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Flight Plan [0.10.5 for KSP2 v0.2.0+]


schlosrat

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Flight Plan
O3pBS09.png
Plan your (Space) Flight! Fly your Plan! Handy tools to help you set up maneuver nodes that will get you where you want to be.
Making spaceflight planning easier for Kerbal Space Program 2 one mission at a time.

NOTE: This mod draws heavily on some core MechJeb2 code that has been adapted to work in KSP2, and would not be possible without the kind and generous contributions of @sarbian and the MechJeb development team! It is not intended to replicate all MechJeb2 features and functions in this mod, but merely to make some handy maneuver planning tools available for KSP2 players. While you may be able to create some useful nodes with this mod, you'll still need to execute them accurately! Also, understanding some basic mission planning will be very useful for those employing the tools in this toolbox.

Note: Version 0.8.0 has received significant updates and improvements in the GUI from @cfloutier who richly deserves the credit for those parts. His contributions have dramatically improved the quality of the user interface and made the mod not only more modern and visually pleasing but also easier and more fun to use.

Compatibility

  • Tested with Kerbal Space Program 2 v0.2.1 & SpaceWarp 1.9.1
  • Requires SpaceWarp 1.8.0+
  • Requires UITKForKsp2 2.4.0+
  • Requires Node Manager 0.7.3+
  • Optional, but highly recommended: K2-D2 v0.12.2+. See the capabilities described below.
  • Optional, but highly recommended: Maneuver Node Controller v1.1.3+. See the capabilities described below.

Source Code

Latest Release: https://github.com/schlosrat/FlightPlan/releases/tag/0.10.0

Accolades and Mentions:

This thread was selected as a Thread of the Month for August 2023! Thank you, @adsii1970!

AtRiXwX.png

When asked by @Spicat "What’s your favorite mod of ksp2 so far?", Chris @Nertea Adderley replied, "So I haven't dived into the modding scene a lot in KSP2, but I've been seeing some really good work that's come out of like improving trajectory planning and flight planning, and I can't think of the name of the mod off the top of my head but those kind of mods are really cool, and I like to see what people are doing in that space with a new tool, so we've given them."

 

Video

 

CKAN Installation

  1. Launch CKAN
  2. Ensure the game you want to add Flight Plan to is selected
  3. Check the box to install Flight Plan
  4. Optionally tick the boxes for K2-D2 and Maneuver Node Controller too if you want them
  5. Apply Changes - CKAN will make sure you've got the latest released version and all the right dependencies!

Manual Installation

  1. Download and extract BepInEx mod loader with SpaceWarp 1.0.1 or later (see link above) into your game folder and run the game, then close it. If you've done this before, you can skip this step. If you've installed the game via Steam, then this is probably here: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2. If you complete this step correctly you'll have a BepInEx subfolder in that directory along with the following files (in addition to what was there before): changelog.txt, doorstop_config.ini, winhttp.dll
  2. Install Node Manager 0.5.2 or later (see link above). From the NodeManager-x.x.x.zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\node_manager.
  3. Download and extract this mod into the game folder. From the FlightPlan-x.x.x.zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\flight_plan.
  4. Optional: Download and install K2-D2, your friendly KSP Astromech ready to perform precision node execution for you! (see link above). From the K2D2_vx.x.x.zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\K2D2.
  5. Optional: Download and install Maneuver Node Controller to assist you with finetuning your maneuver nodes! (see link above). From the ManeuverNodeController-x.x.x.zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\maneuver_node_controller.

How to Use Flight Plan

Flight Plan employs a tabbed interface to help organize its features. The list of available tabs updates dynamically based on your current situation. Some tabs will always be available (e.g., Ownship Maneuvers and Resonant Orbit Maneuvers), while others will be offered to you based on the orbit you're in and the type/location of your currently selected target. For example, if your current target is another vessel, and that vessel is in orbit about the same body as your active vessel, then the Target Relative Maneuvers tab will be available to you and it will have the sorts of maneuvers that are configured relative to a target (e.g., Match Planes with the target, etc.).

The basic workflow you'll want to follow when using Flight Plan is this.

  1. Select the Tab that has the type of maneuver you want to perform.
  2. Click the Maneuver Type toggle button you want. Once you've selected a maneuver type then the menu for Burn Time Options will automatically be configured for the options that make sense given that maneuver type and your current situation. For example, if you're in a hyperbolic orbit, then there will not be an option to perform a maneuver at the Ap, etc.
  3. Optional: Click the Burn Time Option to display a list of available options. This step is optional because selecting the maneuver type prior to this automatically populates the list and sets the currently selected option to the default (if there wasn't an option selected previously), or to the previously selected option (if that's a viable choice for this maneuver type). If the Burn Time Option displayed suits your needs, then there's nothing you need to do on this step.
  4. Optional: Set the Input Field(s) for the maneuver type selected. Some maneuver types have input fields to the right of their toggle button and some don't. These fields are pre-populated with a default value or the last value you've used. Also, some Burn Time Options have additional input fields that are displayed when needed, e.g., "after a fixed time" and "at an altitude".
  5. Press the Make Node button. Pressing this button will either cause the maneuver node you've configured to be created with an appropriate status message confirming this, or you'll get an error message in the Status field.
  6. Optional: Click the Maneuver Node Controller icon button to the right of the Make Node button if you'd like to fine-tune your maneuver node. This button is only available if you also have the Maneuver Node Controller mod installed.
  7. Optional: press the K2-D2 icon button to automatically execute the node! This button is only available if you also have K2-D2 installed.

Demos

Orbital Rendezvous

A Quick Trip to Minmus

All Aboard for Dres

Features
Easy Celestial Target Selection

IvPylJB.png

  • Menu for easy selection of Celestial Targets. Planets and their moons are graphically organized with moons indented below the planet they orbit. This capability augments the game's built-in target selection for easier selection of distant celestial bodies.

Burn Time Option Selection

UN8Z4WP.png

  • Automatically populated menu for available burn time options consistent with the selected maneuver type and the current situation. When a maneuver type is selected, if the previously selected burn time option is not a valid option for that maneuver type and your current situation, then a default will be populated. If the displayed maneuver time option is not what you need simply click the option to display a menu of available options to customize your maneuver.

Ownship Maneuvers

NIuWsqD.pngAlways Available

  • Circularize
  • New Pe (user-specified value - km)
  • New Ap (user-specified value - km)
  • New Ap & Pe (uses inputs for New Pe and New Ap above changing both in one maneuver)
  • New Inclination (user-specified value - degrees)
  • New SMA (user-specified value - km)

Target Relative Maneuvers 

EqvUKWw.png Available If the Selected Target is a Vessel

  • Select Docking Port
  • Display of Rendezvous Planning Info
    • Target Orbit: (periapsis x apoapsis)
    • Current Orbit: (periapsis x apoapsis)
    • Relative Inclination
    • Synodic Period
    • Next Transfer Window
    • Next Closest Approach
    • Separation at Closest Approach
    • Relative Velocity (displayed when the target is near)
  • Match Planes with Target
  • New Ap (same as on Ownship Maneuvers, useful for raising orbit for better phasing)
  • Circularize (as above)
  • Hohmann Transfer to Target
  • Match Velocity
  • Recommended Next Action for Rendezvous Operations

XrVujvi.png   Available If Selected Target is a Celestial Body

  • Match Planes with Target
  • Hohmann Transfer to Target
  • Course Correction (requires being on an intercept trajectory)

Orbital Transfer Maneuvers

qcjl23l.png    Available If Active Vessel is Orbiting a Moon

  • Moon Return (user-specified target Pe (km) for arrival back at the parent planet)

TMNlkPE.png    Available If Active Vessel is Orbiting a Planet and Another Planet is the Selected Target

  • Display of Planetary Transfer Parameters:
    • Phase Angle to target (the current angle between the radius vectors for the origin and destination planets)
    • Transfer Window Phase Angle (the phase angle needed to be at or in a transfer window. When this equals Phase Angle you're ready to go)
    • Transfer Time (the approximate travel time for a vessel taking a Hohmann transfer from the origin planet to the destination)
    • Synodic Period (the time between transfer windows)
    • Time to Next Window
    • Approximate Eject DeltaV (based on Hohman transfer orbit, but neglecting the Delta-V needed to escape from the origin)

Resonant Orbit Maneuvers

7DnR8in.png    Always Available

  • Display of Resonant Orbit Configuration Parameters
  • Payloads (Number of payloads to deployments. Click + / - buttons to change. Can be 2 to *)
  • Deploy Orbits (Number of resonant orbit cycles between deployments. Click + / - buttons to change. Can be 1 to *)
  • Target Altitude for payload deployment (user configurable - km)
  • Current Orbit Apoapsis (click "⦾" button to set as Target Altitude)
  • Current Orbit Periapsis (click "⦾" button to set as Target Altitude)
  • Synchronous Orbit Altitude (click "⦾" button to set it as Target Altitude)
  • Semi Synchronous Orbit Altitude (click "⦾" button to set it as the Target Altitude)
  • SOI Altitude (FYI - cant deploy above this)
  • Min LOS Orbit Altitude (click "⦾" button to set as Target Altitude - Going below this will prevent Line of Sight between deployed payloads)
  • Occlusion (Toggle to account for atmospheric/planetary occlusion in Min LOS Altitude: On or Off)
  • Dive (Toggle to configures for deployment at Apoapsis (ON) or Periapsis (OFF))
  • Period (FYI - Deployment orbital period)
  • Apoapsis (FYI - Deployment orbital apoapsis)
  • Periapsis (FYI - Deployment orbital periapsis)
  • Eccentricity (FYI - Deployment orbital eccentricity)
  • Injection Delta-V (FYI - Delta-V needed to circularize the payload's orbit at the point of deployment - typically lower for Diving deployments)
  • Fix Pe (Raise or Lower Pe to reach the configured deployment orbit)
  • Fix Ap (Raise or Lower Ap to reach the configured deployment orbit)

Display Status of Last Command

  • Normal/Good results are shown in Green indicating a maneuver node was generated and it's ready for you to execute it. Don't forget to get your craft pointed in the right direction first!
  • Warnings and Cautions are shown in Yellow indicating a node was generated, but you should inspect it carefully first and may need to modify it.
  • Failures are shown in Red indicating no node has been generated with some clue as to why.

Game Input Enable/Disable Status

  • To prevent things you type in a user input field from passing through to the game and affecting things in odd ways, the game input is automatically disabled when you click inside a text input field. This will cause the game to not respond to your mouse or to anything you type, although you can freely type what you need into the input field. Typing a "." as part of a decimal number will not increase your time warp setting, and using the 1 and 2 keys on your number pad will not mute the game or the music. To restore full functionality for keyboard and mouse inputs simply click anywhere else other than the text input field. Closing the Flight Plan GUI will also have this effect.

Integration with K2-D2, v0.8.1+

  • If K2-D2 is installed, then a K2D2 Icon button will be presented in the lower right part of the GUI whenever there is an executable maneuver node. If the version of K2-D2 is 0.8.0 or earlier, then pressing Flight Plan's K2-D2 button will bring up the K2-D2 GUI to assist with the precision execution of the planned maneuver. If K2-D2 0.8.1 or later is installed, then pressing the K2-D2 button will cause K2-D2 to execute the next maneuver node - this doesn't bring up the K2-D2 GUI, but if you have it up you'll be able to watch it as it executes the node.

Integration with Maneuver Node Controller, v0.8.3+

  • If Maneuver Node Controller (v0.8.3 or later) is installed then an MNC Icon button will be presented to the right of the Make Node button and left of the K2D2 button. Pressing this button will bring up the Maneuver Node Controller mod to aid you in finetuning a Flight Plan-generated maneuver node. If the Launch Maneuver Node Controller configuration setting is Enabled, then when you activate an experimental node creation function the Maneuver Node Controller mod will automatically be brought up if it is not already up. This can make it easier to evaluate and adjust nodes constructed using experimental functions (those listed under Planned Improvement below).

UI Screens

The Flight Plan GUI will always display all Ownship maneuvers available in the current orbital situation. These are maneuvers that don't require a target and so are relative to your current vessel's orbit alone. Each Maneuver Type may be customized by making a selection from the Burn options menu (right below the Celestial Target Selection Menu). For example, selecting Circularize as the Maneuver Type will result in having Burn Time options for "at the next Ap", "at the next Pe", "at an altitude", and "after a fixed time". In the case of the latter two options, these will cause an additional input field to be presented where you can specify the Maneuver Altitude or Time From Now.

fbPS3pk.png

Similarly, selecting Match Planes will give Burn Time options for at the cheapest AN/DN w/Target, at the nearest AN/DN w/Target, at the next AN w/Target, and at the next DN w/Target. NOTE: In the Match Planes example above the Make Node button has been pressed and Flight Plan is showing a status indicating the node is ready. In this example, with K2-D2 installed, the K2-D2 Astromech Icon is displayed in the lower right indicating that K2-D2 is ready to help you fly the node.

In addition to the basic UI screens above, the UI will automatically adjust to offer capabilities relevant to the current orbit and selected target. Some options such as Interplanetary Transfer (above far right example) are only available if the Experimental Features option has been selected in the Flight Plan configuration options menu.

Configuration Parameters
KdI2pnY.png

Flight Plan includes a number of user-configurable parameters which can be accessed through the SpaceWarp configuration screen. Press Alt + M to pull up the SpaceWarp Mod dialog, and select the Open Configuration Manager button at the bottom to display the list of installed mods with configurable settings. Clicking on the Flight Plan entry will display the interface shown above. There are tooltip strings that describe what each setting does.
Using the configuration parameters you can change a variety of things such as how long a status message sticks around before it starts to fade, and also how long it will take to fade.

NOTE: The following settings are dynamically managed and may be updated by the user while the game is running. All others will require exiting and restart to take effect.

  • Experimental Features: Enable/Disable
  • Launch Maneuver Node Controller: Enable/Disable
  • Status Fade Time: Seconds
  • Status Hold Time: Seconds

Planned Improvement / Experimental Features
DfhnrnY.png
Work In Progress developmental features may be enabled by switching on the Experimental Features in the mod's configuration screen. You do not need to restart the game for this setting to take effect, and it will allow you to play with some broken toys if you like. As these features mature and become reliable enough to use they will be moved up into the main feature set available without turning on the Experimental Features setting.

WARNING! Switching on the Experimental Features will void the product warranty!

Ownship Maneuvers

NIuWsqD.pngAlways Available

  • New LAN (user-specified value - degrees)

Target Relative Maneuvers 

EqvUKWw.png  Available If the Selected Target is a Vessel

  • Intercept target (user specified encounter time from now)
  • Match Velocity

Orbital Transfer Maneuvers (only available if a planet is the selected target)

TMNlkPE.png    Available If Active Vessel is Orbiting a Planet and Another Planet is the Selected Target

  • Interplanetary Transfer
  • Advanced Interplanetary Transfer (Not implemented yet, but dang aren't those porkchop plots pretty!)

Example: Take a Trip to Minmus!

Step 1: Match Planes

Here we're starting out in a nicely equatorial Low Kerbin Orbit. As we want to go to Minmus, the first step is to get into a new circular orbit that's co-planar with the target. We can see that the necessary plane change maneuver has been planned and is ready to execute.

1Se5ET3.png

Here we can see that K2-D2 has been activated. The Flight Plan status has been updated to show that we're executing the planned maneuver, and K2-D2 is reporting its status indicating the vessel is turning to point in the right direction for the planned burn.

eHeOimz.png

Here we can see K2-D2's status indicates we're warping to the burn. The Flight Plan status is unchanged.

j1kp06a.png

Here we can see K2-D2's status indicates we're executing the burn. The Flight Plan status is unchanged.

SmpwCSx.png

Here we can see the plane change burn is done, the old node has been deleted, and we're now in a coplanar orbit with the target: Minums.

qeKaGaS.png

Step 2: Hohmann Transfer

Now that we're in a coplanar orbit with our target we're ready to plan a Hohmann Transfer. Note that Flight Plan generated Hohmann Transfer maneuvers are not always spot on but will get you close. For this reason, Flight Plan will bring up the Maneuver Node Controller mod if it's installed any time it produces a Hohmann Transfer. You may need to make minor adjustments to the prograde burn component or the node time, but should find that it's easy to get the transfer orbit you need with only a few clicks and no need to manually tweak the node. This example produced a good initial orbit that only required a few m/s more prograde delta-v and a slightly earlier burn time to get the result shown below.

pFHp7Du.png

Here we can see K2-D2 has been commanded to execute the node and we're warping to the starting point for the burn.

sb9e2cu.png

Here we can see K2-D2 executing the transfer burn.

ErbYeRw.png

Sometimes in the game, as in life, things don't go quite as planned. What if you overshot the planned burn slightly as shown below? This can easily happen when executing a burn manually, and may also happen in some isolated cases when executing an automated burn. 

dHYzrHN.png

Here we can see a Course Correction burn has been planned. Like the Hohmann Transfer option, this option will also bring up the Maneuver Node Controller mod so you can fine-tune things to make sure you've got the exact node you want. In this case, very small prograde adjustments were made to get a good Pe at the Minmus flyby encounter.

rsZUbjG.png

Here we can see K2-D2 performing a flawless Course Correction burn to get us back on track and headed for the encounter we want.

EKoN3BR.png

Here we can see that we've arrived inside the Minmus SOI, and are on track for a nearly equatorial flyby with a nice low Pe in a prograde orbit. What if we'd like to have an inclined orbit when we get to Minmus? Easy! Use Flight Plan to set up a New Inclination at a burn time 30 seconds from now (this offset ensures we'll have sufficient time to point in the direction we need before the start of the burn).

TwGmGpb.png

Here we can see we're in a 60-degree inclined flyby orbit and we've got a Circularization burn planned for the periapsis of the Minmus encounter.

mAkr1MG.png

Here we are approaching Pe in our Minmus Flyby with a Circularization burn planned to put us into a 60-degree inclined low circular orbit about Minmus. Perfect for picking a landing spot almost anywhere we may want to go. In this view, you can also see the Maneuver Node Controller's GUI showing that our planned maneuver will place us in the orbit we want.

OUeWhYu.png
 

License: 

As this mod updates and reuses some MechJeb KSP1 code that was released under the GNU GPL, those portions of the code retain that same license. The top-level GUI employs the MIT license. See the license.md file on GitHub for details, and the individual source code files which each declare their specific licensing information.

 

Edited by schlosrat
Updated for 0.10.2
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Caution! There's a known issue with the New Pe and New Ap capabilities where they will sometimes work, and sometimes not. Clicking them again usually resolves this. When they do work, they work fine and you get a node that will take you to the orbit you want, but when they don't work you don't get a maneuver node. Sometimes they work the first time, and sometimes it takes multiple clicks. Sometimes they work correctly repeatedly. While this is clearly not ideal, I chose to leave them in since when they do work they work fine, and so are potentially useful, though somewhat annoying to use.
Warning! The experimental features are just that - experimental. Do not expect them to work right, or at all. I mostly included them because I didn't want to have two separate builds - one suitable for players and one suitable for development work. If you want to switch 'em on and have a go at them, be my guest! If you report back here that they don't work then I'll probably just refer you to this post where you were warned that they're experimental and don't work yet... ^_^

Edited by schlosrat
added bold and italics for emphasis
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Updated to v 0.6.4
 

  • Added Status Reporting on the GUI to indicate the status resulting from the last commanded action. Good results are shown in Green, warnings and cautions are in Yellow, and failures are in Red. The status will persist for a short time, then gradually fade away (setting configurable). Deleting the node will immediately remove the status.
  • Improved how New Ap and New Pe work so that the results are much more reliable now. There should be no instances where clicking one of those buttons doesn't produce a good node if you're on an elliptical orbit, and if it doesn't work then there is at least a status indication to tell you so.
  • Al experimental features will produce Caution results to indicate that the node should be considered with care before using it. Results vary, and in some cases, the experimental features do no good at all - you've been warned!
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13 hours ago, ARVG said:

Is there a hotkey for the GUI? I can't seem to work out how to use this

There is a hot key! Alt-P (for Plan!). As @LeroyJenkinsnoted this is mainly a Flight View / Map3DView mod. You shouldn't be able to launch it from the VAB, and if you switch to the VAB from Flight View or Map3DView that will cause the GUI to close. It should reopen automatically when you go back to Flight View. It may also be available in the Tracking Station where you'll be able to see the maneuvers it's planning for the active vessel.

Fly Safe! Not into the Mun like I do...

Updated main post for v 0.7.0.

  • This is an exciting update as it brings in integration with the arguably excellent Maneuver Node Controller mod (v0.8.3+). Flight Plan will work fine, and it will be Business As Usual if you don't haven to have MNC v0.8.3 or later installed, but if you do have a compatible version of MNC installed then Flight Plan can automatically bring it up for you any time you're trying out one of the experimental features. To take advantage of this you'll need to switch on both of these capabilities in the mod's configuration panel (see the main post for how).
  • Along with the Maneuver Node Controller integration, there's also an improved capability for dynamically processing changes to config parameters while the game is running. Previously you would have needed to exit the game and restart for changes to take effect, but now several key parameters can be updated dynamically!
  • Another nice thing rolled into this release is that if you happen to type something into one of the text input fields that Flight Plan can't translate into a valid number it will highlight that particular field red until you've corrected it.

I've put in a pull request with @XYZ3211for the 0.8.3 update to MNC, but if you need it in a pinch you can also grab a copy of v0.8.3 here: https://github.com/schlosrat/ManeuverNodeController/releases/download/0.8.3/ManeuverNodeController-0.8.3.zip

Edited by schlosrat
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Updated to 0.7.1
Improved the quality of the nodes being created. The following capabilities are no longer reserved for Experimental mode.

  • Circularize Now
  • New Ap & Pe
  • Moon Return

Even with the improved functionality, using Maneuver Node Controller to finetune the results is advisable for the Hohman Transfer and Moon Return capabilities. Consequently, this version of Flight Plan will treat them like experimental allowing you to configure it to auto-launch MNC for you when you use these capabilities. https://github.com/schlosrat/FlightPlan/releases/download/0.7.1/FlightPlan-0.7.1.zip

Edited by schlosrat
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Updated to 0.7.2

* Updated to integrate with Node Manager plugin for better management of maneuver nodes. Flight Plan now requires (and ships with) the Node Manager plugin. This also fixes an issue with the maneuver nodes being generated where sometimes you would not be able to delete them.
* Added a Target Pe field for the experimental Moon Return capability. This feature is still very much in the experimental category and it's recommended that you use care when employing it. In some test cases, it will generate a node that puts you on an impact trajectory with the planet, and in some cases, it will give you a return trajectory with a much higher Pe than you may have asked for. It's usually a simple matter of adjusting the prograde component of the burn to get something that will work well for you. Adjusting the timing may also help. If you're coming in too low, reduce the prograde component of the burn. If you're coming in too high, then you may want to see if adjusting the timing gives you better results without needing more fuel to increase the prograde component of the burn.

https://github.com/schlosrat/FlightPlan/releases/download/0.7.2/FlightPlan-0.7.2.zip

Edited by schlosrat
Fixed typo
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Updated to 0.7.3

  • Integrated compatibility with K2-D2 for automated node execution. If you have K2-D2 installed, then Flight Plan will present a K2D2 button in the lower right part of the GUI whenever you have a current maneuver node. If the version of K2-D2 you've got is v 0.8.0 or earlier then pressing the K2D2 button will bring up K2-D2 to aid you in the precision execution of your current node. If your installed K2-D2 version is 0.8.1 or later, then pressing the button will cause K2-D2 to execute the node automatically! Note: there is a known KSP2 but that occasionally results in failure to execute a node. This is caused by an issue outside of Flight Plan, but there is an easy workaround - just delete the node and create it again and you should be on your way.
  • Added version checking for the soft dependency on Maneuver Node Controller so that Flight Plan will only attempt to launch MNC if the version is 0.8.3 or later. This prevents an error that was caused when attempting to launch earlier versions of MNC that lack the external API for launching them
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Updated to 0.7.4

  • Fixed issue with GUI so that Interplanetary Transfer is only offered when orbiting a planet and the selected target is a different planet
  • Fixed issue with GUI so that Target Relative maneuvers are only offered when the selected target is not a star and is in orbit about the same parent body the active vessel is orbiting
  • Fixed issue with GUI so that Moon Return option is correctly displayed only when appropriate
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Help! I am unable to get either 0.7.3 or 0.7.4 to show up in the Mods list. They do not seem to be loading. 0.7.2 does load, but it breaks on me. I can use it in Kerbin SOI and it works fine there, but when I leave Kerbin SOI and try to use it, it displays one small grey block with no text when I open the window.


I am currently running just the following mods as well (pared down mod list to the minimum I need):
K2-D2 0.8.0
Maneuver Node Controller 0.8.1

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20 hours ago, EvelynThe Dragon said:

Help! I am unable to get either 0.7.3 or 0.7.4 to show up in the Mods list. They do not seem to be loading. 0.7.2 does load, but it breaks on me. I can use it in Kerbin SOI and it works fine there, but when I leave Kerbin SOI and try to use it, it displays one small grey block with no text when I open the window.


I am currently running just the following mods as well (pared down mod list to the minimum I need):
K2-D2 0.8.0
Maneuver Node Controller 0.8.1

Check to make sure you've got Node Manager installed. That's a required dependency since 0.7.2, and without it installed BepInEx will not load Flight Plan as Flight Plan calls that for all node creation/deletion tasks.

Also, keep your eyes peeled for K2-D2 0.8.1! That should be out very soon. With K2-D2 0.8.0 you'll be able to bring up the K2-D2 GUI from Flight Plan, but with 0.8.1+ FP will *call* it for you and you can watch K2-D2 take care of the node without you needing to do anything else!

Edited by schlosrat
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1 hour ago, schlosrat said:

Check to make sure you've got Node Manager installed. That's a required dependency since 0.7.2, and without it installed BepInEx will not load Flight Plan as Flight Plan calls that for all node creation/deletion tasks.

Also, keep your eyes peeled for K2-D2 0.8.1! That should be out very soon. With K2-D2 0.8.0 you'll be able to bring up the K2-D2 GUI from Flight Plan, but with 0.8.1+ FP will *call* it for you and you can watch K2-D2 take care of the node without you needing to do anything else!

Node Manager is there. It was installed when I updated to 0.7.2. With 0.7.3 or 0.7.4, Flight Plan does not load. Is there a log file I can go look at?

I still have problems with Flight Plan not displaying text outside of Kerbin SOI

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40 minutes ago, EvelynThe Dragon said:

Node Manager is there. It was installed when I updated to 0.7.2. With 0.7.3 or 0.7.4, Flight Plan does not load. Is there a log file I can go look at?

I still have problems with Flight Plan not displaying text outside of Kerbin SOI

I think I can help clear some of this up. I literally ran into this last evening. You need both Maneuver Node Controller and Node Manager - two separate mods. Hope this helps.

Edited by daawgees
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7 minutes ago, daawgees said:

I think I can help clear some of this up. I literally ran into this last evening. You need both Maneuver Node Controller and Node Manager - two separate mods. Hope this helps.

I have both.

 

With any version <= 0.7.2, it loads and shows in the mod list. 0.7.3 and 0.7.4 it does not.

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1 hour ago, EvelynThe Dragon said:

I have both.

 

With any version <= 0.7.2, it loads and shows in the mod list. 0.7.3 and 0.7.4 it does not.

You shouldn't actually need Maneuver Node Controller for Flight Plan to load, it will use it if it's there, but if it's not it should load regardless. The same is true with K2-D2, they're both soft dependencies. The minimum needed for Flight Plan to run is Node Manager 0.5.2 (though 0.5.3 is recommended). Can you confirm which version of Node Manager you're running? You might want to just download the latest one to be sure. https://spacedock.info/mod/3366/Node Manager

As for logs, the one to look in would be the BepInEx log. Navigate to where your game is installed and then go into the BepInEx folder inside that. For me, that's C:\Kerbal Space Program 2\BepInEx. Look there for a file called LogOutput.log. Inside that file search for "Flight Plan". The first place you should find it is in the list of things BepInEx is loading. Expect to see something like this


[Info   :   BepInEx] Loading [ShowKSP2Events 1.0.0]
[Info   :   BepInEx] Loading [SkipSplashScreen 1.0.0]
[Info   :   BepInEx] Loading [Lazy Orbit 0.5.0]
[Info   :   BepInEx] Loading [Node Manager 0.5.3]
[Info   :   BepInEx] Loading [Flight Plan 0.7.5]
[Info   :   BepInEx] Loading [Resonant Orbit Calculator 0.1.8]
[Info   :   BepInEx] Loading [Maneuver Node Controller 0.9.1]
[Info   :   BepInEx] Loading [MicroEngineer 1.0.0]
[Info   :   BepInEx] Loading [Cheat Menu 0.3.1]

Of course your list may be shorter if you're running light on mods. After that, there may be some like these which show more loading activity from BepInEx.


[Info   :Addressables Loader] Loading addressables for Flight Plan
[Info   :Addressables Loader] Did not find addressables for Flight Plan
[Info   :Space Warp] Attempting to load localizations from C:\Kerbal Space Program 2\BepInEx\plugins\flight_plan\localizations
[Info   :Space Warp] C:\Kerbal Space Program 2\BepInEx\plugins\flight_plan\localizations does not exist, not loading localizations.
[Info   :flight_plan/images/icon.png] registering path "flight_plan/images/icon.png"

If Flight Plan has loaded, then you should also see some log messages generated by Flight Plan like these.

[Info   :Flight Plan] ManeuverNodeControllerMod.ModGuid = com.github.xyz3211.maneuver_node_controller
[Info   :Flight Plan] Maneuver Node Controller installed and available
[Info   :Flight Plan] MNC = Maneuver Node Controller 0.9.1
[Info   :Flight Plan] mncVerCheck = 1
[Info   :Flight Plan] MNCLoaded = True
[Info   :Flight Plan] K2D2_Plugin.ModGuid = com.github.cfloutier.k2d2
[Info   :Flight Plan] K2-D2 installed and available
[Info   :Flight Plan] K2D2 = K2-D2 0.8.1
[Info   :Flight Plan] k2d2VerCheck = 0
[Info   :Flight Plan] K2D2Loaded = True
[Info   :Flight Plan] Loaded

If you get that far then Flight Plan will most likely have it's normal app bar button and you should also be able to launch it with ALT-P

BTW, if you'd like a copy of MNC 0.9.1 you can pick that up here: https://github.com/schlosrat/ManeuverNodeController/releases/download/0.9.1/ManeuverNodeController-0.9.1.zip

That version of MNC also requires Node Manager, but in particular needs 0.5.3. Versions of MNC from 0.8.* and earlier don't need Node Manager, but anything from 0.9.0+ does, and 0.9.1 needs NM 0.5.3.

Edited by schlosrat
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4 hours ago, EvelynThe Dragon said:

I have both.

 

With any version <= 0.7.2, it loads and shows in the mod list. 0.7.3 and 0.7.4 it does not.

I just ran a quick test and found that Flight Plan is not loading with Node Manager 0.5.2, but it does load fine with Node Manager 0.5.3. Please make sure that's the version of NM you've got and let me know if that doesn't solve the problem for you.

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17 hours ago, schlosrat said:

I just ran a quick test and found that Flight Plan is not loading with Node Manager 0.5.2, but it does load fine with Node Manager 0.5.3. Please make sure that's the version of NM you've got and let me know if that doesn't solve the problem for you.

I just did that and it is working with 0.7.4. 

Thanks for the help.

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Its working within Duna SOI, I was able to enter orbit and then use Flight Plan to get to my planned orbit. I will see a little later if it is still doing the wonky UI weirdness when I am in interplanetary space. I have to get to the DMV (how fun...)

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Updated to 0.8.0!
 

  • Major overhaul of GUI incorporating new functionality. The look of the Flight Plan GUI conforms to the look of K2-D2 to reflect the integration and present a more common, modern, and attractive interface. Numerous usability improvements for players.
  • Celestial target selection now indents moons to more intuitively differentiate and group planets and moons in the list.
  • GUI now incorporates a Burn option selector which automatically populates with acceptable choices given the maneuver type selected and the active vessel's orbital situation. This facilitates greater functionality with a simpler and cleaner interface. When a new maneuver type is selected, if no viable burn option has previously been set then a default option will be populated. If the default is not the one you need, simply click into the burn option field for a menu of available options. There are now more options than in previous Flight Plan versions, thereby delivering more capability.
  • Simplified maneuver-type options. Now instead of three types of Circularize maneuvers (Circularize at Ap, Circularize at Pe, and Circularize Now) each requiring its own button there is just one Circularize button and the user can select from at next apoapsis, at next periapsis, at an altitude, and after a fixed time. Similarly, where there were two types of Match Planes (Match Planes at AN and Match Planes at DN), there is now just one Match Planes button with options for at cheapest AN/DN w/Target, at nearest AN/DN w/Target, at next AN with target, and at next DN with target. Finally, where there were two Match Velocity buttons before there is now just one with two options for burn time at closest approach and after a fixed time.
  • Added more options for the maneuver types supported. For those maneuver types that didn't need simplification (New Pe, New Ap, New Pe & Ap, New Inclination, and Intercept) there are now more options for when to perform the maneuver burn.
  • Added new conditional inputs for Maneuver Altitude and Time From Now which are displayed for any maneuver type where the selected burn option is at an altitude or after a fixed time respectively. These inputs are only displayed when needed.
  • Added a Make Node button. With the new maneuver-type and Burn option selection system, the node is now not created until you press the Make Node button, which will take into account the selected maneuver type, burn options, and any other inputs needed to configure the node.
  • Replaced the MNC button with a larger and more attractive button showing the Maneuver Node Controller mod's icon (note: this is a new icon that will be pushed to MNC in the next build as it's easier to read and conforms to the correct number of axes for nodes: 3)
  • Replaced the K2D2 button with a larger and more attractive button showing K2-D2's icon.
  • Updated Flight Plan's status to indicate what K2-D2 is doing when you use K2-D2 to execute a Flight Plan generated node.
  • Added detailed K2-D2 activity status to narrate exactly what's going on while it executes your maneuver node.

NOTE: This version of Flight Plan incorporates significant improvements and development efforts from cfloutier, the primary author of K2-D2. Many of the improvements noted above are a direct result of his involvement in this project and should be credited to his fine work!

Direct Download: https://github.com/schlosrat/FlightPlan/releases/download/0.8.0/flight_plan_v0.8.0.zip

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On 4/28/2023 at 1:14 PM, EvelynThe Dragon said:

Its working within Duna SOI, I was able to enter orbit and then use Flight Plan to get to my planned orbit. I will see a little later if it is still doing the wonky UI weirdness when I am in interplanetary space. I have to get to the DMV (how fun...)

Glad to hear it's working better for you! There was some wonky UI weirdness in interplanetary space. I believe that's fixed now (should be in 0.7.4). That said, you may want to take 0.8.0 for a spin, and I recommend you try it with K2-D2 0.8.1!

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On 4/30/2023 at 8:40 AM, schlosrat said:

Glad to hear it's working better for you! There was some wonky UI weirdness in interplanetary space. I believe that's fixed now (should be in 0.7.4). That said, you may want to take 0.8.0 for a spin, and I recommend you try it with K2-D2 0.8.1!

Just downloaded those updates, I will definitely be giving it a go. Thanks so much for this tool, I find it quite useful.

Oh, and while we are at it... is there any plan to add a warp helper like Mechjeb had?

 

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It's working much better now. And it's starting to get closer to MechJeb functionality for some stuff, and that is nice. Thanks for taking this project on.

Suggestions...

For Hohmann transfer, can you add the ability to set a desired Periapsis? Sometimes it gives a solution that completely misses, or it gives an impact trajectory.
Same for course correction.
Adjusting Periapsis and Apoapsis, you can't adjust Periapsis at Periapsis... Same for Apoapsis at Apoapsis, so those choices should not be available.
New LAN doesn't seem to be working for me.
Set semimajor axis would be nice.
 

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