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


NavyFish

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All good ideas. For a first pass, I'll generate a HUD reticule over the selected part, akin to the normal target diamond but probably a different color (orange?).

Sounds good to me.

On an unrelated note, is anyone having issues with the precision of the indicator or any of its symbology? How about any confusion over the 'back hemisphere' (red CDI lines) mode? Any other 'core' functionality bugs/comments/requests?

I think someone else mentioned this earlier in the thread, but the reason this thread isn't more active is probably because the product just works - like, you got it right first time round.

I'm struggling to think of anything where core functionality is problematic. It's be niceâ„¢ to be able to target specific parts, other than ports (useful when controlling from a claw), but the need for that is pretty marginal.

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Hey guys,

Is anyone else having compatibility issues with DPAI and MechJeb? Using the latest version of both and I've discovered that MechJeb does not like the toolbar that comes with DPAI and said toolbar causes the menu for MechJeb to display nothing and essentially bug out. I tried to remove the toolbar but DPAI doesn't seem to function without it.

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Hey guys,

Is anyone else having compatibility issues with DPAI and MechJeb? Using the latest version of both and I've discovered that MechJeb does not like the toolbar that comes with DPAI and said toolbar causes the menu for MechJeb to display nothing and essentially bug out. I tried to remove the toolbar but DPAI doesn't seem to function without it.

Yes; I just encountered this bug today after starting KSP up for the first time since the 0.23.5 update. It seems that the version of the toolbar that's packaged with DPAI is an older one, and causes compatibility issues for MechJeb. The fix is to download the latest version of the toolbar from this thread: http://forum.kerbalspaceprogram.com/threads/60863-0-23-5-Toolbar-1-7-1-Common-API-for-draggable-resizable-buttons-toolbar. Delete the '000_toolbar' folder that DPAI installs from your GameData folder, then install Toolbar 1.7.1 in its place. You should find that MechJeb works fine after that.

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Hey guys,

Is anyone else having compatibility issues with DPAI and MechJeb? Using the latest version of both and I've discovered that MechJeb does not like the toolbar that comes with DPAI and said toolbar causes the menu for MechJeb to display nothing and essentially bug out. I tried to remove the toolbar but DPAI doesn't seem to function without it.

Don't use the Toolbar version packaged with DPAI - it's older than the current version and if you have two copies of toolbar.dll it'll make things wonky. Navyfish has already indicated he was going to remove the Toolbar .dll file from his download package.

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Thanks for the link EeeGee & DaPatman. I couldn't find one in the Spaceport by searching "toolbar" so I came here instead.

And no, I never used the Toolbar before so there's definitely no conflict.

Edited by Cyan Ian
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Looking for aesthetic inputs: I've got the HUD selected port indicator working. Currently I'm just overlaying the alignment indicator (orange circle) over the targeted port in world-space. I'm playing around with pulsing it's transparency, etc, but I'm not totally satisfied. Does anyone have any suggestions for the aesthetic? Pictures would be helpful!

Regarding Raster Prop Monitor - I'll look into it. Eventually, yes, definitely. But right now there are a few other things in front of it on the to-do list. If you're curious, that list is currently:


Hud Diamond over selected port [working, now just picking the aesthetic]
Integrate port cycling into GUI [currently I'm using separate window & button to cycle. Need to integrate this aesthetically into the DPAI itself]
Toolbar optional integration / update to latest version
Update Alert Icon [a-la Kerbal Alarm Clock, Blizzy's Toolbar, etc. Notifies you when an updated DPAI is available]
Filter out different sized ports
Filter out shielded ports
Raster Prop Manager

Ordered by priority.

-Navy

Edited by NavyFish
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Looking for aesthetic inputs: I've got the HUD selected port indicator working. Currently I'm just overlaying the alignment indicator (orange circle) over the targeted port in world-space. I'm playing around with pulsing it's transparency, etc, but I'm not totally satisfied. Does anyone have any suggestions for the aesthetic? Pictures would be helpful!

Heheh... that's neat. Not sure what you're unsatisfied about!

If I was being super critical, I'd make two points: The DPAI alignment indicator works very well in it's own DPAI environment (the pop-up), but when overlayed in world-space, looks slightly more ornate than the rest of the KSP GUI. Secondly, you could argue that it's non-intuitive to use the same image for both desired target and current alignment.

In my ill-thought-out mind, I had a picture of a quite plain-looking reticule that matched some of the fonts/icons in the game, but kept the principle of the crosshairs used to indicate target within the DPAI pop-up. Something like this:

2r76cdf.png

I agree that pulsing would be beneficial in some circumstances where the location is visually busy - or if the target happens to sit behind an orange tank!

Great stuff, man!

Edited by TMS
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but when overlayed in world-space, looks slightly more ornate than the rest of the KSP GUI. Secondly, you could argue that it's non-intuitive to use the same image for both desired target and current alignment.

Both good points!

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Love to see development continuing on your marvelous mod, Navyfish. I think TMS is onto something with his comments, though I don't know if a simple crosshair would help against brilliant glare or medium-distance visual clutter. At risk of over-complicating the code, perhaps have several styles of indicators for the user to select from? A circle, a diamond, crosshairs, steady v. pulsing ... The Targetron mod calls attention to the targeted port this by highlighting but frankly that isn't nearly visible enough for me at any kind of distance over about 100m, and if you've accidentally selected a port on the other side of your target ship/station, you won't see it at all.

Personally, I would like the HUD indicator to be relatively large and very visually distinctive. I'd love to see a pulsing diamond overlay, something with both visual (pulsing) and spatial (shape; diamond of the indicator vs. circular port) distinction to draw my eye to the target. Heck, if it were up to me, I had an option for a diamond with four arrows pointing inwards one to each point of the diamond. Here's a poor mockup of what I mean. Note two things: first the diamond shape denoting the target is the standard KSP diamond, except colored orange to match the aesthetic of the indicator in DPAI. Second, this image is the first one I could find digging through my archive and isn't actually laid over the port, but at the station's center of mass; ideally the target would be overlaid on the actually targeted port. Anyway, I think you get the idea.

TargetingModemockup_zpscb870895.jpg

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So, I'm nearing a solution for the hud icon. It's a pretty standard orange diamond reticle. I've tried to make it more pronounced by 'pulsing' its alpha value, and making it grow and shrink. The pulsing wasn't particularly eye-catching, and the growing/shrinking felt a bit ugly.

What I'm now doing is spinning it. It draws your eye to it very effectively, but doesn't seem as obtrusive. Thoughts? I'll see about posting a quick demo video..

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Hmm...

Just a random idea for the spinny indicatior: could it be possible to tie the direction and rate of spin to the value of difference between relative (notional) verticals of the two controlling hatches? Basically if you're > 45 degrees off, the indicator spins at full speed ( 90 degrees per second I guess, in the direction you need to roll to bring the verticals into alignment). As the verticals get closer to parallel from 45 degrees, the rate of spin lowers from 90 degrees per second, to zero in roughly 5 degrees per second increments, until verticals are aligned (1 to 5 degrees off alignment ==> 5 degrees per second of spin, 6 to 10, 10 degrees per second, etc). So if you need to roll clockwise, the indicator spins clockwise. If you need to go widdershins (:D) so does the indicator.

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Very effective the spinning diamond, Navy. Really like it.

Anyway, how good it shows when displayed over an orange part (like the Jumbo-64 tank)?

As you already tried changing the diamond alpha value to make it more evident, you certainly already have code ready to change RGB colors, and it could turn useful to create alternate colors of the reticle, making it visible against any possible background. Or even making hue pulses, while also keeping the spinning (believe the most different hue from orange is cyan: what about a reticle pulsing hue orange/cyan?).

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I prefer a crosshair, too. The spinny thingy is kinda arcady. Here is my proposal. It is green because many things in KSP are green including the indicator in DPAI. :D

L1lYQh3.jpg

DSz3qTh.jpg

Make sure to view the pictures in full size or it will look bad.

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I like the rotating diamond, though honestly my 45 year old eyes would like a user-selectable sizing option (or at least "Standard" and "Middle Aged Eyes", lol!). Diomedea makes some good points about colors and visibility against cluttered backgrounds but at least for the initial step, the orange rotating diamond seems to work very well.

One additional thought: what (if anything) shows if the targeted docking port is obscured? Like for instance if it's on the opposite side of the target vehicle? Would it be possible in that instance to provide some kind of visual cue to the user for the reason he can't see the target marker? I'm just thinking out loud here ...

Anyway, the work in progress looks great. :)

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Nice, thanks for the feedback everyone!

I too liked TMS's crosshair, so much so that I made one just like it. It just didn't stand out enough. But I'll keep trying. I hear the feelings that the spinning is too 'arcadey' for some, and I can understand that.

@Diomeda: I haven't tried color pulsing yet actually. I'm using an orange texture and was just modifying the alpha channel. I'm going to re-color the texture white so I have full control over its color programmatically. Perhaps color pulsing will do what alpha pulsing did not!

@LameLefty: The marker displays regardless of anything obscuring the port. I suppose I could use the same "CDI Reverse Sensing" logic (when the CDI lines turn red) to determine that the camera is looking at the back-face of the port (i.e. it's on the other side of the target ship) and then change the color or icon to indicate this. Will test.

P.S. Heh, thanks VaportTrail. Learn Something every day.

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