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


toadicus

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I use the default Earth time

It doesn't look like you're missing any headers, but I should have been more specific in that if you look at the last 3 columns you'll note that in fact that last two columns have no headers

if it's KER doing the resource mass then it's probably something with how I have my rocket staged

And never apologize for having a life :)

Edited by Gaiiden
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It doesn't look like you're missing any headers, but I should have been more specific in that if you look at the last 3 columns you'll note that in fact that last two columns have no headers

I did another launch and actually bothered to dig into the Excel headers and re-arrange them and found the problem. The header for Ap Alt is

Apoapsis Altitude (m)"Periapsis Altitude (m)"Orbital Velocity (m/s)

So looks like a formatting error in how you are creating the CSV file. Yey simple fix eh?

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Yes, very simple.

I've been looking into the date discrepancy and am now even less inclined to "fix" it... not only does KSP's formatting code pay no attention to the type of time it's counting, it uses childhood values for all the numbers, e.g. an Earth year is 60 * 60 * 24 * 365 = 31536000 seconds long (the actual value is either 31558149.7635456 or 31556925.2507328, depending on what you're counting), and Kerbin's year is just 60 * 60 * 6 * 426, which is also wrong.

If you'd like, I'll put a switch in like "Use Broken Time Scales" that should result in agreement with Squad's numbers.

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Which time 'method' would more closely match with Kerbal Alarm Clock???

I certainly like your 'truer' time better than the integerized squad jibberish...

This mod has come a long way and is most certainly a MUST HAVE...

Thanks toadicus...

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If you'd like, I'll put a switch in like "Use Broken Time Scales" that should result in agreement with Squad's numbers.

Honestly I don't really care - I was just pointing it out but the time it reads doesn't affect anything for me - the UT output to the log is correct

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VOID has been updated to version 0.17.1! This minor update brings new and varied options for considering time, and fixes some issues with the data logger. Note that the new toggle between "Earth time" and "Kerbin time" duplicates the built-in KSP toggle from the options menu; it's just easier to get to.

Sorry this took so long; KerbalStuff's recent certificate update broke mono's TLS support for it (mono's fault, not KerbalStuff's), and the CurlSharp alternative used by CKAN only works reliably for read-only operations. So... I rewrote my whole API wrapper in Python! "But toadicus", you ask, "why didn't you just upload ToadicusTools manually? I mean, it's only a library, and the standalone version is only for CKAN." Ah, you're very right, anonymous rhetorical user! That would have been easier and taken less time.

The problem is, though... I'm a nerd.

CHANGELOG:

v.0.17.1 [2015-04-10]
* VOID_DataLogger: Fixed some issues with the header line
* General Options: Added options to use solar vs. sidereal time, Earth vs. Kerbin time, and rounded vs true time

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I don't see this mentioned so I'll ask. Does anyone else experience severe loss of fps when the HUD is on? More parts on screen the bigger the difference. I was having a 7-8fps slide show at one of my stations until I switched the "power off" for all those useful inflight numbers. Once off the fps shot up to 30+ I'd guess from the look of it.

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This may have been asked, so my apologies if it was.

What is the difference between VOID and KerbalEngineerRedux? They both seem to give the same types of information.

VOID gives them in a more HUD like format, blocking less of your view.

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tg626: Can you help narrow down the problem a bit more by going into a similar "known" scenario and just disabling the engineering calcs in the VOID configuration menu? That will disable calculating delta-V, etc., but basic positional data will still be around. That'll help me understand where the performance issue is. Also, can you confirm that your previous test was done with all of the other panes closed?

That said: VOID does a lot of extra calculations especially when the engineering data is on, and the bigger your ship is the more there is to do. Some performance hit is probably unavoidable. But, if it's in a part of the code that I can optimize, I will definitely see what I can do. :)

linuxgurugamer, I haven't looked into everything that Kerbal Engineer does in quite a while. There was a time when VOID had more flight-oriented data available, and also offered part-free operation before KER did. But, I think our functionality has converged quite a bit; I even license KE's code for all my engineering data. VOID offers log output to a .csv file; I don't think KE does that... I glean from some Scott Manley videos that KE has "suicide burn" estimates; VOID doesn't.

Oh, and Soonâ„¢ VOID will let you script your own panels and do mathy things in them. :)

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tg626: Can you help narrow down the problem a bit more...

I went to do this and realized I had version 0.16.x (I don't know the subversion) installed, so I first updated to 0.17.1

A) the difference in FPS is WAAAAAAAAAAAAAAY less then it was.

B) yes turning off "Enable Engineering Calculations" does change it from somewhat noticeable FPS loss to hardly noticeable FPS loss :)

Whatever the cause I really can withdraw my previous "bug report".

One more question tho, what difference does the "Enable Engineering Calculations" make? I don't see any thing in the HUD or advanced HUD changing when I tick it on/off

NM I see now...

Edited by tg626
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  • 2 weeks later...

VOID has been updated to version 0.18! This update brings Official Support for KSP 1.0. I'll have another small update soon to get some of the Hot New Infoz about heat and such available for you; missing from this one for the sake of expediency.

CHANGELOG:

v.0.18 [2015-04-27]
* Updated for KSP 1.0!
* Updated to latest VesselSimulator code.
* Tweaks to atmosphere data for KSP 1.0.

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NBZ, it already is: https://github.com/KSP-CKAN/CKAN-meta/blob/master/VOID/VOID-0.18.ckan

Edit: Looks like it's missing from the list because NetKAN hasn't updated the latest ToadicusTools version yet, which is a dependency. I'll look into it as soon as I can (might not be today, though).

Edit 2: Sekrit new spoiler about scripted panels!

gUL-s9R7bToR.png

Edited by toadicus
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The Destroyer, you say opening the Stage Information panel made the error go away? That's very interesting. Can you get me the whole log? A couple bits of info are missing from that snippet.

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VOID has been updated to version 0.18.1! This fixes the simulation issue with the Editor HUD reported by The Destroyer.

EDIT: Zephram Kerman, KerbalStuff keeps all of the old archives, look in the Changelog section. You can also use creative editing on the URLs on the first post; I don't delete old ones from the server either.

CHANGELOG:

v.0.18.1 [2015-05-01]
* Added simulation call to the Editor HUD so it works properly when the stage information window is closed.

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