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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display


toadicus

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By turning off all KER parts of VOID, I take it you mean turning off the entry "Enable Engineering Calculations" in VOID Configuration, correct? For both flight and VAB. I'll try that as I have access to delta-V info from KER and MJ2 during flight. It effectively disables the build HUD, which was useful, but I can add in Parts Count to the MJ2 Vessel window and have it all.

That's correct. The settings are indeed independent, so you do have to kill both. I had VAB on and space off, and the VAB one managed to cause a freeze.

And this might have done it. Just after I turned off both, I went to Launch from the VAB and it paused (giving a Windows not responding on the Task Manager in my gaming laptops panel; I use an external monitor for KSP)--but didn't lock up and came back.

Yeah, if a window fails to respond to a WM_ message from Windohs in a timely fashion, it gets upgraded to 'not responding', regardless of if it will respond eventually or not (there's no absolute way to know if a program will eventually respond or not..that's an entire field of study in CS in fact, heh). I personally give an application a slow count to 15 unless I'm testing.. that's an eternity when a cycle is a quarter of a nanosecond...

(Background: The WM_ messages are used for almost every event in the system that isn't DirectX based)

Aside: I use all 3 engineering info mods: VOID for the original HUD, KER for the Build Engineer, and MJ2 for everything, build info, and a lot of windows and custom windows for flight. I have used KER more in flight in the past (wrote a MM script to make it partless before it was standard on the mod) and may do so again.

I use KER and VOID together but not MJ. I tried it out for the RCS modules and SmartASS but I'm not comfortable with autopilot (past SmartASS/SAS) hanging around on my system..

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That's correct. The [ "Enable Engineering Calculations" ] settings are indeed independent, so you do have to kill both. I had VAB on and space off, and the VAB one managed to cause a freeze.

With both off, I've gone several hours now without a lockup, so I think that's got to be the problem. Hopeful Padishar and toadicus can track it down soon.

Now if I could only stop my Mun landers from bouncing on touchdown. :mad:

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VOID has been updated to version 0.14.1! The only changes in this release are tied to how VOID and ToadicusTools interface with KER, and deprecates my ModuleDB, which wasn't really providing the speedup I thought it would. Hopefully this will fix the crashes around staging, launching, recovering, etc.

If you use any of my other mods, you should probably update them as well in case the changes to ToadicusTools don't play nicely with them.

INSTALLATION NOTE: ModuleDB.dll is deprecated and should be manually removed once all of my mods have been updated on your system.

CHANGELOG:


v.0.14.1 [2014-08-16]
* Updated KER code, and VOID's methods of integrating with KER.
* Updated ToadicusTools.

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VOID has been updated to version 0.14.1! The only changes in this release are tied to how VOID and ToadicusTools interface with KER, and deprecates my ModuleDB, which wasn't really providing the speedup I thought it would. Hopefully this will fix the crashes around staging, launching, recovering, etc.

Yay! Thank you! Downloading now :)

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toadicus, should Engineer.Extensions.dll be removed from my 0.13 install? I noticed it's not in the 0.14.1 zip.

I just checked the version archives and it looks like Engineer.Extensions.dll has been unnecessary since 0.13. 0.12.* and previous depend on it.

Yay! Thank you! Downloading now :)
I've upgraded to VOID 0.14.1. Turned Engineering Calculations back on. Have run for over an hour without issue.

You're welcome! Glad to hear initial good reports; hope the bug is thoroughly squashed. :)

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  • 3 weeks later...

Great Mod. Thanks for updating.

Do you think that you will someday update/change/implement a method so that we can add/remove data object from the data logger?

I have tried the other mod's, and yours is simply the best. As we can start it when we need to (look for launch and pre-launch abnormalities in systems) and we can control the sample rate, it would be fantastic if we had some method (.cfg file with dataobj = (on, off)) or something along those lines....

Anyway, again, thanks......

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Great Mod. Thanks for updating.

Do you think that you will someday update/change/implement a method so that we can add/remove data object from the data logger?

I have tried the other mod's, and yours is simply the best. As we can start it when we need to (look for launch and pre-launch abnormalities in systems) and we can control the sample rate, it would be fantastic if we had some method (.cfg file with dataobj = (on, off)) or something along those lines....

Anyway, again, thanks......

Adding the ability to configure data values, in the logger and in window panes, is something that's on my long-term to-do list. Unfortunately right now I've got a Big Professional Licensure Exam coming up in a month or so and I really need to pa$$pass it, so I'm even shorter on time to mod than I have been previously.

That said, I've got what I think is a good idea for how to make it work, at long last. Hopefully later this year I can make something like that happen.

For now, I'll do my best to add fields to the data logger as they're requested. I did a little QOL update and added Lat/Long to the csv this evening, and I'm happy to do more!

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Excellent / Fantastic..... I look forward to all additions.

Also, could you see if it would be possible to actually start the data recording prior to the initial stage / start. Something like if the Start is pressed, it starts then and when the other button (don't have in front of me right now) the start is triggered by initial stage..

I am trying to look at some initial state(s) of certain variables just prior to 'all hell breaking lose, or launch'.....

Again, thanks for all of your work with this and all of your mods....

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  • 2 weeks later...

I've discovered a bug that affects the VOID stock toolbar icon in the VAB when also using Kerbal Construction Time (KCT). Posting to both mods' threads.

20140918a-VOID+KCT-icon-bug-0a.png

After first entering KCT launch simulation, exiting back to the VAB reveals an extra VOID icon in the stock toolbar. Only the leftmost one works, the others doesn't. After going to simulation at least once, every time the VAB is exited and then re-entered, whether to the Space Centre or to another simulation, there will be another extra dummy VOID icon in the stock tool bar. I've had as many as eight or nine.

If I exit KSP, remove the KCT mod, and restart KSP, the bug is gone. Exit KSP, reinstall KCT, and restart KSP and the bug will appear again.

Output_log.txt here.

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Give this development DLL a try and see if it solves the problem. I think the editor was not always disposing of the button when necessary.

Thanks for the report!

That development VOID.dll version 0.14.1.36692 fixed the bug; no more duplicate VOID stock toolbar icons. Thanks for the quick response, toadicus!

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  • 3 weeks later...

I will absolutely be updating everything for 0.25. :) I don't get the new versions any sooner than you all, so I don't know what's going to break until it's broken. There was an API change that breaks compatibility with one of the modules; from my desk at work that's all I can say for sure. I'm hoping to have working updates out tonight sometime (tz: America/Los_Angeles).

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toadicus!

Super happy to hear about the new compile. Can't wait! Love VOID so much.

I have a huge request though! So, myself and several others that know the awesomeness of VOID have noticed that many streamers don't use VOID.

After conversing with a few of them, come to find out the biggest reason they don't is they believe VOID to be just another version of MechJeb's info windows.

This is due to the screenshots of VOID display everything that VOID can do with all the windows open in that one screen shot (similiar to MJ's screenshot showing off its capabilities)

But where VOID really shines is it's HUD of info on the main game screen, not all the extra windows...

So I was hoping could get some new screenshots up on the main post mostly showing off the HUD as the main feature, I think more folks would be willing to download the mod then.

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toadicus!

Super happy to hear about the new compile. Can't wait! Love VOID so much.

I have a huge request though! So, myself and several others that know the awesomeness of VOID have noticed that many streamers don't use VOID.

After conversing with a few of them, come to find out the biggest reason they don't is they believe VOID to be just another version of MechJeb's info windows.

This is due to the screenshots of VOID display everything that VOID can do with all the windows open in that one screen shot (similiar to MJ's screenshot showing off its capabilities)

But where VOID really shines is it's HUD of info on the main game screen, not all the extra windows...

So I was hoping could get some new screenshots up on the main post mostly showing off the HUD as the main feature, I think more folks would be willing to download the mod then.

I would love to get some new screenshots together, and it's on my "to do" list for uploading to KerbalStuff, as well. But, I have the aesthetic sense of something that's really bad at making things look good. I've got a few requests out to friends, but I'll make it official here:

If you have an awesome-looking screenshot that showcases VOID (or any of my mods), please get it up on the webz and shoot me a PM with the link (or share it here, if that's your thing). If these are all things you don't know how to do, and you wish you could just e-mail it to me, send me a PM or post here and I'll see how I can help you.

Thanks! :)

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Forgive me, if this is a side effect of the 0.25 incompatibility, but I would like to mention that when having VOID still active (though not working) the ingame ESC menus are invisble. When you fly something and press ESC the simulation stops, but the menu is not appearing, making it impossible to go back to the Space Center.

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Forgive me, if this is a side effect of the 0.25 incompatibility, but I would like to mention that when having VOID still active (though not working) the ingame ESC menus are invisble. When you fly something and press ESC the simulation stops, but the menu is not appearing, making it impossible to go back to the Space Center.

Yup, that's almost certainly part of the API change. I've tweaked a couple of things and internally it's working well. 0.25 update coming Soonâ„¢.

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Yup, that's almost certainly part of the API change. I've tweaked a couple of things and internally it's working well. 0.25 update coming Soonâ„¢.

Nice!â„¢

I've been playing VOID-less stock for a little bit, and not being able to see my AP/PE in the HUDs in the world view is driving me absolutely insane.

Glad to hear an update is in the works. :)

VOID is a must-have for me. Thanks for all your hard work in the past, and also the work you're doing now :)

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Nice!â„¢

I've been playing VOID-less stock for a little bit, and not being able to see my AP/PE in the HUDs in the world view is driving me absolutely insane.

Glad to hear an update is in the works. :)

VOID is a must-have for me. Thanks for all your hard work in the past, and also the work you're doing now :)

Fully agreed! I love flying by hand, but without the proper information it's kind like flying blind.

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VOID has been updated to version 0.14.2! This version brings KSP 0.25 and miscellaneous fixes.

CHANGELOG:

v.0.14.2 [2014-10-07]
* KSP 0.25.0 Compatibility
* VOID_DataLogger: Added latitude and longitude. General cleanup.
* VOID_CareerStatus: Quick fix for KSP 0.25.0 compatibility.
* VOID_Core: Rebuilt the module-loading system to help protect against broken modules.
* VOID_EditorCore: Hopefully actually stopping the editor button from ever duplicating itself even sometimes.
* VesselSimulator: Updated to latest KER code.

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