchronousDV *= #$../rescaleFactor$ @landDV *= #$../rescaleFactor$ @returnFromFlybyDV *= #$../rescaleFactor$ @returnFromOrbitDV *= #$../rescaleFactor$ @returnFromLandingDV *= #$../rescaleFactor$ @flybyDV = #$flybyDV[0,.]$ @orbitDV = #$orbitDV[0,.]$ @synchronousDV = #$synchronousDV[0,.]$ @landDV = #$landDV[0,.]$ @returnFromFlybyDV = #$returnFromFlybyDV[0,.]$ @returnFromOrbitDV = #$returnFromOrbitDV[0,.]$ @returnFromLandingDV = #$returnFromLandingDV[0,.]$ } } I've sent the patch to serveredsolo anyway so something will probably make its way into the core mod at some point in the future. Quote Link to comment Share on other sites More sharing options...
etmoonshade Posted September 20, 2020 Share Posted September 20, 2020 2 hours ago, Poodmund said: @etmoonshade coincidentally I've also being working on this yesterday when I saw the discussion about it get brought up. I made something similar to yourself but it seems to work, as severedsolo mentioned above, due to my patch converting the floats to ints. // Where Can I Go? - Universal Sigma Dimensions Rescale // - Poodmund @WHERE_CAN_I_GO:LAST[SigDim2] { // rescaleFactor determines the orbital radius parameter rescaleFactor = #$@SigmaDimensions/Rescale$ @rescaleFactor != 0.5 // resizeFactor determines the celestial body radius parameter resizeFactor = #$@SigmaDimensions/Resize$ @resizeFactor != 0.5 @BODY[*]:HAS[#flybyDV[-1],#landDV[-1],#returnFromFlybyDV[-1],#returnFromLandingDV[-1]] { // multiply values by rescale/resize parameters @orbitDV *= #$../rescaleFactor$ @synchronousDV *= #$../rescaleFactor$ @returnFromOrbitDV *= #$../rescaleFactor$ // turn floats into integers for mod compatibility @orbitDV = #$orbitDV[0,.]$ @synchronousDV = #$synchronousDV[0,.]$ @returnFromOrbitDV = #$returnFromOrbitDV[0,.]$ } @BODY[*]:HAS[~flybyDV[-1],#landDV[-1],#returnFromLandingDV[-1]] { @flybyDV *= #$../rescaleFactor$ @orbitDV *= #$../rescaleFactor$ @synchronousDV *= #$../rescaleFactor$ @returnFromFlybyDV *= #$../rescaleFactor$ @returnFromOrbitDV *= #$../rescaleFactor$ @flybyDV = #$flybyDV[0,.]$ @orbitDV = #$orbitDV[0,.]$ @synchronousDV = #$synchronousDV[0,.]$ @returnFromFlybyDV = #$returnFromFlybyDV[0,.]$ @returnFromOrbitDV = #$returnFromOrbitDV[0,.]$ } @BODY[*]:HAS[~landDV[-1],~returnFromLandingDV[-1]] { @flybyDV *= #$../rescaleFactor$ @orbitDV *= #$../rescaleFactor$ @synchronousDV *= #$../rescaleFactor$ @landDV *= #$../rescaleFactor$ @returnFromFlybyDV *= #$../rescaleFactor$ @returnFromOrbitDV *= #$../rescaleFactor$ @returnFromLandingDV *= #$../rescaleFactor$ @flybyDV = #$flybyDV[0,.]$ @orbitDV = #$orbitDV[0,.]$ @synchronousDV = #$synchronousDV[0,.]$ @landDV = #$landDV[0,.]$ @returnFromFlybyDV = #$returnFromFlybyDV[0,.]$ @returnFromOrbitDV = #$returnFromOrbitDV[0,.]$ @returnFromLandingDV = #$returnFromLandingDV[0,.]$ } } I've sent the patch to serveredsolo anyway so something will probably make its way into the core mod at some point in the future. Oh-ho. Okay, I see how you dealt with truncating the values now. I guess that means nobody needs to answer me in the MM thread now. Yours is certainly more elegant. Is there a particular reason you bring in both Resize and Rescale though? And, for that matter, any insight into the actual exponent? Based on some fiddling I did last night, a cube root multiplier is actually way closer to the truth than a square root multiplier. On 10.625x, I get ~12k for launch dV with a square root, but ~8.3k with a cube root. I ended up getting the following actual values: Body Calculated dV (^0.333) Real dV Kerbin 8354 8450 Mun 10926 11394 Minmus 11498 12121 The big issue is that I haven't tried this with other rescales, but a cube root being SO close makes me think that the post referred to is mistaken somehow. Quote Link to comment Share on other sites More sharing options...
severedsolo Posted September 20, 2020 Author Share Posted September 20, 2020 2 minutes ago, etmoonshade said: Is there a particular reason you bring in both Resize and Rescale though? Pood and I hashed this out this morning. There is an edge case where Resize and Rescale could be different values and WCIG would fail hard. I've chosen to take the easy route and WCIG will just refuse to do the calculation where that occurs. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 24, 2020 Share Posted September 24, 2020 On 9/20/2020 at 2:11 PM, severedsolo said: I've chosen to take the easy route Well, I just changed lines 17-19: @orbitDV *= #$../resizeFactor$ @synchronousDV *= #$../resizeFactor$ @returnFromOrbitDV *= #$../resizeFactor$ On 9/20/2020 at 2:08 PM, etmoonshade said: Calculated dV (^0.333) I will also test it. Quote Link to comment Share on other sites More sharing options...
Wahgineer Posted November 7, 2020 Share Posted November 7, 2020 (edited) @etmoonshadeTo think something I posted 4 years ago would come up again. Sorry if it's a little inaccurate, it was very off the cuff math that worked good enough for me at the time. Edited November 7, 2020 by Wahgineer Quote Link to comment Share on other sites More sharing options...
etmoonshade Posted November 8, 2020 Share Posted November 8, 2020 On 11/7/2020 at 9:33 AM, Wahgineer said: @etmoonshadeTo think something I posted 4 years ago would come up again. Sorry if it's a little inaccurate, it was very off the cuff math that worked good enough for me at the time. For what it's worth, I wasn't calling you out - just testing the values and found that it didn't match what MechJeb was saying. Quote Link to comment Share on other sites More sharing options...
theleg Posted June 30, 2021 Share Posted June 30, 2021 Will this work with KSP 1.12? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 5, 2021 Share Posted November 5, 2021 (edited) @theleg It does work on KSP 1.12.2. Somehow. @severedsolo I'm on JNSQ - which got configs - but after a sudden I get issues in VAB, no more calculations occurring and a "lie": "Cannot find config in file : WHERE_CAN_I_GO". A short time before this happened: [EXC 23:53:49.386] StackOverflowException: The requested operation caused a stack overflow. followed by exactly 1000 lines of VesselDeltaV.ProcessDecouplePartInfoChildren (DeltaVPartInfo partInfoItem, VesselDeltaV+PartStageComparisonOperator comparisonOp, System.Int32 decoupleStage, System.Int32 activationStage, System.Boolean bypassFairings, System.Boolean bypassJettison, System.Boolean setToParentDecoupleStage) (at <cd473063d3a2482f8d93d388d0c95035>:0) then followed by UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) VesselDeltaV:<CheckDirtyAndRun>b__68_0() <DelayedCallback>d__1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) This happened building a Luciole rocket - after I attached the "Honeybee" engine mount, which got 7 nodes for the "Mosquito" engine (1 center, 2x3 radial). The logs:https://www.dropbox.com/s/9w3xclcg71siwwo/KSP logs 2021-11-06-01.7z?dl=1 Edit: leaving VAB and reentering fixed the issue - for now Edited November 5, 2021 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 10, 2021 Share Posted November 10, 2021 (edited) Here is a patch for JNSQ_Rescale_10x which only works if you copy from JNSQ's "Optional Mods\JNSQ_Rescale\Rescale_10X\GameData\JNSQ_Rescale\" into GameData and then rename the folder to JNSQ_Rescale_10x Put it into GameData\WhereCanIGo\Patches\JNSQ_Rescale_10x.cfg seehttps://github.com/severedsolo/WhereCanIGo/issues/8https://github.com/severedsolo/WhereCanIGo/issues/9 Edited November 11, 2021 by Gordon Dry moved to GitHub Quote Link to comment Share on other sites More sharing options...
tinyspy44 Posted November 20, 2021 Share Posted November 20, 2021 Is this compatible with Outer Planets Mod? If not, would you consider adding compatibility? Quote Link to comment Share on other sites More sharing options...
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