blizzy78 Posted July 24, 2014 Author Share Posted July 24, 2014 Precise Node 0.14 is now available for download.Note: If the download page is linking an older version for you, press F5 in your browser. Link to comment Share on other sites More sharing options...
Eleven Posted July 26, 2014 Share Posted July 26, 2014 Although this appears to work just fine in 0.24.2, the game still reports it as an incompatible mod. I'm running 0.24.2 64bit client in Linux. Link to comment Share on other sites More sharing options...
ModZero Posted July 26, 2014 Share Posted July 26, 2014 Pretty sure it's just the compatibility check, it actually requires/demands an update every time the version changes. Annoying, isn't it? :-) Link to comment Share on other sites More sharing options...
Mister Spock Posted July 26, 2014 Share Posted July 26, 2014 So can we ignore the incompatibility warning? I removed the mod because I wasn't sure. Link to comment Share on other sites More sharing options...
ModZero Posted July 26, 2014 Share Posted July 26, 2014 As far as I know, but I'm neither a doctor nor a lawyer, and therefore no one can hold me responsible for what I'm saying. I also have no knowledge of unity. I am using precise node on win64, and it's pretty much the only thing that is *not* broken. Link to comment Share on other sites More sharing options...
zapman987 Posted July 26, 2014 Share Posted July 26, 2014 Although this appears to work just fine in 0.24.2, the game still reports it as an incompatible mod. I'm running 0.24.2 64bit client in Linux.Same for me but on windows. Link to comment Share on other sites More sharing options...
blizzy78 Posted July 27, 2014 Author Share Posted July 27, 2014 Precise Node 1.0.0 is now available for download.Note: If the download page is linking an older version for you, press F5 in your browser. Link to comment Share on other sites More sharing options...
blizzy78 Posted August 2, 2014 Author Share Posted August 2, 2014 Precise Node 1.1.0 is now available for download.Note: If the download page is linking an older version for you, press F5 in your browser. Link to comment Share on other sites More sharing options...
brusura Posted August 3, 2014 Share Posted August 3, 2014 Oh I really like the color coded thingy! The plus and minus is a great addition too, you can focus on the node itself instead of whatching where to click...but this expose a behaviour that I found also in other mods ( not related to mods ), would it be possibile to inihibt the double click ( delesect target ) when mouse is over your window? Link to comment Share on other sites More sharing options...
SirJodelstein Posted August 4, 2014 Share Posted August 4, 2014 is there an option to change the time display to use Kerbin day/year conventions or a plan to switch the display format in a future version? With the new update showing almost all information in that time format, the information readout on the PreciseNode UI is kind of confusing Link to comment Share on other sites More sharing options...
SirJodelstein Posted August 6, 2014 Share Posted August 6, 2014 is there an option to change the time display to use Kerbin day/year conventions or a plan to switch the display format in a future version? With the new update showing almost all information in that time format, the information readout on the PreciseNode UI is kind of confusingActually i checked your code (well organized and commented btw., had no problems finding what i was looking for), and saw that it respects the Game settings options. There is an minor copy-paste error in your "Kerbin years" formula in convertUTtoHumanTime:you haveyear = (long) Math.Floor(UT / (426 * 24 * 60 * 60)) + 1; // Ensure we don't get a "Year 0" here.it should be year = (long) Math.Floor(UT / (426 * 6 * 60 * 60)) + 1; // Ensure we don't get a "Year 0" here.Thanks for this "i refuse to play without it" plugin! Link to comment Share on other sites More sharing options...
blizzy78 Posted August 8, 2014 Author Share Posted August 8, 2014 There is an minor copy-paste error in your "Kerbin years" formulaThanks SirJodelstein, I'll look into it.https://github.com/blizzy78/ksp-precisenode/issues/10 Link to comment Share on other sites More sharing options...
MerlinsMaster Posted August 17, 2014 Share Posted August 17, 2014 Hey blizzy, is there a link available for the 0.23 version? Link to comment Share on other sites More sharing options...
LostOblivion Posted August 22, 2014 Share Posted August 22, 2014 Great addon! I am often using your mod in combination with alexmoon's calculator for ballistic transfers, but have a question, and found no where else to ask it.When using alexmoon's tool it states the maneuver delta-V for prograde and normal given a perfect equatorial orbit, however, isn't this wasting some delta-V on making the plane change? It would save some fuel to launch from KSC into, say, the required 8.3 % ejection inclination, making sure it goes though the point of required ejection angle, and only burning prograde? I've tried doing this, but I really have to eyeball the angles and guess when to launch. Is there any mod that figures this out, or is it kinda hard to do?Edit: You have to eyeball when KSC "travels" though the required ejection angle for your to-be orbit. Link to comment Share on other sites More sharing options...
otoduran Posted August 26, 2014 Share Posted August 26, 2014 Help. i was using this mod earlier and it worked perfect... all of a sudden the precise mod window dissappears and its nowhere to be found.. pressing O and P and K and nothing happens. Help ? Link to comment Share on other sites More sharing options...
TMS Posted August 26, 2014 Share Posted August 26, 2014 Place a node first? Link to comment Share on other sites More sharing options...
fuzzdemon Posted August 26, 2014 Share Posted August 26, 2014 Ive been crying out for a plugin like this that shows a planets periapsis without needing to use the mouse. I will certainly be making a donation on payday, well worth it, thanks very much. Link to comment Share on other sites More sharing options...
TNM Posted August 27, 2014 Share Posted August 27, 2014 Hi guys. Can someone explain the "conics modes" to me? Whats the difference between 0-4?Thx Link to comment Share on other sites More sharing options...
blizzy78 Posted August 27, 2014 Author Share Posted August 27, 2014 Google is your friend: http://forum.kerbalspaceprogram.com/threads/11322-Different-Conic-drawing-modes Link to comment Share on other sites More sharing options...
Rosco P. Coltrane Posted August 27, 2014 Share Posted August 27, 2014 This one in particular: http://forum.kerbalspaceprogram.com/threads/11322-Different-Conic-drawing-modes Link to comment Share on other sites More sharing options...
FlowerChild Posted September 5, 2014 Share Posted September 5, 2014 - The +/- buttons have been combined into one button. Left-clicking now acts as plus, whereas right-clicking acts as minus.Blizzy, can I inquire as to the reasoning behind this one? One of the things I love about PreciseNode is that the interface is very straightforward and clean. I can't think of anywhere else in the game that follows an interface convention like the above, nor can I think of a general UI convention that does something like the above.I feel it's the kind of thing that you'd have to either explain to a player how to do it, or they'd have to figure it out through trial and error, which seems like a step backwards IMO. Link to comment Share on other sites More sharing options...
blizzy78 Posted September 5, 2014 Author Share Posted September 5, 2014 Blizzy, can I inquire as to the reasoning behind this one?See this post. Link to comment Share on other sites More sharing options...
FlowerChild Posted September 5, 2014 Share Posted September 5, 2014 See this post.Fair enough, makes sense. Playing around with it a bit, it's quite smooth in practice. Given I almost exclusively use the hotkeys, it wasn't something I had considered much before.I like the color coding of the prograde/radial/normal vectors to match the stock maneuver node editor BTW. But one additional question: why yellow instead of green for prograde? Link to comment Share on other sites More sharing options...
Superfluous J Posted September 6, 2014 Share Posted September 6, 2014 Actually, I've found myself trying to right and left click buttons in KSP (and even other games) to increase/decrease amounts, and am slightly disappointed every time it doesn't work. Link to comment Share on other sites More sharing options...
FlowerChild Posted September 6, 2014 Share Posted September 6, 2014 Actually, I've found myself trying to right and left click buttons in KSP (and even other games) to increase/decrease amounts, and am slightly disappointed every time it doesn't work.Out of curiosity, do you remember which piece of software you got that habit from? I was thinking about interface conventions for such things yesterday and came up blank on a precedent for that behavior. Link to comment Share on other sites More sharing options...
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