Shadriss Posted October 12, 2016 Share Posted October 12, 2016 (edited) *plays 1.2 w/o mods* *cries from using stock waypoints* Forgot what it was like before this mod - so thanks much, and very happy to hear an update is coming. Why a bearing to the waypoint isn't displayed in stock when activating navigation simply defies my understanding... and putting an icon on the NAVBall is NOT a bearing... more like a 'somewhere over this way'. EDIT: OTOH, "Somewhere over this way" IS a very kerbal-ish kind of direction system... Edited October 12, 2016 by Shadriss Link to comment Share on other sites More sharing options...
nightingale Posted October 12, 2016 Author Share Posted October 12, 2016 KSP 1.2 compatible version is available here! Waypoint Manager 2.6.0 KSP 1.2 compatibility. Link to comment Share on other sites More sharing options...
Bandus Posted October 12, 2016 Share Posted October 12, 2016 2 hours ago, nightingale said: KSP 1.2 compatible version is available here! Waypoint Manager 2.6.0 KSP 1.2 compatibility. Will it be posted to CKAN again as well? Greatly appreciate you updating this! Link to comment Share on other sites More sharing options...
nightingale Posted October 13, 2016 Author Share Posted October 13, 2016 (edited) 3 hours ago, Bandus said: Will it be posted to CKAN again as well? Greatly appreciate you updating this! The fact that it's not already there indicates a problem on the CKAN side. I'll have a look tonight. EDIT: Seems to be there now - guess the bot was just slow. Edited October 13, 2016 by nightingale Link to comment Share on other sites More sharing options...
Shadriss Posted October 13, 2016 Share Posted October 13, 2016 Bad bots! BAD Bots! No juice for you tonight! Thanks Night... REALLY wanted this back. As soon as KJR gets updated, I'll even be able to fly again. Link to comment Share on other sites More sharing options...
Bandus Posted October 13, 2016 Share Posted October 13, 2016 5 hours ago, nightingale said: The fact that it's not already there indicates a problem on the CKAN side. I'll have a look tonight. EDIT: Seems to be there now - guess the bot was just slow. Greatly appreciate it! Thank you! Link to comment Share on other sites More sharing options...
rmaine Posted October 15, 2016 Share Posted October 15, 2016 Thanks for a very useful mod. One minor quibble; I'm not sure whether it constitutes a bug report or feature request. Using waypoint manager 2.6.0 in KSP 1.2, I have to squint pretty hard to read it because it doesn't seem to pay attention to the "apps scale" setting. With my eyes, I need to either use apps scale (and UI scale, but that's not relevant here) or run at a ludicrously low resolution. Link to comment Share on other sites More sharing options...
nightingale Posted October 15, 2016 Author Share Posted October 15, 2016 1 hour ago, rmaine said: Thanks for a very useful mod. One minor quibble; I'm not sure whether it constitutes a bug report or feature request. Using waypoint manager 2.6.0 in KSP 1.2, I have to squint pretty hard to read it because it doesn't seem to pay attention to the "apps scale" setting. With my eyes, I need to either use apps scale (and UI scale, but that's not relevant here) or run at a ludicrously low resolution. I'll be looking at moving it to a proper Unity 5 UI when I do my next pass on this. At that point it'll be feasible to look at the scale settings (for the old UI, not so much). Link to comment Share on other sites More sharing options...
monstah Posted October 15, 2016 Share Posted October 15, 2016 Man, most your mods are updated already, all while you're doing your stuff at Squad. You're a machine! Link to comment Share on other sites More sharing options...
nightingale Posted October 15, 2016 Author Share Posted October 15, 2016 1 hour ago, monstah said: Man, most your mods are updated already, all while you're doing your stuff at Squad. You're a machine! Well 1 out of 4 if you don't count contract packs... Not sure if I'd say that's most. @RoverDude on the other hand.... Link to comment Share on other sites More sharing options...
monstah Posted October 15, 2016 Share Posted October 15, 2016 2 hours ago, nightingale said: Well 1 out of 4 if you don't count contract packs... Not sure if I'd say that's most. @RoverDude on the other hand.... Yes. I... was downloading a lot of mods and got confused? Link to comment Share on other sites More sharing options...
Bit Fiddler Posted October 28, 2016 Share Posted October 28, 2016 So I have been playing with several different mods that all use a WP system of some sort. Things like SCANSAT, Throttle Controlled Avionics, Kramax autopilot Continued, Mech Jeb, etc. they all use their own internal WP system and have very limited if any compatibility with each other. what I would like is for WPM to become sort of a central WP database, and setup an API that all of these mods could use to centralize my WP list. And on top of this if the WPM could also let me define routes from the WP it has saved, and then save them for later recall then all the autopilot mods could share these routes as well. Is this something that is currently possible? does an API exist that each modder could read and write WP data to your list? and could you add the ability to create routes and save them to your mod? and of course if this is not currently possible could it be setup? this is the sort of thing that would just tie so many mods together to make the KSP play seem less like "KSP with a bunch of mods" and more like "KSP as it was meant to be". Link to comment Share on other sites More sharing options...
nightingale Posted October 28, 2016 Author Share Posted October 28, 2016 5 hours ago, Bit Fiddler said: So I have been playing with several different mods that all use a WP system of some sort. Things like SCANSAT, Throttle Controlled Avionics, Kramax autopilot Continued, Mech Jeb, etc. they all use their own internal WP system and have very limited if any compatibility with each other. what I would like is for WPM to become sort of a central WP database, and setup an API that all of these mods could use to centralize my WP list. Sure, this already exists, and it's the stock Waypoint system. It's entirely up to the mods in question if they want to start using it. Note that before 1.2 it was possible, but difficult to use "custom" waypoints as they were only really meant for career. Now that limitation is gone. 5 hours ago, Bit Fiddler said: And on top of this if the WPM could also let me define routes from the WP it has saved, and then save them for later recall then all the autopilot mods could share these routes as well. Sounds like a nice idea, but not something I'm likely to ever have time to do. Link to comment Share on other sites More sharing options...
xcaliber219 Posted November 1, 2016 Share Posted November 1, 2016 (edited) Dear nightingale, Thank you so much for your awesome work with KSP! I very much enjoy your mod. However, I want to reiterate a previous request for better scaling to increase compatibility with HiDPI displays. I've made this request with other mods that do not include it as well. Ever since upgrading to a 4K display, I have had similar issues... I mean figuratively everywhere. I have included a screenshot in the spoiler section (hopefully... still getting used to these forums!). Please let me know if you want me to help test any changes. Spoiler Thanks again! Cheers! Edited November 1, 2016 by xcaliber219 Edits for image visibility Link to comment Share on other sites More sharing options...
nightingale Posted November 1, 2016 Author Share Posted November 1, 2016 @xcaliber219 - The intent is to move to a Unity 5.4 UI in the future, and will make sure to hook into stock UI scaling. Unfortunately, I don't have a timeline for that (looking at 2017, most likely). Link to comment Share on other sites More sharing options...
xcaliber219 Posted November 1, 2016 Share Posted November 1, 2016 Thanks for the response. I look forward to 2017! Link to comment Share on other sites More sharing options...
seanth Posted November 2, 2016 Share Posted November 2, 2016 I'm new to using Waypoint Manager, but am enjoying it a lot. When making custom waypoint files, is there a way to group the waypoints in a custom "contract"? That way one could group waypoints together. Something like: Quote WAYPOINT { name = Wencee's Slope contract = Coastal Exploration celestialName = Kerbin latitude = -5.431972 longitude = -79.460125 icon = balloon altitude = 0 index = 5 seed = 1 } And is there a way to maintain the waypoint's order in file vs alphabetical by name? Link to comment Share on other sites More sharing options...
nightingale Posted November 2, 2016 Author Share Posted November 2, 2016 @seanth - Unfortunately, the answer to both those questions is no. Link to comment Share on other sites More sharing options...
silvan78 Posted November 8, 2016 Share Posted November 8, 2016 Any perspectives on making a plugin for RasterPropMonitor ? Would be nice to integrate waypoint management and data display into MFD40x20 (RPM or ASET one). Really need this thing for IVA in order not to spoil immersion. Tried to figure out how to modify JSITargetMenu.cs in RPM to have this working.. yet no luck Link to comment Share on other sites More sharing options...
nightingale Posted November 9, 2016 Author Share Posted November 9, 2016 @silvan78 - there's nothing that Waypoint Manager adds that helps make this any easier (the waypoint stuff is all stock, even more so with KerbNet allowing custom waypoints in 1.2). So your best bet would be requesting the feature in RPM. Link to comment Share on other sites More sharing options...
gilflo Posted December 1, 2016 Share Posted December 1, 2016 Hello I have a simple request: would it be possible to have an option to get the distances in NM (nautical miles)? It would be very usefull for plane as knowing a distance from touchdown in NM we could be able to calculate a descent path in % : Path in Degrees is Height in hundred of feet/Distance in NM It is common in aviation. Then with a speed in kts your Vertical speed to stay on path and be sure to land on touch down point is Speed (kts)Path in % (1% = 0.6°) Link to comment Share on other sites More sharing options...
Bit Fiddler Posted December 2, 2016 Share Posted December 2, 2016 is this not the same as speed in M/S and distance in meters? it is just different units of measure, but the math is all the same. Link to comment Share on other sites More sharing options...
gilflo Posted December 2, 2016 Share Posted December 2, 2016 16 minutes ago, Bit Fiddler said: is this not the same as speed in M/S and distance in meters? it is just different units of measure, but the math is all the same. Yes maths are the same but it's much more difficult, that's why all aircrafts in the world have their altitude in feet, the speed in knots and their VS in feet/mn. On the equator, the great circle is 40000kms for 360°, that means 111kms for 1° If you convert in NM it's 60NM for 1° and as there is 60mn in 1° of arc, it's 1NM for 1mn of arc. That's why it's much more simple to use this units in aviation If you target point which can be runway start, is at 10NM and you are at 3000ft altitude, then your descent path is 30/10= 3° or 5% Then if you want to touch down at your target point and not pass over the whole runway you just have to keep the relation between your speed and your VS: approach speed is 100kts, so your VS must be 500 ft/mn, if you accelerate to 120 kts, so your VS must be 600 ft/mn, you just have to play between throttle and stick with very simple calculations. There's just the chinese people on earth, still using meters and m/s and annoying themselves and all other pilots by using conversion tables when flying over their country and there is no airliner with metric system units. Link to comment Share on other sites More sharing options...
Bit Fiddler Posted December 2, 2016 Share Posted December 2, 2016 well not to side track this topic but.. kerbin is not the same size as earth and thus kts, and NM are not the same here. you would have to get all the mods out there that use these "units" to convert them from the actual earth values to kerbin values, or the math will not work out. as one mod may display your speed in kts, but this is kts earth relative, not kerbin relative etc. but yes, I have worked with mission planning type of things for about 30 years now so I know what you are talking about with this. and have had this complaint that people making mods that use other units of measure like kts, mach etc. are just doing a conversion based on earth physics not making actual calculations based on kerbin. and since all the craft in KSP use the metrics you do not have this problem of tables to convert metrics to kts. since you are in metrics to begin with just go with it. otherwise you need a mod to convert your speed to kts, a mod to convert the way point distance to nm, and a mod to convert your VSI to fps. basically what you are asking is the exact opposite of the problem in china. you want a craft that is set up in metrics to convert all the data to kts, feet, etc. my point is rather than make all these changes, relearn the math in metrics and just use it, as that is what your craft is setup for and using here. The underlying math you need is just a ratio.. your runway is 10km away and you are at 3000m altitude. your ratio is 10/3 or 3.3 what you want to maintain is this ratio. so if your approach speed is 100m/s you get 10km/100m = or 100 seconds to landing, and you get a VSI of 3000m/100s or 30m/s. 100/30 = 3.3 thus the ratio is maintained. so now just fiddle throttle and pitch to maintain 100m/s airspeed and 30m/s VSI. so the math is all the same you just need to change your frame of reference. Link to comment Share on other sites More sharing options...
gilflo Posted December 2, 2016 Share Posted December 2, 2016 OK i understand, but if it' works in metric system why would not it work in aeronautic system as it is just a matter of conversion? Then why a mod to convert km in NM, it's just an option or a line code more with a multiplication? The set up of the aircraft is just a question of option with a multiplier or a divider operation...... Link to comment Share on other sites More sharing options...
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