TriggerAu Posted September 7, 2014 Share Posted September 7, 2014 Transfer Window Planner - v1.8.0.0 An ingame implementation of AluxMun's Launch Window Planner WebApp The Transfer Window Planner is a plugin to let you visualise planetary transfer efficiency in-game. Using it you can select your planet of Origin and planet of Destination and it will present you with details about the required Delta-V to travel from Origin to Destination. You access the tool by clicking on the Porkchop icon in either the AppLauncher or Common Toolbar - your choice - then follow the instructions in the main window. Once you have selected a transfer you can use the Copy buttons to copy that text to any other plugin or window. Documentation can be found in the manual below with a range of pics, but heres a pic of the main screen Thanks Much thanks to Alexmun for a C# version of his Lambert Solver that is in the WebApp. Without which I could not have brought this together Also thanks to NathanKell for allowing me to pester him about how RSS works Links and further Information Download from GitHub or Download from Curse or Download from SpaceDock Documentation/Manual - New and Shiny Source Code on GitHub Version History Network Connectivity Details This Mod contains a version checker which can be managed and triggered from the About tab of the settings. It is configured to check once a day by default, and this check also can be disabled. The technical details of it are as follows: It will once a day download this page http://triggerau.github.io/TransferWindowPlanner/versioncheck.txt to read the current up to date version number. It issues an HTTP GET - and sends no data It parses the response for the version tag and then notifies you if there is a more recent version is available This work is licensed under an MIT license as outlined at the OSI site Quote Link to comment Share on other sites More sharing options...
JorusAton Posted September 7, 2014 Share Posted September 7, 2014 Yaaay! Can't wait :-) Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted September 7, 2014 Share Posted September 7, 2014 Interesting. Would this work with MJ's maneuver planner? Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted September 7, 2014 Author Share Posted September 7, 2014 So just to answer a few questions - maybe before they get asked .Yes this works for Non-stock Universes - eg RSS. It uses the orbits in game to calculate values and should be fineHere's the list of what else I want to add in, but we'll see how time (and skill) goes:Actual Documentation Let you plan a there and back set of burns with a set duration at the destinationAbility to create KAC Alarm from this toolMaybe: Create a Manuever Node for the current vessel based on the orbit Quote Link to comment Share on other sites More sharing options...
merlinux Posted September 7, 2014 Share Posted September 7, 2014 That will be very useful! Thxs in advance Less switching between KSP and the browser is always good. Quote Link to comment Share on other sites More sharing options...
Deems19 Posted September 7, 2014 Share Posted September 7, 2014 Awesome. I have been wanting an in-game version of the launch window planner for a while now. Glad to see it finally happened. Quote Link to comment Share on other sites More sharing options...
regex Posted September 7, 2014 Share Posted September 7, 2014 Nice. This is something that really needed to be in-game. Glad you got ahold of Alexmun and made it happen. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted September 7, 2014 Author Share Posted September 7, 2014 Interesting. Would this work with MJ's maneuver planner?I havent used the MJ Planner, so cant really give you a definitive answer - I'll have a look in a day or two if somoene else doesnt have an answer for you Quote Link to comment Share on other sites More sharing options...
Thorium Posted September 7, 2014 Share Posted September 7, 2014 Great tool to have in-game! Quote Link to comment Share on other sites More sharing options...
NathanKell Posted September 7, 2014 Share Posted September 7, 2014 Awesome in preview, awesomer in release Quote Link to comment Share on other sites More sharing options...
FuzzyLlama Posted September 7, 2014 Share Posted September 7, 2014 Awesome job, but unfortunately this causes terrible performance issues. While the mod is installed I'm limited to <1 fps in any view. Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted September 7, 2014 Share Posted September 7, 2014 Can't wait to try this out in-game! Quote Link to comment Share on other sites More sharing options...
mouzfun Posted September 7, 2014 Share Posted September 7, 2014 Awesome job, but unfortunately this causes terrible performance issues. While the mod is installed I'm limited to <1 fps in any view.Unfortunately, i experienced the same performance drop, though not that bad, sometimes fps dived to 15~. Awesome job btw, UI feels crispy and looks gorgious! One thing that i didn't like (or find) is ballistic/mid course drop menu, and precise delta v readings like normal/radial/prograde etc. Quote Link to comment Share on other sites More sharing options...
westamastaflash Posted September 7, 2014 Share Posted September 7, 2014 Fantastic! Thanks so much :-) Quote Link to comment Share on other sites More sharing options...
problemecium Posted September 7, 2014 Share Posted September 7, 2014 I shall download this, play with it, and then determine whether I actually need it to do my launch windows. My guess is no, but still... SHINY. Quote Link to comment Share on other sites More sharing options...
brusura Posted September 7, 2014 Share Posted September 7, 2014 Very nice! Give you a better understanding of launch windows situation! I like itMight be integrated in Kerbal Alarm clock but I also have to report a slighlty performance drop, when looking at my moonbase the timer went from green to yellow with mod installed. Quote Link to comment Share on other sites More sharing options...
micha Posted September 7, 2014 Share Posted September 7, 2014 (edited) Awesome job, but unfortunately this causes terrible performance issues. While the mod is installed I'm limited to <1 fps in any view. I also have to report this; absolutely atrocious performance with this installed KSP x64, Debian Jessie[Edit] The only thing I can think of offhand after having a look at the code for 5 seconds is that you perform several InputLockManager.GetControlLock() calls every frame whether or not any windows are open. I don't know if they are expensive (on certain hardware/drivers) but if they are it might be worth setting/clearing flags to keep track of the locks instead. Edited September 7, 2014 by micha Quote Link to comment Share on other sites More sharing options...
Ratzap Posted September 7, 2014 Share Posted September 7, 2014 I like the idea of being able to see this and it's a big step forward. Integration with something which can create a maneuver node will be needed before general takeup though I would think. Ideally you'd be able to drag the point in the plot around to be able to pick a quicker arrival at the expense of dV then click to have a node created. If you can get that working somehow I reckon you'll have yourself another 'must have' mod on your hands Good luck Quote Link to comment Share on other sites More sharing options...
phidauex Posted September 7, 2014 Share Posted September 7, 2014 Great mod, thanks! Used it this morning for the first Duna transfer in my new career save, and it worked perfectly. I like it more than some of the other transfer calculators, because I don't always want the most "optimal" - sometimes I'm willing to give up dV for a better date, or a shorter travel time, and having the full surface plot really makes that easy.No noticed performance issues on 32bit KSP, Win 8.1. My install is heavily modded (right up to the limits of 32bit). If I were to make a small suggestion, it would be to include more info in the "copy transfer properties" button, such as the dV needed, or to have it call Kerbal Alarm Clock to set an alarm 1d before the selected transfer window. Quote Link to comment Share on other sites More sharing options...
spookydonut Posted September 7, 2014 Share Posted September 7, 2014 Awesome to see something like this done finally.Just a heads up you need to make any network connectivity opt-in rather than opt-out. Quote Link to comment Share on other sites More sharing options...
problemecium Posted September 7, 2014 Share Posted September 7, 2014 I've tested it and it's pretty neat.I do eagerly request that you implement the "no insertion burn" feature and the ability to pick a different transfer type (e.g. ballistic, mid-course plane change) available in the online version. Those annoying red strips in the middle of the transfer windows made it harder to plot nice trajectories. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted September 7, 2014 Share Posted September 7, 2014 spookydonut: Nope. Read the rule. It applies only to mods that upload personally-identifiable information, which, as the OP explains, this does not. Version checkers and the like are specifically excluded by Rule 6. Quote Link to comment Share on other sites More sharing options...
frencrs Posted September 7, 2014 Share Posted September 7, 2014 Awesome mod, very sleek. My only idea would be the ability to plot transfers to Asteroids orbiting the Sun as well as Planets. Quote Link to comment Share on other sites More sharing options...
helaeon Posted September 7, 2014 Share Posted September 7, 2014 I was having some serious performance issues with this. In flight, launch, or space EVA, it's fine no noticeable changes. But was doing an EVA on Ike and it was so slow that I could barely control the Kerbal. Once I removed this mod things were back to normal.KSP 32 bit, fairly modded, Win 8.1 x64, 16 gb ram, nvidia GTX 560Ti, i7 3770 if that all helps any. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted September 7, 2014 Author Share Posted September 7, 2014 Thanks for the feedback peoples.For the performance issue if I can get some more details that would be ace:Does it happen whether or not the window is open?Anyone happy to share a save/logs so I can be in the same situation - less mods is better in this scenario I guessNow some specific responsesUnfortunately, i experienced the same performance drop, though not that bad, sometimes fps dived to 15~. Awesome job btw, UI feels crispy and looks gorgious! One thing that i didn't like (or find) is ballistic/mid course drop menu, and precise delta v readings like normal/radial/prograde etc.The mid course correction requires more maths that might be over my head - am planning to look in some spare time. The precise DV Readings I have to shamefully admit I forgot to write em to the screen, but did collect em. Will be an easy fix, but next version sorry.I also have to report this; absolutely atrocious performance with this installed KSP x64, Debian Jessie[Edit] The only thing I can think of offhand after having a look at the code for 5 seconds is that you perform several InputLockManager.GetControlLock() calls every frame whether or not any windows are open. I don't know if they are expensive (on certain hardware/drivers) but if they are it might be worth setting/clearing flags to keep track of the locks instead.Nice spot, I'll rework that code some so the setting is checked before any lock checks as well as maybe using a variableGreat mod, thanks! Used it this morning for the first Duna transfer in my new career save, and it worked perfectly. I like it more than some of the other transfer calculators, because I don't always want the most "optimal" - sometimes I'm willing to give up dV for a better date, or a shorter travel time, and having the full surface plot really makes that easy.No noticed performance issues on 32bit KSP, Win 8.1. My install is heavily modded (right up to the limits of 32bit). If I were to make a small suggestion, it would be to include more info in the "copy transfer properties" button, such as the dV needed, or to have it call Kerbal Alarm Clock to set an alarm 1d before the selected transfer window.More details should go in there shortly I've tested it and it's pretty neat.I do eagerly request that you implement the "no insertion burn" feature and the ability to pick a different transfer type (e.g. ballistic, mid-course plane change) available in the online version. Those annoying red strips in the middle of the transfer windows made it harder to plot nice trajectories.I will be adding that insertion burn option checkbox, but you can do it by setting a destination of 0km in the meantime (it might say this in the instructions when you first open the window )Awesome mod, very sleek. My only idea would be the ability to plot transfers to Asteroids orbiting the Sun as well as Planets.Thats a cool idea, let me see what I can do with that Quote Link to comment Share on other sites More sharing options...
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