Dunbaratu Posted January 29, 2019 Share Posted January 29, 2019 On 12/30/2018 at 10:37 AM, nightingale said: Thanks for confirming that - I had suspected an underlying stock bug, but hadn't had a chance to look yet. You might be interested in my most recent update to that bug report: https://bugs.kerbalspaceprogram.com/issues/20769 I noticed these "duplicates" often have slightly different longitudes so they are placed not in *exactly* the same spot. This may cause you some problems with trying to cull the list by looking for exact match duplications. Link to comment Share on other sites More sharing options...
taniwha Posted January 30, 2019 Share Posted January 30, 2019 @nightingale: I've sent a PR fixing the missing waypoint data in IVA mode. Link to comment Share on other sites More sharing options...
nightingale Posted January 31, 2019 Author Share Posted January 31, 2019 On 1/29/2019 at 3:01 PM, Steven Mading said: You might be interested in my most recent update to that bug report: https://bugs.kerbalspaceprogram.com/issues/20769 I noticed these "duplicates" often have slightly different longitudes so they are placed not in *exactly* the same spot. This may cause you some problems with trying to cull the list by looking for exact match duplications. It did, but I just gave it a bit of a tolerance and it looks good. Should have a new release out in the next couple of days. Link to comment Share on other sites More sharing options...
Dunbaratu Posted January 31, 2019 Share Posted January 31, 2019 7 hours ago, nightingale said: It did, but I just gave it a bit of a tolerance and it looks good. Should have a new release out in the next couple of days. The problem I ran into was the fact that technically the name match isn't enough to "prove" it's one of the duplicates (you are allowed to give two waypoints the same name) and a fuzzy location match with tolerance can disallow waypoints that are genuinely close by and are truly two different waypoints. I might be interested in seeing what criteria you used to make the decision. I'm going to have to do the same thing in kOS. Link to comment Share on other sites More sharing options...
nightingale Posted January 31, 2019 Author Share Posted January 31, 2019 7 hours ago, Steven Mading said: The problem I ran into was the fact that technically the name match isn't enough to "prove" it's one of the duplicates (you are allowed to give two waypoints the same name) and a fuzzy location match with tolerance can disallow waypoints that are genuinely close by and are truly two different waypoints. I might be interested in seeing what criteria you used to make the decision. I'm going to have to do the same thing in kOS. See the details in my commit. The difference is coming from rounding errors in KSP calculating the position. A tolerance of 0.01 mm was enough to get a consistent match - so I doubt it's going to remove any legitimate close/similar waypoints. Link to comment Share on other sites More sharing options...
Dunbaratu Posted January 31, 2019 Share Posted January 31, 2019 (edited) 31 minutes ago, nightingale said: See the details in my commit. The difference is coming from rounding errors in KSP calculating the position. A tolerance of 0.01 mm was enough to get a consistent match - so I doubt it's going to remove any legitimate close/similar waypoints. The problem I was talking about involved the runway waypoint duplicates appearing much further apart than that. Take a look at the screenshot in the Squad issue I linked to above in my previous post. (I tried to post the screenshot here but the annoying forum editor keeps telling me I can't.) These duplicates of the runway waypoint are spread out over about 2 kilometers of runway length. They're much farther apart than 0.01 mm. Edited January 31, 2019 by Steven Mading (Tried uploading screenshot - the What You See Is All You Get, Sorry, Too Bad editor wouldn't let me, so instead I described it in words.) Link to comment Share on other sites More sharing options...
nightingale Posted January 31, 2019 Author Share Posted January 31, 2019 22 minutes ago, Steven Mading said: The problem I was talking about involved the runway waypoint duplicates appearing much further apart than that. Take a look at the screenshot in the Squad issue I linked to above in my previous post. (I tried to post the screenshot here but the annoying forum editor keeps telling me I can't.) These duplicates of the runway waypoint are spread out over about 2 kilometers of runway length. They're much farther apart than 0.01 mm. Wow, okay... that is a lot more than what I saw in my (limited) testing. I may have to give this one a bit more thought. Link to comment Share on other sites More sharing options...
Dunbaratu Posted February 1, 2019 Share Posted February 1, 2019 2 hours ago, nightingale said: Wow, okay... that is a lot more than what I saw in my (limited) testing. I may have to give this one a bit more thought. To recreate it, I think you have to be doing scene switches (which generate the extra waypoints), while nowhere near Kerbin. When I had it happen, I was landing a vessel on Ike, and using Map View to swap between various vessels in the Duna/Ike system. Then when I returned to Kerbin that's when I saw the extra runway waypoints being really far apart from each other like in the screenshot. Maybe it requires some big position vectors for it to show up with that much error. *shrug* Link to comment Share on other sites More sharing options...
nightingale Posted February 1, 2019 Author Share Posted February 1, 2019 3 hours ago, Steven Mading said: To recreate it, I think you have to be doing scene switches (which generate the extra waypoints), while nowhere near Kerbin. When I had it happen, I was landing a vessel on Ike, and using Map View to swap between various vessels in the Duna/Ike system. Then when I returned to Kerbin that's when I saw the extra runway waypoints being really far apart from each other like in the screenshot. Maybe it requires some big position vectors for it to show up with that much error. *shrug* Oh yeah, I just checked - it figures out lat/lon based on world position, which is centered on the player (Krakensbane stuff). Out at Ike you're more or less on the same plane, which is why it's only affecting the longitude. I think I'll just bring the tolerance way up to one km or so, and only do the check if the waypoint name matches something in the list of site names. That plus the existing no contract check should hopefully limit it enough. Link to comment Share on other sites More sharing options...
nightingale Posted February 1, 2019 Author Share Posted February 1, 2019 New release, get it here! Waypoint Manager 2.7.5 Recompile for KSP 1.6.1 Group auto-generated site waypoints separately from custom waypoints. Make waypoint data visible in IVA (thanks @taniwha). Workaround stock bug that causes the launch site waypoints to be added in duplicate on each scene change (thanks @catonthekbd & @Steven Mading). Link to comment Share on other sites More sharing options...
Dunbaratu Posted February 2, 2019 Share Posted February 2, 2019 (edited) Nice fix to this stock duplication bug, @nightingale. I may copy it into kOS code to fix the same problem. (Copying MIT code into GPL3 code? Is that kosher?) Edited February 2, 2019 by Steven Mading Link to comment Share on other sites More sharing options...
DomiKamu Posted February 2, 2019 Share Posted February 2, 2019 Hi, Thank you very much for 2.7.5 update, but unfortunately I get exception everytime scene change. I've open a GitHub issue #57. For now I'm using unmodded KSP 1.6.1 (except MM 4.0.1 and Making History DLC 1.6.1), by this way I'll can test again later if necessary, so don't hesitate to contact me here or on GitHub! Regards, Dominique. Link to comment Share on other sites More sharing options...
CoriW Posted February 18, 2019 Share Posted February 18, 2019 Quick Question, I'm using the GPP planet pack and was wondering if there is any way to remove the default waypoints for KSC, the Island Airfield, and the Woomerang Launch site? Since I'm on a different planet the only one of those waypoints that is correct is the KSC. Thanks. Link to comment Share on other sites More sharing options...
NermNermNerm Posted March 10, 2019 Share Posted March 10, 2019 I'm new to this mod; really like it so far. When I first started using it, I got a target marker where my landing point was projected to be. I don't know what I did, but it's gone now. I don't see a setting for it and would love to know how to get it back. Also, I don't see a UI-scaling setting anywhere. It's a bit of a pain for those blessed with 4k. Link to comment Share on other sites More sharing options...
BlackHat Posted March 11, 2019 Share Posted March 11, 2019 19 hours ago, NermNermNerm said: When I first started using it, I got a target marker where my landing point was projected to be AFAIK Waypoint Manager will place a marker where you WANT to go (The target you want to go to.) NOT where your projected landing will be. Off Hand I can think of 2 other mods that will show Impact/Landing Projections (where you are going to hit the ground on your current flight path) Kerbal Engineer's Landing window has an (optional?) marker for Impact/Landing location. Trajectories mod will display a marker for Impact/Landing location in Map view on bodies with an atmosphere. I suspect Mech-Jeb (which I never used) may also have a impact/landing location maker in one of its display screens. I suspect you might have confused a feature of another mod with Waypoint Manager. Link to comment Share on other sites More sharing options...
Wyzard Posted March 13, 2019 Share Posted March 13, 2019 Just upgraded KSP and mods from 1.5.1 to 1.6.1, and and I noticed that I get an exception from WaypointManager when I enter the VAB: [EXC 22:56:01.106] NullReferenceException: Object reference not set to an instance of an object WaypointManager.WaypointManager+<RemoveDuplicateWaypoints>d__30.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (In case it matters, I've just loaded a save that was created in 1.5.1, and haven't actually done anything in 1.6 yet.) Doesn't seem to hurt anything, though. Link to comment Share on other sites More sharing options...
gilflo Posted March 21, 2019 Share Posted March 21, 2019 Hello Is there somewhere a database for waypoints on earth for RSS mod ? Link to comment Share on other sites More sharing options...
vardicd Posted March 31, 2019 Share Posted March 31, 2019 On 2/18/2019 at 2:57 PM, CoriW said: Quick Question, I'm using the GPP planet pack and was wondering if there is any way to remove the default waypoints for KSC, the Island Airfield, and the Woomerang Launch site? Since I'm on a different planet the only one of those waypoints that is correct is the KSC. Thanks. I was also curious if anyone knew of a way to disable, or at least rename the stock waypoints for the KSC, desert, island, and woomerang. I've always enjoyed making custom waypoints with custom names for my various games {roleplay reasons} and with the immutable, all ways visible stock waypoints, it complicates things for me greatly. Link to comment Share on other sites More sharing options...
Xurkitree Posted April 18, 2019 Share Posted April 18, 2019 Is it possible to hide all waypoints in map view and bring them up only if needed? Link to comment Share on other sites More sharing options...
Kerbinstein Posted April 22, 2019 Share Posted April 22, 2019 Hi, many thanks for making this mod, it's very useful! I have a question. For some reason, I can only save 45 custom waypoints. When exporting them for backup, it says 45 points were exported, but next time I load the game the new points are not there and importing does nothing. Any hints what could be the problem? Thanks! PS I'm using the latest version of KSP and Waypoint Manager (from CKAN). Link to comment Share on other sites More sharing options...
Jognt Posted May 23, 2019 Share Posted May 23, 2019 (edited) A heads-up. While checking my output log due to a Basic dV Nullref I saw that there was also a Nullref in there from Waypoint Manager. Log: https://www.dropbox.com/s/pqksfjoqgoh1yez/Basic-dV_output_log.zip?dl=0 KSP 1.7.0, quite modded, but not ridiculously so. =============================== Edit: @nightingale I tested again on a clean 1.7.1.02539 +MH +BG install, no mods other than Waypoint Manager, fresh Sandbox. It appears that the 'removeduplicate' fix you wrote is having a bit of trouble here and there. I got three nullrefs after entering the VAB, and got another one after quitting to the main menu. Outputlog: https://www.dropbox.com/s/011fwfryui0fc5o/output_logWaypointManager.zip?dl=0 NullReferenceException: Object reference not set to an instance of an object at WaypointManager.WaypointManager+<RemoveDuplicateWaypoints>d__30.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at WaypointManager.WaypointManager+<RemoveDuplicateWaypoints>d__30.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at WaypointManager.WaypointManager+<RemoveDuplicateWaypoints>d__30.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 (Filename: Line: -1) Edited June 3, 2019 by Jognt Link to comment Share on other sites More sharing options...
boribori Posted June 21, 2019 Share Posted June 21, 2019 When playing with RSS Waypointmanager spams the log with "Couldn't find celestial body with name 'Kerbin'." KSP 1.6.1MM 4.0.2 Waypoint Manager 2.7.5RSS 16.2 There's something written (that I don't fully understand) about it here: Link to comment Share on other sites More sharing options...
Frag2000 Posted July 27, 2019 Share Posted July 27, 2019 Hi Nightingale, the waypoint manager is one of the most useful tool of KSP. Actually I wonder why they are not dealing with you to add it directly into the game. I am wondering. Anyone tested it with 1.7.3 yet? Raise your hand if you did guys Thanks! Link to comment Share on other sites More sharing options...
Superfluous J Posted July 27, 2019 Share Posted July 27, 2019 1 hour ago, Frag2000 said: Hi Nightingale, the waypoint manager is one of the most useful tool of KSP. Actually I wonder why they are not dealing with you to add it directly into the game. I am wondering. Anyone tested it with 1.7.3 yet? Raise your hand if you did guys Thanks! I didn't test it in 1.7.3. But I've been using it. Link to comment Share on other sites More sharing options...
Jognt Posted July 27, 2019 Share Posted July 27, 2019 2 hours ago, Frag2000 said: Hi Nightingale, the waypoint manager is one of the most useful tool of KSP. Actually I wonder why they are not dealing with you to add it directly into the game. I am wondering. Anyone tested it with 1.7.3 yet? Raise your hand if you did guys Thanks! There are some minor outstanding bugs, but they dont impact the mod’s function so its still functional. Link to comment Share on other sites More sharing options...
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