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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]


nightingale

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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 by Tazius
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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.

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  • 2 weeks later...
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

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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).

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  • 1 month later...

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!

 

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  • 3 weeks later...

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

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  • 3 weeks later...

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 by John007qwe
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  • 3 weeks later...

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)

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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. :wink:

Edited by Three_Pounds
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  • 4 weeks later...

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 by Guest
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  • 1 month later...

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)

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  • 4 weeks later...

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

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  • 3 weeks later...

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.

 

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  • 1 month later...

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 by maculator
Spoilers...
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  • 2 weeks later...

@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 by linuxgurugamer
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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!

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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.

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