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[1.8.1] Docking Port Alignment Indicator (Version 6.8.5 - Updated 12/14/19)


NavyFish

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On the subject of ways to remember maneuvering keys, even after hundreds manual dockings (with or without DPAI), I must take a moment to remember how to use the IK translation keys. All others are really second nature.

It would take no time to reverse those in the KSP settings to K= translate down, and I= translate up, and have everything work as could be expected during a docking. My laziness to not have tried.

But really, what was the logic for that choice as the KSP default? just to mimic the WASD keys? (where the S=pitch up, W=pitch down have sense because they act similar to plane controls?).

Can't see one reason why IK shouldn't be KI instead, and allow easier dockings for new players or old farts with memory leaks.

Now, please let me be the last to have gone out of subject. Why not go back to discuss the wonders of DPAI on this thread?

Edited by diomedea
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Remember that WASD only control yaw and pitch, not translation - so that texture could mislead new pilots into thinking that D would move the ship (rather than the nose) to the right.

When I was starting out, I actually drew a little six-axis on a post-it with the HIJKLN directions, until it became second nature.

I'm guessing that texture was built for docking mode, which changes WASD to translation so it would work for both.

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This mod is perfect. The GUI is clean and uncluttered. Please don't put key bindings onto the indicator. They simply aren't needed. However, having thrust vectors represented as a small arrow (or dot) off the prograde indicator might be unobtrusive enough.

Still haven't got around to playing KSP and testing the beta with RPM. Hope to have a crack at it tomorrow.

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Remember that WASD only control yaw and pitch, not translation - so that texture could mislead new pilots into thinking that D would move the ship (rather than the nose) to the right.

When I was starting out, I actually drew a little six-axis on a post-it with the HIJKLN directions, until it became second nature.

Yes, i tought about that, but translation made sense to me at once. I was having problems with pitch, yaw and roll. Of course the image is exemplar, you would want to replace the letters where appriopiate to mean translation instead of rotation.

- - - Updated - - -

This mod is perfect. The GUI is clean and uncluttered. Please don't put key bindings onto the indicator. They simply aren't needed. However, having thrust vectors represented as a small arrow (or dot) off the prograde indicator might be unobtrusive enough.

Still haven't got around to playing KSP and testing the beta with RPM. Hope to have a crack at it tomorrow.

I like it clean too. Was talking about a tutorial mode.

Edited by ap0r
i haz grammer mistakei
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For what it's worth, I use a x-box controller clone for KSP. I've got it setup so that Translation is done with the D-Pad axis for Left-Right & Up-Down (inverted). Forward and Backward translation are with Y & A buttons respectively. With the Up-Down inverted, its as simple as moving the yellow velocity vector on the DPAI screen. D-pad left moves it left, Up moves it up (you get the picture). Forward and backward with the thumb on the right-hand and Docking is a breeze. You can pick up the kind I use (Steelseries 3GC) for around $10 on Ebay

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RC4 is out

(Fixes divide by zero bug found by diomedea)

Thank you everyone for the continued testing! 3 bugs down, and we're that much closer to release.

I found a problem when used in Linux. When you attempt to re-name a port, the keyboard continues to function in-game. For example: If I tried to name a port "Test Port" when I press "T" it turns on SAS, e- starts a roll, s... you get the picture. The "space" is the killer. :confused:

It did not behave this way in Windows, so I'll keep looking. Only thing odd that I also noticed was I had to click "rename port" twice before the window opened up.

I don't know if you're familiar with the Linux version, but the only difference that I can think of is that the right-"shift" key is used in place of the "Alt" key to do thing like open cheats dialog, or copy a part, etc

Edited by nukeboyt
OBTW
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I found a problem when used in Linux. When you attempt to re-name a port, the keyboard continues to function in-game. For example: If I tried to name a port "Test Port" when I press "T" it turns on SAS, e- starts a roll, s... you get the picture. The "space" is the killer. :confused:

It did not behave this way in Windows, so I'll keep looking. Only thing odd that I also noticed was I had to click "rename port" twice before the window opened up.

This is a reported KSP bug for the linux build. Nothing I can do about it, sorry :(. I suggest you hop on the bug report and throw your hat into the arena to try and elevate the priority from "low"

This mod is perfect. The GUI is clean and uncluttered. Please don't put key bindings onto the indicator. They simply aren't needed. However, having thrust vectors represented as a small arrow (or dot) off the prograde indicator might be unobtrusive enough.

If I make an indication of thrust, it would be as TMS describes - little pips around the relative velocity vector opposite the direction it's moving. This wouldn't display number/orientation of RCS blocks, but would be drastically simpler to code.

- - - Updated - - -

I'm open to continued suggestions for 'tutorials' or ways to make using the indicator easier, particularly for new users. No promises, but if an idea sticks then it's a win for everybody. Of course such things would be toggleable.

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I did. I think that this one is more like what I was trying to describe. Thanks

Thanks for linking to that. Reading through it also explained why when I'm clicking through the available docking ports (in DPAI) for a given target, if I click too quickly the game engine stops focussing on the selected target.

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Yep, that's the one. Thanks for the link. I took a whack at the double-click pass through but haven't been successful - I agree, it's quite annoying!

As a band-aid on linux, you could lock your stage (alt+L i think?) to prevent premature spacebarification.

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Using:

DPAI RC4

RPM 0.18.3

MOARdV's RPM 0.19 patch: http://forum.kerbalspaceprogram.com/threads/57603-0-25-RasterPropMonitor-putting-the-A-in-your-IVA-%28v0-18-3%29-8-Oct?p=1610931&viewfull=1#post1610931

Mk2 Cockpit edits for RPM: http://www./download/12ud82caadrehws/SPPMk2_RPMIVA.zip

Been docking and redocking for over two hours without incident.

Worst. Beta-tester. Ever.

I notice MOARdV's posted an updated patch, which I'll download and trial.

IVA-only docking went well:

PsyXlh3.png

Edited by TMS
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NavyFish,

I've been going through my output log and found some lines with Null Ref mentioning your mod, any idea?

PartLoader: Compiling Part 'B9_Aerospace/Parts/Utility_DockingPort_CDP/part/B9_Utility_DockingPort_CDP'

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

NullReferenceException: Object reference not set to an instance of an object

at RenderingManager.AddToPostDrawQueue (Int32 queueSpot, .Callback drawFunction) [0x00000] in <filename unknown>:0

at DockingPortAlignment.RenameWindow..ctor () [0x00000] in <filename unknown>:0

at DockingPortAlignment.ModuleDockingNodeNamed.OnAwake () [0x00000] in <filename unknown>:0

at PartModule.Awake () [0x00000] in <filename unknown>:0

UnityEngine.GameObject:Internal_AddComponentWithType(Type)

UnityEngine.GameObject:AddComponent(Type)

Part:AddModule(String)

Part:AddModule(ConfigNode)

PartLoader:ParsePart(UrlConfig, ConfigNode)

:MoveNext()

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object

at RenderingManager.AddToPostDrawQueue (Int32 queueSpot, .Callback drawFunction) [0x00000] in <filename unknown>:0

at DockingPortAlignment.RenameWindow..ctor () [0x00000] in <filename unknown>:0

at DockingPortAlignment.ModuleDockingNodeNamed.OnAwake () [0x00000] in <filename unknown>:0

at PartModule.Awake () [0x00000] in <filename unknown>:0

UnityEngine.Object:Internal_CloneSingle(Object)

UnityEngine.Object:Instantiate(Object)

PartLoader:CreatePartIcon(GameObject, Single&)

PartLoader:ParsePart(UrlConfig, ConfigNode)

:MoveNext()

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RC5 is up

-fixed a null ref occurring when switching to a target with no reference part (i.e. debris)

-fixed RPM aspect ratio so that CDI lines now match what's show on the DPAI gauge

-a few other touch-ups.

Please look for: RPM window freezing after several minutes of docking. recommend switching targets often (including to those outside of 2.5 km). DPAI gauge will continue to function, but RPM window apparently may freeze. Any reproduction of this bug would be huge - I've yet to encounter it myself.

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NavyFish,

Could you please describe how the "Info Screen" buttons are supposed to work. I've not been able to make them do anything. At least I cannot see where they're doing anything. I thought perhaps it was related to the bug in the KSP Linux version, but I they don't appear to do anything in Windows, either. I'm probably doing something wrong. Perhaps you could describe a sequence of actions that would show their function.

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NavyFish,

Could you please describe how the "Info Screen" buttons are supposed to work. I've not been able to make them do anything. At least I cannot see where they're doing anything. I thought perhaps it was related to the bug in the KSP Linux version, but I they don't appear to do anything in Windows, either. I'm probably doing something wrong. Perhaps you could describe a sequence of actions that would show their function.

Took me a while to figure that out, too.

The info window basically shows you what the buttons on the DPAI do (cycle targets and reference points)..

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Took me a while to figure that out, too.

The info window basically shows you what the buttons on the DPAI do (cycle targets and reference points)..

So do they actually do anything when you press them? When I press the buttons, I hear the standard JSI "beep" but nothing happens

- - - Updated - - -

Duh. How dumb can I be:confused:. They don't do anything on that screen, it just shows what the buttons do on the main screen.

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I'm not sure if the buttons are active on the information screen. The info screen could probably do with an explanatory text.

They're not active on the info screen, only on the main screen. Good call :) I will add text to clarify that.

Edited by NavyFish
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Hi Navyfish,

I've said this before and I'll say it again. The two mods I consider KSP "broken" without, are a)DPAI & b)MJ/KER

Anyways, I currently use this addon in 0.90 and a save file on 0.25

Is there a way for me to disable the magenta marker that appears on the targeted docking port?

Hitting F4 gets rid of the yellow reticle but not the magenta one. I find it a little intrusive since it hides the entire ship (or a station if sufficiently far)

Please keep up the good work!

Cheers!

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Is there a way for me to disable the magenta marker that appears on the targeted docking port?

Try pressing the "settings" button below the main window (above the scroll through the ports window). In there is a button to "Display Target Port HUD Icon". It makes the magenta marker go away when un-checked. Hope that was what you were looking for

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I've had a few chances to try this (the 6.0 Beta) out now in IVA, and I've got to say, it's made IVA docking about as fast as my "outside the ship" docking. I've got a setup with DPAI as the main display, and a camera view as a supplemental screen, and it works really well. I don't even use MechJeb to line me up with the docking port now - I've got enough information to dock entirely under manual control.

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Dear NavyFish, I installed the Exception Detector mod and found that DPAI throws quite a bit of this kind of exceptions:

NullReferenceException: Object reference not set to an instance of an object

at RenderingManager.AddToPostDrawQueue (Int32 queueSpot, .Callback drawFunction) [0x00000] in <filename unknown>:0

at DockingPortAlignment.RenameWindow..ctor () [0x00000] in <filename unknown>:0

at DockingPortAlignment.ModuleDockingNodeNamed.OnAwake () [0x00000] in <filename unknown>:0

at PartModule.Awake () [0x00000] in <filename unknown>:0

UnityEngine.GameObject:Internal_AddComponentWithType(Type)

UnityEngine.GameObject:AddComponent(Type)

Part:AddModule(String)

Part:AddModule(ConfigNode)

PartLoader:ParsePart(UrlConfig, ConfigNode)

:MoveNext()

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object

at RenderingManager.AddToPostDrawQueue (Int32 queueSpot, .Callback drawFunction) [0x00000] in <filename unknown>:0

at DockingPortAlignment.RenameWindow..ctor () [0x00000] in <filename unknown>:0

at DockingPortAlignment.ModuleDockingNodeNamed.OnAwake () [0x00000] in <filename unknown>:0

at PartModule.Awake () [0x00000] in <filename unknown>:0

UnityEngine.Object:Internal_CloneSingle(Object)

UnityEngine.Object:Instantiate(Object)

PartLoader:CreatePartIcon(GameObject, Single&)

PartLoader:ParsePart(UrlConfig, ConfigNode)

:MoveNext()

(Filename: Line: -1)

The count starts during load and continues on each scene change and vessel switch. Any idea of this kind of error?

Output_log.txt

Edited by Enceos
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