Entropius Posted September 21, 2015 Share Posted September 21, 2015 Okay, fair enough. I guess in all my years of GIS I've so rarely seen somebody deliberately choose 0-359 intervals in lieu of ±180 intervals, so I assumed it was a formatting error. But upon looking to it, there is some precedent for 0-359 intervals in the case of planets that are not Earth. Wikipedia: Planetocentric LongitudeAnyway, I also thought I'd give you a heads up since I see you're calculating geodesic distances using the Haversine formula. If you ever get bad answers from that, it's probably because the points are antipodal, which it's ill-condiioned for. Vincenty's formulae suffers similarly. Meanwhile Spherical Law of Cosines is ill-conditioned for short distances. Karney's solution avoids any such problems, and suffers an error of less than 15 nanometers and calculates faster than Vincenty's (pdf). But with it just being a game and all, I'm not sure it's worth that much effort Link to comment Share on other sites More sharing options...
nightingale Posted September 21, 2015 Author Share Posted September 21, 2015 Okay, fair enough. I guess in all my years of GIS I've so rarely seen somebody deliberately choose 0-359 intervals in lieu of ±180 intervals, so I assumed it was a formatting error. But upon looking to it, there is some precedent for 0-359 intervals in the case of planets that are not Earth. Wikipedia: Planetocentric LongitudePerhaps I should do [-180, 180] for Kerbin, and [0, 360] everywhere else and confuse everyone? Anyway, I also thought I'd give you a heads up since I see you're calculating geodesic distances using the Haversine formula. If you ever get bad answers from that, it's probably because the points are antipodal, which it's ill-condiioned for. Vincenty's formulae suffers similarly. Meanwhile Spherical Law of Cosines is ill-conditioned for short distances. Karney's solution avoids any such problems, and suffers an error of less than 15 nanometers and calculates faster than Vincenty's (pdf). I do remember playing around with thin in testing when I was developing it, and things seems reasonably well behaved enough. Considering the distances are just one of the numbers that are spit out to the player and don't really do anything (ie. aren't spit out into another formula), I can't imagine it causing too much grief.But with it just being a game and all, I'm not sure it's worth that much effort Yup, far more fun things for me to spend my limited modding "budget" on. Link to comment Share on other sites More sharing options...
Sarxis Posted September 23, 2015 Share Posted September 23, 2015 I've been having peculiar game crashes and then when I reload, the WPM doesn't seem to be loading once I restart. Let me know if you want a log or something to help sort it out. Link to comment Share on other sites More sharing options...
nightingale Posted September 23, 2015 Author Share Posted September 23, 2015 I've been having peculiar game crashes and then when I reload, the WPM doesn't seem to be loading once I restart. Let me know if you want a log or something to help sort it out.I want a log. Link to comment Share on other sites More sharing options...
Sarxis Posted September 24, 2015 Share Posted September 24, 2015 I want a log.output log: https://drive.google.com/file/d/0BwS8HpVnXfpJdUQ4aFVoSzF5alk/view?usp=sharingAnd latest crash log (which is pretty much the same?): https://drive.google.com/file/d/0BwS8HpVnXfpJbkROM0k1ZV9hZnM/view?usp=sharing Link to comment Share on other sites More sharing options...
nightingale Posted September 24, 2015 Author Share Posted September 24, 2015 output log: https://drive.google.com/file/d/0BwS8HpVnXfpJdUQ4aFVoSzF5alk/view?usp=sharingAnd latest crash log (which is pretty much the same?): https://drive.google.com/file/d/0BwS8HpVnXfpJbkROM0k1ZV9hZnM/view?usp=sharingThere's some ugly stuff in there with the FinePrint waypoint code throwing exceptions. Can you send your save file? Link to comment Share on other sites More sharing options...
Sarxis Posted September 24, 2015 Share Posted September 24, 2015 There's some ugly stuff in there with the FinePrint waypoint code throwing exceptions. Can you send your save file?Here's a zip with three recent custom quicksaves (2 being the earliest): https://drive.google.com/file/d/0BwS8HpVnXfpJNlJsYVBFMkVqTlU/view?usp=sharing Link to comment Share on other sites More sharing options...
nightingale Posted September 25, 2015 Author Share Posted September 25, 2015 Here's a zip with three recent custom quicksaves (2 being the earliest): https://drive.google.com/file/d/0BwS8HpVnXfpJNlJsYVBFMkVqTlU/view?usp=sharingSorry, I haven't had much time to look into this. From what I can tell from the files you've provided, there isn't an issue with Waypoint Manager specifically. A couple questions:If you create a new game, does Waypoint Manager work correctly there (I suspect yes, based on what I've seen).If you remove Waypoint Manager, do you still have the issues in your save (Again, I suspect yes). Specifically, the million instances of this error:NullReferenceException: Object reference not set to an instance of an object at FinePrint.WaypointManager.OnGUI () [0x00000] in <filename unknown>:0 Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted September 25, 2015 Share Posted September 25, 2015 (edited) Something useful for people using this mod. I set up some waypoints at KSC to represent approach paths. The outer markers are at a distance of 20 km from their respective touchdown 'ILS' markers. The 'ILS' waypoints are centerline on the runway and at the same position as the PAPI mod's approach path lights. The glide slope here is for 3 degrees. The image below shows the four waypoints and their coordinate values.WAYPOINT{ name = ILS West celestialName = Kerbin icon = dmMultiSpecIcon latitude = -0.0487450872686923 longitude = 285.29809245388 altitude = 6.07553003530482 index = 2 seed = 269}WAYPOINT{ name = KSC - W - Outer Marker celestialName = Kerbin icon = dmMultiSpecIcon latitude = -0.0487450872630472 longitude = 283.39 altitude = 846.068560969085 index = 3 seed = 180}WAYPOINT{ name = ILS East celestialName = Kerbin icon = dmMultiSpecIcon latitude = -0.0500653061004908 longitude = 285.488275570882 altitude = 8.25404603441712 index = 4 seed = 269}WAYPOINT{ name = KSC - E - Outer Marker celestialName = Kerbin icon = dmMultiSpecIcon latitude = -0.050065288617271 longitude = 287.401 altitude = 1118 index = 5 seed = 747} Edited September 25, 2015 by AdmiralTigerclaw Link to comment Share on other sites More sharing options...
nightingale Posted September 25, 2015 Author Share Posted September 25, 2015 Something useful for people using this mod. I set up some waypoints at KSC to represent approach paths. The outer markers are at a distance of 20 km from their respective touchdown 'ILS' markers. The 'ILS' waypoints are centerline on the runway and at the same position as the PAPI mod's approach path lights. The glide slope here is for 3 degrees. The image below shows the four waypoints and their coordinate values.http://img.photobucket.com/albums/v430/admiraltigerclaw/KSC_GlideSlopeMarkers_zpsclidkvgu.jpgVery cool! Don't forgot there's an export/import custom waypoints button in the settings that will let you transfer those waypoints between saves (or share them with others).Also in the settings you can turn on the glide-slope angle display for the active waypoint. Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted September 25, 2015 Share Posted September 25, 2015 Very cool! Don't forgot there's an export/import custom waypoints button in the settings that will let you transfer those waypoints between saves (or share them with others).Also in the settings you can turn on the glide-slope angle display for the active waypoint. Ah, forgot about the export feature. But Remembered the angle-to-waypoint (glide slope) thing. (I have that all turned on anyway.) Link to comment Share on other sites More sharing options...
Sarxis Posted September 28, 2015 Share Posted September 28, 2015 Sorry, I haven't had much time to look into this. From what I can tell from the files you've provided, there isn't an issue with Waypoint Manager specifically. A couple questions:If you create a new game, does Waypoint Manager work correctly there (I suspect yes, based on what I've seen). If you remove Waypoint Manager, do you still have the issues in your save (Again, I suspect yes). Specifically, the million instances of this error: NullReferenceException: Object reference not set to an instance of an object at FinePrint.WaypointManager.OnGUI () [0x00000] in <filename unknown>:0 I haven't fully tested it but I'm not surprised. This is happening on a new computer with files transferred straight from my old system. Plus a lot of mods I use have been updated lately, so starting a new fresh game (I can imagine) might clear this up. If it seems important enough to you I can test it, but I'm not really wanting to start a new game right now. Link to comment Share on other sites More sharing options...
nightingale Posted September 28, 2015 Author Share Posted September 28, 2015 I haven't fully tested it but I'm not surprised. This is happening on a new computer with files transferred straight from my old system. Plus a lot of mods I use have been updated lately, so starting a new fresh game (I can imagine) might clear this up. If it seems important enough to you I can test it, but I'm not really wanting to start a new game right now.Nope, as long as you're fine with it. Link to comment Share on other sites More sharing options...
Sarxis Posted September 28, 2015 Share Posted September 28, 2015 Nope, as long as you're fine with it.Heh, well I wouldn't say that But I'm just going to start a new game. If it crops up again I'll post. Link to comment Share on other sites More sharing options...
artao Posted September 29, 2015 Share Posted September 29, 2015 Loving this addon! Thank you.I'm wondering if there's a way to change the font color or add a background color to the HUD display, as very often -- particularly when flying planes -- the HUD text is un-readable.If not ... pretty please? Link to comment Share on other sites More sharing options...
nightingale Posted September 30, 2015 Author Share Posted September 30, 2015 Raised [#43] - I'll look into it next time I'm making changes for Waypoint Manager. Link to comment Share on other sites More sharing options...
artao Posted September 30, 2015 Share Posted September 30, 2015 Raised [#43] - I'll look into it next time I'm making changes for Waypoint Manager.Awesome, thank you! Link to comment Share on other sites More sharing options...
nightingale Posted November 9, 2015 Author Share Posted November 9, 2015 Confirmed working for 1.0.5. Link to comment Share on other sites More sharing options...
nightingale Posted November 10, 2015 Author Share Posted November 10, 2015 New release to make CKAN happy: download now!Waypoint Manager 2.4.3Recompile for KSP 1.0.5 Link to comment Share on other sites More sharing options...
FlowerChild Posted November 10, 2015 Share Posted November 10, 2015 Recompile for KSP 1.0.5Thanks nightingale. You rule Link to comment Share on other sites More sharing options...
Zoidos Posted November 11, 2015 Share Posted November 11, 2015 Thank you so much for this mod, this is a must-have. And also thanks for updating it for 1.0.5 so quickly! Link to comment Share on other sites More sharing options...
Mahnarch Posted November 15, 2015 Share Posted November 15, 2015 I will continue having your man-babies - and all of them shall be named Hanz. Link to comment Share on other sites More sharing options...
Araym Posted November 21, 2015 Share Posted November 21, 2015 I'm experiencing a weird issue with the version 2.4.3 for 1.0.5: if any waypoint is active on Tracking Station Map, planets and background image (stars) are shifted to the right (leaving a black band on the left), with waypoints, orbits and PE-AP markers displaying where they are supposed to be... ... BUT if I'm using 2.4.2 (the latest build for 1.0.4) all is working as intended... Link to comment Share on other sites More sharing options...
nightingale Posted November 21, 2015 Author Share Posted November 21, 2015 [quote name='Araym']I'm experiencing a weird issue with the version 2.4.3 for 1.0.5: if any waypoint is active on Tracking Station Map, planets and background image (stars) are shifted to the right (leaving a black band on the left), with waypoints, orbits and PE-AP markers displaying where they are supposed to be... ... BUT if I'm using 2.4.2 (the latest build for 1.0.4) all is working as intended...[/QUOTE] That is extremely strange, but I thought I saw a bug report for stock 1.0.5 about something similar? 2.4.3 and 2.4.2 should be [I]exactly[/I] the same. The only reason I recompiled it was to change the version number to make CKAN happy... Link to comment Share on other sites More sharing options...
Belthize Posted November 21, 2015 Share Posted November 21, 2015 (edited) Edit: NVM, I was being thick. Edited November 21, 2015 by Belthize Link to comment Share on other sites More sharing options...
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