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License: BSD 2-Clause "Simplified" License
Precise Maneuver plugin for Kerbal Space Program (KSP)
License: BSD 2-Clause "Simplified" License
Ref: allista/ThrottleControlledAvionics#64
Reproduce:
Have Precise Maneuver plugin installed.
Place a few maneuver nodes and confirm there are no errors.
In orbit, run Orbital Autopilot -> Land.
Abort the command, delete the node.
Place a maneuver node again manually, Precise Maneuver won't come up, and it throws an error:
[EXC 07:27:18.486] NullReferenceException: Object reference not set to an instance of an object
KSPPreciseManeuver.NodeTools.GetTargetOrbit (.CelestialBody refbody)
KSPPreciseManeuver.NodeManager.UpdateNodes ()
KSPPreciseManeuver.PreciseManeuver.Update ()
This is pre-release build 1203, x64 on Windows.
My process for getting into orbit is pretty straightforward:
Crashes right then. It works sometimes though, more often than not.
I haven't experienced any crashing while setting maneuver nodes without the mod window controls.
Hope it helps, here is the crash data and my save in case. Thanks for the mod! It's awesome.
https://gist.github.com/gnivler/b0794a5f845084c85401dfd9d5008c3e
GitHub claims it can support zip attachments! This is a lie!
Here's a link to the crash data, sorry.
http://s000.tinyupload.com/index.php?file_id=03872177568533666343
Noticed this problems while having several mods installed so I troubleshooted it by going stock, the problem went away, then added only this mod and trouble came back.
If you load this game and pick the suborbital ship piloted by Jeb (I think), it's coming up near apo. The staging light is green at first but if you toggle to map and back it goes purple, locked. ALT-L doesn't correct it. Manual right-click part controls can separate and start the engines. If you switch crafts, I've seen it go green but it definitely prefers being purple.
Thanks again - love your work.
Save folder:
http://s000.tinyupload.com/index.php?file_id=05103657280585709198
The KSP_x64.exe will never completely terminate, because this - the last entry in the log:
[EXC 02:17:51.635] NullReferenceException: Object reference not set to an instance of an object
KSPPreciseManeuver.PreciseManeuverToolbar.OnDestroy () (at <148a8ec2de454d9cbd6a3d0df7bebbc1>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
The process still needs about 400 MB RAM then.
I often need to type in the delta-v numbers, which I could do with PreciseNode, but can't with PreciseManeuver. I use this when I calculate or read out a value from another tool (delta-v map, transfer window planner, or w/e), or just know the burn is going to be huge, and don't want to click + 100 times...
Setup
Define a maneuver node
Use the gizmo to define some new orbit definition
Right-click on the future AP/PE to have the distance+eta display stay while altering the orbit
Bug
When using the stock gizmo, the distance+eta display on the AP/PE ls refreshed according to node setup. (ok)
When using the plugin gizmo, the AP/PE distance and eta are refreshed on the plugin window, but not the AP/PE display itself. (ko)
It would be great to have a way to align a maneuver node with the equatorial AN/DN relative to the "current" body. Right now, doing an inclination change requires either eyeballing the AN/DN when placing the maneuver node, or not using maneuvers but instead e.g. the "Time to Equ. AN" in Kerbal Engineer.
Right now, the AN/DN buttons are just disabled when no target is selected. What about making them refer to the equatorial plane in that case instead?
If you have limited control of the probe, precise maneuver is still available and configurable. As you can still use the maneuver target and full throttle, you can pretty much fly a probe with the maneuver node created. After using the node just update the node and reuse it.
This renders the difficulty setting useless. IMHO precise maneuver should follow the stock availability of the maneuver nodes.
I use this on 1.9.1 and otherwise works without issues, might be a possibility to update the CKAN entries?
Would love to see a button to add an orbit period's amount of time to the maneuver, exactly as the stock gizmo does it. It's currently pretty difficult to advance a ton of time with any sort of granularity (even adjusting sensitivity down, I find myself either barely moving the node forward in time, or jumping 20 orbits into the future)
Currently I use PM's gizmo editor for everything EXCEPT this, where I have to click back over to the stick gizmo.
Playing on latest KSP version 1.10.2939. The majority of the mod amazingly works just fine, except for a little bit of occasional weirdness with trying to set a node to the AN/DN. However, there is one major issue with the mod, which is that the settings don't save! So every time I restart KSP I have to change my hotkeys and settings for the mod. Is there some way this can be fixed? It's not game breaking, and I think I prefer this mod over Precise Node, but if this persists I may have to end up switching.
Crashes game. not sure how to fix
If the title bar of the PM window is above the screen (the content of the PM window starts at 0,0) then there is no way anymore to move the window around,
both maneuver node evolved and precise node offer an 'intuitive maneuver handle' type mode, where, for example, if you drag the normal or aninormal handles, it simply adjusts the inclination. precise maneuver offers the rotate orbit option, but i also find the functionality quite useful in the radial directions as well. (for high speed interplanetary transfers and other high DV manuvers) would something like this be possible?
Hi,
when I tried to manually edit the maveuver node prograde value the game crashed.
Steam version -> Most recent version of KSP
A few other (compatible) mods installed, all through CKAN.
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