#Kerbal Web Program

1 messages · Page 2 of 1

eager wyvern
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but actually do you know how to enable es6 in vanilla js docs

coral forge
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eh 1 sec im sure I can find out

eager wyvern
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ok

coral forge
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already a thing on all browsers

eager wyvern
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vscode gets mad at me when I try using it

coral forge
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thats vscode

eager wyvern
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hmm

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ok

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thanks

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what should I put on the left side?

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I was thinking a vector of a rocket and staging info but idk where I'm gonna get a vector of a rocket that looks good from

coral forge
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up to you once we have a concept we can fix it and change it

eager wyvern
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ok

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do you happen to have adobe photoshop?

coral forge
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no lol

eager wyvern
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damn

coral forge
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pdn only

eager wyvern
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well I'll use some sketchy web version then

coral forge
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why you need it?

eager wyvern
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switching one color in a vector to one that matches the theme

coral forge
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I use this its free and just as good

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right now I have updated #1079614817083600906 I can focus on this again

eager wyvern
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yay

tame orchid
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no gravity isnt working btw

coral forge
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wrong channel #1079265666961518655

coral forge
tame orchid
coral forge
# tame orchid

turn no grav on and no aerodynamics. then turn grav back on. if you start falling it was working.

tame orchid
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okie

coral forge
tame orchid
coral forge
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seems to be working for me (Ignore the hdr windows + screenshots never works with hdr)

simple lava
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haha my persistence paid off, I figured out how to code the streamdeck buttons with powershell. lol

coral forge
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XD

simple lava
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so dumb

eager wyvern
coral forge
eager wyvern
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huh weird

coral forge
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its called windows hdr

eager wyvern
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I wish that nvidia drivers supported hdr on linux bc then I'd use my dual boot more often

coral forge
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linux has the same hdr issue

eager wyvern
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huh

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even weirder

coral forge
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right back to work on this

eager wyvern
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isnt it like 4am in the UK?

coral forge
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337

eager wyvern
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hmm

coral forge
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took way too much effort

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even with 0g

eager wyvern
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Bill looks extremely happy in that picture

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I have a question

coral forge
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lol

eager wyvern
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can you like stream the view of your kerbals like as a jpeg that updates every second to the webui?

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or is that too much work

coral forge
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add it to the api req

eager wyvern
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ok

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added

coral forge
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thanks

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if its not on the issues list I will forget it

eager wyvern
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heres what I got finished today:

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going to style the text a lot more

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and fill up the center of the screen tommorow

coral forge
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ok cool

coral forge
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will find out how to get the mission time tomorrow. I have been looking for a few hrs now.

eager wyvern
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I'm having trouble coming up with things to put in the center so if you have any ideas lmk

livid shale
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gonna flesh out the parameters system a little bit and make a PR to discuss it

coral forge
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ok cool

rigid oak
coral forge
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changing you both to outside collaborators as the repo is public. will remove some cost but access should be the same.

eager wyvern
coral forge
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no just team.

eager wyvern
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Alright

eager wyvern
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Damn I wouldn't want to pay $42 per person either

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Did I cost you $42?

coral forge
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no

eager wyvern
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Good lol

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My code is definitely NOT worth $42

coral forge
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$4 per seat / month

eager wyvern
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Shit really?

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Here its $42 /person for team

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Oh nevermind that per year

eager wyvern
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Is it possible to get your heading/whatever makes the navball work though the API? I allready added an issue on github

coral forge
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well anything displayed on the screen I could get just have to find it

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like the mission time that I cant seem to find but its there somewhere

eager wyvern
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Ok

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😄

coral forge
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im going to skip the mission time for now. and focus on the other api's that have been suggested.

eager wyvern
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Ok!

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If you can't figure it out ill just leave it blank for now

coral forge
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issue #26 adding that stuff to the already existing getShiptelemetry

eager wyvern
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Ok

coral forge
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#21 added new api getShipOrbit

eager wyvern
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What does it return if you aren't in orbit

coral forge
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not tested it but its all been added to your frontend branch.

hoary whale
eager wyvern
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Ooh i like the camera streams

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Is that even possible though

eager wyvern
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Hey! I'm getting pretty close to having the nav screen done for the web UI but its going to be pretty painful to scale it to different screen sizes without angular or nuxt. Are you 100% we can't just have node as a dependency and/or bundle it in the mod?

coral forge
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that will be too complex for the end user (like if it fails to install).

I will take a look at it later to see what I can do about the scale since that should be an easy fix

eager wyvern
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Ok

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We will go with vanilla css for the initial release and if you figure it out, we can make a separate version

eager wyvern
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What do you think @coral forge

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also are cameras like a thing that is possible or no?

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feedback is welcome and encouraged

coral forge
eager wyvern
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btw this is just the nav screen, there will also be other screens

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next one im doing is control

coral forge
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where the planets are down the bottom maybe replace them with orbital data/quick info

eager wyvern
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alright

coral forge
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or charts

eager wyvern
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I was planning on plotting a dotted line that showed like what planet you were on a trajectory to

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but either works

coral forge
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that also works

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maybe only display the planet your on

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and the one your going to

eager wyvern
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ah! great idea!

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So the design is good though if I change the planet thing?

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Bc then I'll finish up making everything actually work

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um do any of the API's return what planet you are on a course to?

coral forge
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ye it looks great

eager wyvern
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or am I gonna have to calculate that myself

coral forge
eager wyvern
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yay ✨ Math ✨

coral forge
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You do have a ton of orbital info from the orbit api

eager wyvern
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yeah I'll do that last

coral forge
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you might find you dont have to do any math

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not sure

hoary whale
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Having all planets displayed at once makes me think that a tab with them all would be cool to select one and show ships in its SOI accordingly, with some basic info like the status and altitude, if that's technically possible (then we could select the ships and get their specific details).

coral forge
hoary whale
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That works too, especially if the position of the bodies is real, that'd be awesome

coral forge
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should be doable, we have an api to grab all the bodies

eager wyvern
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Sweats nervously 👀

coral forge
eager wyvern
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add it to the github

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tehe now I get to say that

coral forge
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lol and im going to just pass that on to @hoary whale: add that to the github /s

I will do it dont worry lol.

hoary whale
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I can if you want but that'll be an issue, not a PR :>

eager wyvern
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yeah

coral forge
hoary whale
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Woops I posted with the API label instead of the enhancement, sorry

coral forge
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thats fine

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fixed

eager wyvern
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not connected view

coral forge
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thats good

eager wyvern
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mhmm

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though it would be nice if you had a ping api request so it doesn't have to ask the game for the celestial body data of kerbin every 15s

hoary whale
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The red theme is when there's no active connection?

eager wyvern
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yes

coral forge
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you know what to do @eager wyvern

eager wyvern
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connected

tropic marlin
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what is this mod exactly for?

hoary whale
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It'll allow showing some telemetry and general info on a secondary screen

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||I'm secretely hoping that it'll allow sending instructions to KSP2 one day, maybe even some kOS instructions when/if kOS makes it to KSP2 (I hope so), and therefore play and follow one's missions from the web, remotely.||

tropic marlin
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first thing to do

deorbit the space station of my friend

coral forge
eager wyvern
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Any status updates on the apis?

coral forge
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been working on #1080370405421895701. any that you need doing now?

eager wyvern
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Not really, just was wondering

coral forge
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well I have added serverPing

eager wyvern
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Oh cool thanks

coral forge
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will push to your branch soon

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done you should now have a serverPing request

coral forge
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right now that #1080370405421895701 is at v0.1.0 I can focus on this again. Will get as many apis done today as I can.

solemn orchid
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shadow, youre gonna have as many mods as nertea if you keep it up

coral forge
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I just have too many ideas

coral forge
solemn orchid
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🫡 🫡 🫡

normal thorn
eager wyvern
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How are you going to maintain all these projects lmao

coral forge
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I wont start any more until this one or parts manager is stable.

eager wyvern
coral forge
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should be updated

eager wyvern
coral forge
eager wyvern
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cool

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ok

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its just a black screen

coral forge
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it has no parameters just set the action

eager wyvern
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like this?

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does it actually return an actual round trip time or just an empty string

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actually that would probrably be something that I'd have to calculate right

coral forge
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You get the SessionGuidString

eager wyvern
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anyone got any good playlist suggestions for listening to while programming?

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Also we may have a problem

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you know the spinning globe thing

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It needs geoJSON to work, and I havent found a way to make it work with a png

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so like

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not sure if thats going to happen

coral forge
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we could use webgl. Just make a sphere and put the texture on top

eager wyvern
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ok

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I've never used webgl

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I'll do some research

coral forge
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ok cool

eager wyvern
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does the get world time return UTC or what

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the docs page is not loading at all

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It crashed my firefox lmao

eager wyvern
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uh I just tried to use the getUniverseTime but it didnt return anything

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never mind mod wasn't updated 😛

coral forge
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kinda helps to do that

eager wyvern
eager wyvern
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Studing for exams tonight and tomorrow morning. I will continue working tomorrow night

eager wyvern
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Have you figured anything out with the mjpeg streams yet?

coral forge
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yes that parts easy. its just getting the data from the game that I need to figure out

livid shale
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I'd like to clarify a bit on what I was talking about in my PR in regards to how I think the API should work and my reasoning why as I don't think I explained it very well in the PR:

When I had originally suggested the API structure that we're currently using, the intention was that there would be 3 message types: response, error, and event. Response and error were meant to be direct responses to requests sent by clients, while events were for server-sent events. The reasoning behind this was to make routing these messages to handlers in clients easier, because you could look at the type and see "this is a response to my request" or "this is an event sent from the server." With the set up that you're trying to do now, the only way to route becomes checking for the existence of an ID, which may work fine in most cases, but can cause issues for reasons I'll get into in a second.

As for using type to be the actual data type of the response, I don't feel it makes much sense to send that with every single request as the response's data type can/should be documented separately, in a static manner just like the parameters. There are some very niche cases where the type might be different between requests, but in that case, the possible returned types can all be documented. Having the type there doesn't really do very much to help with parsing in the end as all that the type does is provide an arbitrary name that may mean one thing in one method and another thing in another. If two mods both add some method that returns a speed response, but one returns the speed as a vector and the other returns the speed as an absolute magnitude, it becomes useless to try to parse based on the presence of the speed type.

On the subject of what data is passed to method handlers and returned from them, I feel it's a massive mistake to treat method handlers like web server endpoints. Giving method handlers that kind of freedom will lead to huge inconsistencies in the API and make it a nightmare to parse for consumers. By far the biggest issue that can happen is someone completely ignoring the set API structure and deciding to respond in whatever way they want (adding some random ID, not setting the ID at all, etc.). If we want the API to be in any way consistent (and thus actually usable), we need to be a little more rigid in how we handle requests. What benefit does leaving the setting of the ID to the method handler provide? It will need to be set in every single solitary method handler anyway, so why not just handle it for them? And for the type, if we were using the type as it was intended to be used when I suggested this API structure, the type would be the same for every single method handler as well. Otherwise the type can be set based on what it's marked as statically in the method's metadata.

I understand that some of these changes would be considered breaking, but there isn't even a first release of this mod as far as I'm aware, so nothing is breaking until stuff is actually released. It's in my opinion that if this mod continues on this course, it's going to be much worse off in the long run than if we make these small changes to make it much more consistent now.

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A better analogy for this mod is a web framework rather than a web server. What we're providing here isn't the equivalent of node's HTTPServer, we're providing something that's much more opinionated (or at least should be). Any mod can already add their own web server, it's built into the language/engine already. What we are doing is providing a consistent and extendable set of APIs so that mods can add the ability to access data via the web API without needing to do much themselves. By trying to not be opinionated like you are, it's making it much more work to write a simple method, and making it much more likely for the methods to be inconsistent with each other. Look at how many lines of code exist in each method handler that are exactly the same.

-            Dictionary<string, object> response = new Dictionary<string, object>();
-            CelestialBodyCore celestialBodyCore = GameManager.Instance.Game.CelestialBodies.Get(parameters["name"]);
-            response.Add("body", celestialBodyCore.data);
+            ApiResponseData response = new ApiResponseData();
+            response.ID = request.ID;
+            response.Type = "response";
+            response.Data = new Dictionary<string, object>();
+            CelestialBodyCore celestialBodyCore = GameManager.Instance.Game.CelestialBodies.Get(request.parameters["name"]);
+            response.Data.Add("body", celestialBodyCore.data);

What was 3 lines before becomes 6, double the length. Why? Why do they need to handle that? It's ridiculous, frankly. And as someone who would be consuming the web API, the thought of mods being able to mess up the most basic parts of the requests is an absolute nightmare.

livid shale
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ok, so I figured out a way we can do websockets, although the downside is that I haven't yet found a way to have it listening on the same port as the normal HTTP server. We can use https://github.com/sta/websocket-sharp to do the server, and I made a quick little thing to test it, but I don't know enough about C# to have it handle stuff threaded/async

GitHub

A C# implementation of the WebSocket protocol client and server - GitHub - sta/websocket-sharp: A C# implementation of the WebSocket protocol client and server

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it does work though

lofty frost
livid shale
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oh perfect

lofty frost
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Anyone managed to get HTTPS working with a self-signed cert? UnityTLS rejects the certs because they're untrusted (as the server! wtf?) and ignores .NET overrides (ServicePointManager.ServerCertificateValidationCallback) so you'd have to add the cert to Windows' trusted certificate roots

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which is very sketch

livid shale
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I'd recommend just adding a reverse proxy in front of it instead of trying to get unity to handle that

lofty frost
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That's the fallback plan but that's extra setup and binaries to distribute with a mod :/

livid shale
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You probably wouldn't want the mod directly connected out anyway. Having a reverse proxy lets you do extra config and stuff. We wouldn't need to distribute one with the mod, just maybe add instructions or a link to a guide or something

lofty frost
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That is true and I usually do prefer having nginx in between but in my case it's not so much about making the service public but about just needing HTTPS for a local network device because Chrome requires secure context for certain APIs

shrewd orbit
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Hey folks, seems like an interesting project, I’m looking to start building out a TS library to let you control vessels (kRPC like) - I’ve read that you want to keep the backend pretty agnostic of the front, is this something I should be able to build off/with?

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(First time delving into C# modding but senior full stack typescript dev for context)

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Such a library would also serve as a great way to interact with the server from a typescript front end, for me the exciting part is being able to automate parts of the game.

livid shale
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Ive already started work on doing a TS library. I can push what I have so far to a GitHub repo if you want to contribute

eager wyvern
lofty frost
coral forge
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I will take a look. will start working on this again after I have the parts manager finished.

livid shale
# livid shale I'd like to clarify a bit on what I was talking about in my PR in regards to how...

since I think the code makes it a little clearer here, this is what my proposed structure for API messages was always intended to be (as TypeScript types):

export interface ApiErrorMessage {
    ID: number;
    Type: "error";
    Error: Record<string, any>;
}

export interface ApiDataMessage<T = Record<string, any>> {
    ID: number;
    Type: "response";
    Data: T;
}

export interface ApiEventMessage<T = Record<string, any>> {
    Type: "event";
    Name: string;
    Data: T;
}

By having all messages follow this structure, it's easy to check type === "response" or type === "error" and handle it appropriately. Then, everything inside of Data is freeform to allow mods to respond with any data structure they want. (The error message data could also be under the Data key instead of the Error key, but that's beside the point)

livid shale
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@shrewd orbit Here's the repo with the little bit of stuff I got done the other day. There's a couple TODO items in the readme, but some of the stuff is also waiting on changes in the mod itself. https://github.com/Rodentman87/kwp-ts

GitHub

Contribute to Rodentman87/kwp-ts development by creating an account on GitHub.

shrewd orbit
livid shale
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yep, I think keeping things all together instead of duplicating work is the best way forward both for devs and for users

coral forge
livid shale
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I can't wait for colonies, I want to make funny spreadsheets and stuff. Maybe a fake Kerbal delivery company with a tracker page that fakes like package tracking for the delivery routes

coral forge
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the delivery system is in the game could see what I can forward

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#🔵ksp2-findings message

livid shale
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oh yeah I know it's there and will be there, just daydreaming about making funny UI for KSP

eager wyvern
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I need some general programming advice. I'm a part of a high school robotics team, and we have some serious lack of documentation and sometimes it's really confusing to fix things when they break or to implement new features. How could I/The programming team fix/make the documentation better

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I'm asking you because our programming mentor doesn't do a lot of open source, and you sure have more experience than my 2 years of Java

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😄

solemn orchid
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good rule of thumb is to reduce nesting and add comments explaining the purpose of functions

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i think its said to avoid going more than like, 3 deep on nesting

livid shale
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also, if you're using JS add JSDoc comments to functions. If you're using Java, add JavaDoc comments to functions. Just adding those can go a long way to getting stuff much more usable

eager wyvern
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👍

rigid oak
eager wyvern
coral forge
eager wyvern
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Ok

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Btw i am almost done with the first iteration of the control screen. I'll send a image when it's done

coral forge
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cool

livid shale
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Made a PR to update the mod to SpaceWarp 0.4. I tested the changes and everything appears to be working fine, there's just some structural changes to the mod folder that need to be done to fit the BepInEx plugin format

livid shale
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yeet

ornate socket
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hey i saw that there was talk about using websocket-sharp in ksp2, have you been able to get it working and is it server or client, im trying to get the client working but running in error 1006 which is a "low level error" with like no real ways to fix it (ran into this before). Im probably going to just implement with system.net.websockets but was interested to hear if other people where able to get it working

livid shale
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I got websocket-sharp working as a server. Didn't run into any issues at all

ornate socket
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very weird, how did you install the package, just nuget and then put it alongside the mod dll in the mod folder?

livid shale
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I just manually downloaded the DLL and then put it alongside the mod dll in the folder, yeah

ornate socket
livid shale
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This was also running on space warp 0.2 without bepinex, and I haven't tested it again since then so I don't know if it still works. I assume it would though

ornate socket
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yeah i wouldnt see how that could have change anything

livid shale
lofty frost
# ornate socket https://www.nuget.org/packages/websocketsharp.core/1.0.0?_src=template this one ...
ornate socket
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okay no worries, ill try to download the dll manually instead of taking it from nuget and nuget folder, dont know how that could make a different but worth a try

lofty frost
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didn't try the client

livid shale
ornate socket
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ah

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okay yeah this is a different release

lofty frost
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If you're connecting HTTPS and either end is using a self signed cert then that's borked

ornate socket
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hmm seem to be getting compatibility issues with that one

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oh my mod seems to be on the wrong dotnet version, im on net standard 2 and example mod is on net472, that could explain some stuff

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nice i have a connection now, thank yall for the help!

coral forge
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after work I will push an update for #1082724691724214393 and then the rest of the time will be dedicated to getting this into a release ready state.

#

Heres a road map, suggestions? changes?
(Expanded api from user suggestions: this will be in every update)

V0.1.0:

  • Rest API
  • Basic endpoints (aka whats on the github issues list)
  • Inbuilt web hosting for your own frontend server
  • Autogenerated api docs
  • Expandable API with mods

V0.2.0:

  • Websocket API
  • More ship controls (websockets will give better realtime control)
  • Basic frontend included
  • Expanded api from user suggestions

V0.3.0:

  • Parts [Camera, Locator]
  • Part camera will allow for a video stream
  • Part locator will allow for real time craft tracking (aka optional)
  • Expanded api from user suggestions
eager wyvern
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I think that's pretty good 👍

coral forge
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want to try and get v0.1.0 out before this weekend.

eager wyvern
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I've been pretty inactive on the project because its finals week and our first robotics playoffs of this season is Thursday. Should be able to put some more attention into this next week

coral forge
eager wyvern
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😯

livid shale
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when other mods add methods, I think it would be important to either encourage, or enforce method prefixes of the mod's modid, that way we wont run into any collisions where two mods try to register a method with the same name

coral forge
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good idea

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Might add api.new

coral forge
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Something else that I might add is a system to load in api extensions through sources that are not mods.

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basically if you wanted to extend the api without having to create a mod or compiled code.

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Will also help testing new apis as you wont need to reload the game

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infact I might move the internal apis over to it

coral forge
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someone whos good at frontend development could probably improve this

ember plume
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Don't use var. Use const / let instead

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And you don't need XMLHttpRequest. You can just use the buildin fetch api.

coral forge
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you could. thats just an example of how to use the api. you can use what ever system you like. I prefer XMLHttpRequest

ember plume
coral forge
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I more meant the style, I suck at frontend design. my area is backend.

ember plume
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var is completely obsolete in modern JS.

coral forge
coral forge
coral forge
#

just need to write up some docs for the mod its self.
Setup
Internal web server for hosting your own site - no third party software needed
API expansion - non mod
API expansion - mod
Forwarding to the internet - Nginx Proxy Manager + ssl + auth

coral forge
#

wow I suck at writing docs

livid shale
coral forge
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https://github.com/Bit-Studios/KerbalWebProgram/pull/36
New api loading system
Moved internal api into its own branch - should be in its own repo will move some time this weekend
Template api repo created
API doc generation

wiki docs in progress

GitHub

Moved internal apis into a new branch (should really be a new repo) using the new api loading system, created template api repo as well https://github.com/Bit-Studios/TemplateAPI started work on th...

coral forge
eager wyvern
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Also I'm at robotics rn

coral forge
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Note for when webhooks get added.

Using the ingame message system will be the best option

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Lots of options to pick from

rigid oak
coral forge
rigid oak
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I was gonna add message abstraction to space warp then saw that and walked to the nearest rocket and left earth

coral forge
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lol

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im probably going to find a way to do one manually and then template for the rest of them.

coral forge
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will finish off the wiki docs tomorrow. and hopefully the pull request goes through.

livid shale
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I think I'm going to completely rework the docs, and rather than them being a static page, just have it load the method data at runtime, that way we don't need to worry about load order of other mods affecting what ends up in the docs page.

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and if for some reason things end up changing at run time it'll always be up to date

coral forge
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want to get 0.1.0 out early tomorrow to get user feedback on the current features and to find any bugs that have been missed.

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hot reload is the first thing being added as its half done on my local branch

lofty frost
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less frontend to maintain

coral forge
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that wouldnt work with this.

coral forge
coral forge
eager wyvern
#

W 👍

coral forge
#

Updated the forum post with an API Extension list

jolly relic
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You think it's possible to do something like a local web server that has a "command" station. Be able to display the map, vessel info mods and information windows on a separate monitor?

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Haven't looked at your mod yet but definitely interested. Was thinking about API the other day

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Would be cool to play the game while in flight basically from a custom command center on a local server and then just have the game monitor be visual camera only

coral forge
jolly relic
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That's crazy honestly I have like NASA control images going through my head for this. Very cool

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Be able to actually like launch multiple missions and track all of them on another monitor and do large scale planning for concurrent missions and visually keep tabs on all of it

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Status of colonies and production maybe when they come out

coral forge
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Well from a technical standpoint you can do anything with the mod. if it has a missing api you can add it through the api extension system

coral forge
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@feral pagoda

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@eager wyvern is the one whos been working on the frontend, they would be the best person to speak to for that side of things.

feral pagoda
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Glad to lend a hand!

eager wyvern
feral pagoda
# eager wyvern I am a little inactive right now because of my new classes and robotics, but I s...

Sorry for what may be a few dumb questions as I get my footing here:

How should I setup and check out the back end and front end? Do I install the mod and then clone the front end to begin testing them out, or should I clone the most recent backend version, etc? What's our dev environment supposed to look like, basically.

I'm playing around with the mod as is, and I'm starting to get the hang of it. I definitely like this.

coral forge
coral forge
quaint olive
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case "jepg": ctx.Response.ContentType = "image/jpeg";

coral forge
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oh no

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ffs how did I miss this

quaint olive
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I guarantee you're not the first

coral forge
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oh well people can just use jpg since its the same thing.

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this will be fixed in the next version. some time at the end of this month.

livid shale
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if it's for loading the web page, I feel like that kinda defeats the purpose of having the server in the first place. Why use our worse-than-in-game web UI rather than just... the game which you currently have open and focused?

coral forge
tame orchid
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I like this idea

hoary whale
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EVE Online had that, it was not bad to keep game-related bookmarks out of the main OS environment. I could see myself using it for specific tools like a transfer planner.

ornate socket
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hey, just shooting a message in here because im a bit confused, im making something kind of simular (not the same ofcourse) but im for example also calling stage from a remote, from the codebase (in the api branch) i found that this codebase just does "GameManager.Instance.Game.ViewController.GetActiveSimVessel().ActivateNextStage();" but when i do that, it works only when the resulting stage does not result into multple vessels, has this worked in testing?

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i solved it myself with some reflection stuff after trying to do it cleaner for a couple of hours but im interested in hearing if there is another way and doing it more cleanly

coral forge
ornate socket
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and that has been tested and works?

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because that is what i tried and crashed my game, or does this require any other like setup for it to work well?

coral forge
ornate socket
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well yeah but that would also work for me, like i said i crashed when the stage resulted in there being more active vessels, aka on a decouple. It might still work the same for you but i would like to get a distinct yes or no if that was tested and worked fine because then i can look into why it didnt work on my end

coral forge
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not tried, that was pre patch as well. ¯_(ツ)_/¯

ornate socket
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okay fair, thank you for the response

coral forge
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sorry for not being much help.

ornate socket
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well no it helps a lot because if it worked perfectly on your end i would have to look into why its so fucked on mine, and now i can kind of look at with more confidence that it might not work that way 🤷

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btw in case you would be interested, im now just forcing the _stagingTriggered private variable in FlightInputHandler on true via reflection

coral forge
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just so no one gets confused. this is still being worked on

coral forge
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plan to get 0.2.0 out some time this weekend

rewrite of rest server
addition of UDP server
addition of WebSocket server
addition js modding
addition of ingame web browser with ability to "Merge" with ui. aka it will be seamless with the ui

errant dune
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Oh sat scanner included in update? watch

coral forge
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I think your thinking of a different mod.

errant dune
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Oh that your other my bag sorry

vernal osprey