Tazius Posted June 2, 2017 Share Posted June 2, 2017 (edited) On 5/26/2017 at 10:09 PM, nightingale said: You should be able to just add them, then reference them via path in your contract (eg. icon = MyMod/icons/SomeWaypointIcon) Good stuff. I'll run some tests this weekend and update the version files. So I would just add: SCENARIO { name = ScenarioCustomWaypoints scene = 7, 8 WAYPOINT { name = m_001_target_01 celestialName = Kerbin latitude = -0.097202801731816196 longitude = -74.407672319304297 navigationId = ae4ef747-e2a0-4bc8-80ae-eab83dbb97bb icon = custom altitude = 2.6645352591003757E-14 index = 1 seed = 569 } } inside one of my missions in my contract pack?: // Author: Tazius CONTRACT_TYPE { name = DCA04 group = Defense Combat Advisors Group title = Mission 04: Driving Them Back (Part 1 of 10) description = Engage the enemy and drive them back! synopsis = Destroy the enemy position. completedMessage = Way to take it to the enemy! targetBody = HomeWorld() agent = Defense Combat Advisors cancellable = true declinable = false maxCompletions = 1 // Contract rewards rewardScience = 5.0 rewardReputation = 0.0 rewardFunds = 10000.0 failureReputation = 0.0 failureFunds = 0.0 advanceFunds = 0.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = DCA03 } BEHAVIOUR { name = SpawnVessel type = SpawnVessel // The VESSEL node indicates a vessel to spawn and can be specified // multiple times. VESSEL { // If the name is not supplied, defaults from the name within the // craft file. Note that this name behaves like the // VesselParameterGroup define field - in other words, you may // refer back to this vessel by this name in VesselParameterGroup // parameters. name = Target 4-1 // Path to the .craft file (relative to the GameData/ directory) craftURL = ContractPacks/DCA/ships/m-hydra-70-turret-tb.craft // Location of the flag to use. // Default = Player's flag for the current game flagURL = Squad/Flags/satellite // The type of vessel (affects display in the tracking station). // Valid values from VesselType enum: // Base // Lander // Probe // Probe // Ship (default) // Station // Unknown vesselType = Unknown // Whether the vessel should show up as owned or unowned. If it is // owned, then it will be immediately selectable. owned = False targetBody = Kerbin lat = -0.170927167418021 lon = 284.971276117177 alt = 131.515580844018 } } BEHAVIOUR { name = SpawnVessel type = SpawnVessel // The VESSEL node indicates a vessel to spawn and can be specified // multiple times. VESSEL { // If the name is not supplied, defaults from the name within the // craft file. Note that this name behaves like the // VesselParameterGroup define field - in other words, you may // refer back to this vessel by this name in VesselParameterGroup // parameters. name = Target 4-2 // Path to the .craft file (relative to the GameData/ directory) craftURL = ContractPacks/DCA/ships/m-hydra-70-turret-tb.craft // Location of the flag to use. // Default = Player's flag for the current game flagURL = Squad/Flags/satellite // The type of vessel (affects display in the tracking station). // Valid values from VesselType enum: // Base // Lander // Probe // Probe // Ship (default) // Station // Unknown vesselType = Unknown // Whether the vessel should show up as owned or unowned. If it is // owned, then it will be immediately selectable. owned = False targetBody = Kerbin lat = -0.192819097726486 lon = 284.951586225251 alt = 121.493141820887 } } PARAMETER { name = TargetDestroyed type = TargetDestroyed // The vessel attribute is the *defined* name of the vessel that should // not be destroyed. This is a name of a vessel defined either with // the define attribute of a VesselParameterGroup parameter, or via a // SpawnVessel. // // It can be specified multiple times, but there must be at least one. vessel = Target 4-1 vessel = Target 4-2 // Text for the contract parameter. // Default: Target destroyed //title = } } So would that spawn the waypoint when accepting the mission? Is there a way to cull the waypoint on completion? I see the waypoints I have made in game in my save file so I wasn't sure how to get them to populate for others when they use my contract pack. Tazius Edited June 2, 2017 by Tazius Link to comment Share on other sites More sharing options...
nightingale Posted June 2, 2017 Author Share Posted June 2, 2017 50 minutes ago, Tazius said: So would that spawn the waypoint when accepting the mission? Is there a way to cull the waypoint on completion? I see the waypoints I have made in game in my save file so I wasn't sure how to get them to populate for others when they use my contract pack. You would generate the waypoint using WaypointGenerator (example from Anomaly Surveyor here). You would then use the VisitWaypoint parameter with hideOnCompletion=true to hide the waypoint on completion of the parameter. Link to comment Share on other sites More sharing options...
Tazius Posted June 2, 2017 Share Posted June 2, 2017 17 minutes ago, nightingale said: You would generate the waypoint using WaypointGenerator (example from Anomaly Surveyor here). You would then use the VisitWaypoint parameter with hideOnCompletion=true to hide the waypoint on completion of the parameter. Awesome! Thank you so much! Link to comment Share on other sites More sharing options...
Jengaleng Posted June 10, 2017 Share Posted June 10, 2017 On 8/12/2016 at 5:43 PM, linuxgurugamer said: Is the ability to see waypoints in flight view based on some sort of level? I was wondering the same thing, I just started a new game and I'm not getting any of my waypoints in flight to track. They are the starter missions just off the coast and I have basic airplane tech. I don't remember waypoint manager being like this as i used to fly halfway across kerbin with slow jets. Thanks in advance Link to comment Share on other sites More sharing options...
nightingale Posted June 10, 2017 Author Share Posted June 10, 2017 14 hours ago, Jengaleng said: I was wondering the same thing, I just started a new game and I'm not getting any of my waypoints in flight to track. They are the starter missions just off the coast and I have basic airplane tech. I don't remember waypoint manager being like this as i used to fly halfway across kerbin with slow jets. Thanks in advance There's some settings. By default it'll show waypoints that are either set as active or close (and I forget the distance tolerance offhand). Link to comment Share on other sites More sharing options...
Jengaleng Posted June 11, 2017 Share Posted June 11, 2017 Thank you and yes the waypoints just popped up at one point and I've been able to fly to them in the very same slow prop plane that i couldn't track them on before. Feature? Bug? who cares, it works eventually. Link to comment Share on other sites More sharing options...
NewtSoup Posted July 27, 2017 Share Posted July 27, 2017 Thank you for this mod. A Munar Survey mission was driving me nuts as I had to keep turning the craft upside down to see the "boots" marker for where I was supposed to land and then guess where to land on final approach. I guess I should be happy I managed to land within 500 meters of the zone. But this Mod. This Mod made it all OK again. I now have a visual marker to eyeball the approach! Link to comment Share on other sites More sharing options...
KerbMav Posted July 30, 2017 Share Posted July 30, 2017 While picking a waypoint on the surface from orbit, is there a way to see the biome the waypoint marker is hovering over while setting the new waypoint? Link to comment Share on other sites More sharing options...
KerbMav Posted August 6, 2017 Share Posted August 6, 2017 In case anyone needs this: https://www.fcc.gov/media/radio/dms-decimal Converts degrees/minutes/seconds and decimals - south and west are negative (as I found out today) Link to comment Share on other sites More sharing options...
Gordon Dry Posted August 7, 2017 Share Posted August 7, 2017 @KerbMav thanks, this could be handy - and should be in mods as well Link to comment Share on other sites More sharing options...
WhitestWizard Posted August 22, 2017 Share Posted August 22, 2017 Loving it pal, playing solely in IVA is there a way or a small edit I could make that might make the angle to target appear at the top of the screen while in IVA Probe control room. Or failing that, have the angle appear with the name/ lon / lan details in the pop up window. Cheers Link to comment Share on other sites More sharing options...
UltraJohn Posted September 8, 2017 Share Posted September 8, 2017 (edited) I might be doing something wrong, but I'm not seeing any waypoints from contracts at all, and the Waypoint Manager window is empty as well. Only custom ones that I create myself show up. Log: https://www.dropbox.com/s/cgysg9a20jdxzug/KSP.log?dl=0 Edit: ok looks like it's only some contracts? Specifically Field Research doesn't show any waypoints of those I've tried (Where you collect science around KSC). Edited September 9, 2017 by John007qwe Link to comment Share on other sites More sharing options...
Shax49 Posted September 28, 2017 Share Posted September 28, 2017 Why noone ever tried to land a rocket at a waypoint? It's impossible, because when you set the navigataion you only get the vector point and the waypoint, and not the "anti-vector". So, when you are landing, and your rocket is facing up to the sky, you can't see the waypoint under you. Yeah it's cool that you can see it in flight mode, but having the reverse waypoint on the navball would be very helpfull for precise rocket landing. (I also think it's a easy thing to add, but i may be wrong) Link to comment Share on other sites More sharing options...
ThreePounds Posted September 28, 2017 Share Posted September 28, 2017 (edited) 36 minutes ago, Shax49 said: It's impossible, because when you set the navigataion you only get the vector point and the waypoint, and not the "anti-vector". Mount the probe core upside down. Edited September 28, 2017 by Three_Pounds Link to comment Share on other sites More sharing options...
Guest Posted October 20, 2017 Share Posted October 20, 2017 (edited) Hi Could it be possible to hide/show the waypoints on the surface by pressing a key or clicking on the mod icon? (left or right click ). Sometimes it's difficult to select the rover between the contract waypoints. view image Edited October 20, 2017 by Guest Link to comment Share on other sites More sharing options...
dlrk Posted December 4, 2017 Share Posted December 4, 2017 I'm having a problem with waypoints being sent to Trajectories and Mechjeb (let me know if I should ask about it there). Entering the waypoint into Trajectories manually works fine, but hitting "active waypoint" provides a very far off location (~300km, other side of the Mun when I tried it) Link to comment Share on other sites More sharing options...
strudo76 Posted December 31, 2017 Share Posted December 31, 2017 Hey there I'm not getting an icon for Waypoint Manager. I have the toolbar mod installed, but it doesn't display an icon when set to do so. It also doesn't display a KSP launcher button regardless of the enabled/disabled state in the toolbar settings. I've also tried deleting the WaypointManager.cfg file and the toolbar-settings.dat file before starting the game with no results. Here is my output_log.txt, though LinuxGuruGamer says it might not be complete (reason unknown at this stage). I'm also having a possible problem with the toolbar mod itself, though that may just be stupidity on my part, or it could be a related issue. If there's no thoughts regarding this, I'll get a clean install going and do some bug hunting. Thanks Link to comment Share on other sites More sharing options...
Ruedii Posted January 19, 2018 Share Posted January 19, 2018 Waypoint manager is causing substantial framerate loss when it's window is open. Is it still using the old Legacy UI or something? If not is it set to update every frame, as it should be set to update on a timer instead (5 times a second should be sufficient). There are also a handful of other ways UI can be adjusted to reduce load. You can look into those. Link to comment Share on other sites More sharing options...
maculator Posted February 23, 2018 Share Posted February 23, 2018 (edited) If somebody is interrested in all the interresting places arround kerbin Spoiler (North- and Southpole, Islandrunway, Baikerbanur, Monoliths, Dishes, Pyramids, UFO) I visited them all and made waypoints: Spoiler WAYPOINT { name = Monolith_1 celestialName = Kerbin latitude = 0.102156175033494 longitude = -74.568440538219804 navigationId = 68b34ade-04a6-49b7-a3f4-18f128cf340b icon = balloon altitude = 2.8421709430404007E-14 index = 0 seed = 679 } WAYPOINT { name = UFO celestialName = Kerbin latitude = 81.955182935655998 longitude = -128.517599024323 navigationId = 93525ded-8dee-41ec-b0f5-bb5d6688d11c icon = balloon altitude = -2.8421709430404007E-14 index = 1 seed = 679 } WAYPOINT { name = Northpole celestialName = Kerbin latitude = 90 longitude = 0 navigationId = 4457efce-753d-4e02-af47-ce65a3894656 icon = custom altitude = 0 index = 2 seed = 679 } WAYPOINT { name = Pyramids celestialName = Kerbin latitude = -6.4995004666732097 longitude = -141.67933205616001 navigationId = 29c67912-0b5b-434f-8d09-b568aa675fdf icon = balloon altitude = 0 index = 4 seed = 679 } WAYPOINT { name = Monolith_2/Baikerbanu celestialName = Kerbin latitude = 20.6708340671488 longitude = -146.49684885270901 navigationId = 6deb673b-8446-4a5b-8c52-6b385ad053dc icon = balloon altitude = -2.8421709430404007E-13 index = 5 seed = 679 } WAYPOINT { name = Island Runway celestialName = Kerbin latitude = -1.52882105218873 longitude = -71.902280722862898 navigationId = d32f5e4b-655d-44e9-934d-df27cebeb138 icon = balloon altitude = 18.037965467898175 index = 6 seed = 679 } WAYPOINT { name = Dish_1 celestialName = Kerbin latitude = 63.0950646580757 longitude = -90.079839024544398 navigationId = 289f4aec-ee7c-41ad-9cb0-2555ff418838 icon = dish altitude = 5.4950249117105159 index = 7 seed = 269 } WAYPOINT { name = Dish_2 celestialName = Kerbin latitude = 5.3589015720142097 longitude = 108.55382785746301 navigationId = e3748f85-8840-4128-a593-35d18a9ec4e0 icon = dish altitude = -19.136365715763873 index = 8 seed = 679 } WAYPOINT { name = Dish_3 celestialName = Kerbin latitude = 9.4515131404602108 longitude = -172.110065292119 navigationId = 6c53256e-9569-41f2-960d-8e33573fd45d icon = dish altitude = 0 index = 9 seed = 679 } WAYPOINT { name = Dish_4 celestialName = Kerbin latitude = -11.9535756464667 longitude = 33.7380088129499 navigationId = 8dea6139-d67c-49a9-bbac-81144d88f3d6 icon = dish altitude = -23.431565165174561 index = 10 seed = 679 } WAYPOINT { name = Southpole celestialName = Kerbin latitude = -90 longitude = 0 navigationId = 1c17aef0-041f-40bd-907c-486006bb8784 icon = custom altitude = -30 index = 11 seed = 679 } WAYPOINT { name = Monolith_4 celestialName = Kerbin latitude = -0.64046272708209595 longitude = -80.766786524316601 navigationId = f7c4d75d-a4b1-4de6-81f5-f098f890e801 icon = balloon altitude = -3.637978807091713E-12 index = 12 seed = 679 } WAYPOINT { name = Monolith_5 celestialName = Kerbin latitude = 35.570500000000003 longitude = -74.9773 navigationId = 66519dc2-5be0-4fb3-b625-bf11714f26c9 icon = balloon altitude = 3.637978807091713E-12 index = 13 seed = 679 } WAYPOINT { name = Monolith_3 celestialName = Kerbin latitude = -28.8089629972844 longitude = -13.438883667048501 navigationId = 2acd2697-a8b6-4afd-9e72-34c3830035d5 icon = balloon altitude = -14.907589909271337 index = 14 seed = 679 } WAYPOINT { name = Dish_5 celestialName = Kerbin latitude = -59.598145665193698 longitude = -25.882896704381899 navigationId = a63538d1-47d6-4aa3-ad98-b5418df0c34f icon = dish altitude = 84.422216388630659 index = 15 seed = 269 } Edited February 23, 2018 by maculator Spoilers... Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 5, 2018 Share Posted March 5, 2018 (edited) @nightingale I just came up against a small bug in the UI. I was trying to import some custom waypoitns. So, I copied the file (https://github.com/jrossignol/WaypointManager/blob/master/CustomWaypoints/CustomWaypoints.LandingSites.cfg) to: GameData/WaypointManager/PluginData/CustomWaypoints.cfg I put a plane on the runway first Then, I opened the WaypointManager ui via the button, clicked the gear to get the settings and then clicked Import Custom Waypoints It seemed to work, but no waypoints showed up. So, to test, i deleted the file and tried to import again, and got an error saying: Quote Couldn't load customer waypoint file R:/K_1.3.1/KSP_s64_Data/../\GameData\WaypointManager\PluginData\CustomWaypoints.cfg! I couldn't help but notice the /\ while I don't think it's the cause, it does look kind of odd But, I don't see any waypoints. It's quite possible I missed a step, but have no idea what. edit: Clicking "Import" gives the following exception: NullReferenceException: Object reference not set to an instance of an object at WaypointManager.CustomWaypoints.Import () [0x00000] in <filename unknown>:0 at WaypointManager.WaypointManager.SettingsGUI (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 Ok, the bug seems to be that if there aren't any waypoints, it gets a nullref. I added a single waypoint, and then the import worked properly Edited March 5, 2018 by linuxgurugamer Link to comment Share on other sites More sharing options...
nightingale Posted March 9, 2018 Author Share Posted March 9, 2018 And first mod release from me for this year! Here you go! Waypoint Manager 2.7.1 Recompile for KSP 1.4.0 Fixed NRE when importing custom waypoints before stock waypoint manager is loaded (thanks linuxgurugamer). Link to comment Share on other sites More sharing options...
taniwha Posted March 9, 2018 Share Posted March 9, 2018 @nightingale is this a "welcome back"? Link to comment Share on other sites More sharing options...
nightingale Posted March 10, 2018 Author Share Posted March 10, 2018 22 hours ago, taniwha said: @nightingale is this a "welcome back"? Taking baby steps right now, but we'll see what 1.4.0 and Making History bring. Link to comment Share on other sites More sharing options...
viperwolf Posted March 10, 2018 Share Posted March 10, 2018 On 3/9/2018 at 1:18 PM, nightingale said: And first mod release from me for this year! Here you go! Waypoint Manager 2.7.1 Recompile for KSP 1.4.0 Fixed NRE when importing custom waypoints before stock waypoint manager is loaded (thanks linuxgurugamer). Thank you so much for updating this, I rally appreciate it! Link to comment Share on other sites More sharing options...
steve_v Posted March 10, 2018 Share Posted March 10, 2018 On 3/9/2018 at 6:18 PM, nightingale said: And first mod release from me for this year! Here you go! Waypoint Manager 2.7.1 Recompile for KSP 1.4.0 Fixed NRE when importing custom waypoints before stock waypoint manager is loaded (thanks linuxgurugamer). Here we go again... CKAN is pushing this version to 1.3.1 installs, where it is bung. Metadata needs updating. Link to comment Share on other sites More sharing options...
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