#Community Fixes & Kerbal Life Hacks

1 messages · Page 2 of 1

carmine coyote
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what do you think?

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I also added coloring for the maneuver patches

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these are the colors in order of the respective patch indices

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in theory only 5 (or 6 for the maneuvers) are needed, because that's the maximum the game allows

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but better be safe than sorry

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😆

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and if for some insane reason, these were not enough, I actually index the lists modulo their lengths, so the colors would just repeat from the start)

ripe bridge
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Awesome! I’d like to double check KSP1 too to keep it similar

carmine coyote
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it's quite different, I wanted to keep the same color scheme as the stock game

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blue and similar colors for the main trajectory, orange and similar colors for maneuvers

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no reason to mimic KSP1 here imo

carmine coyote
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bookmarking this here

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would be a nice next life hack

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(for the Color Manager in the VAB)

ripe bridge
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@carmine coyote after seeing the video - I was on mobile - I think it's definitely cool 😄

carmine coyote
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and, if I just waited a bit longer, unnecessary, too

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since it's coming in the next game update

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lmao

ripe bridge
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lol!

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I didn't see the update

stone jungle
carmine coyote
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Awesome, thanks!

wild pagoda
wooden minnow
# carmine coyote bookmarking this here

I've been saying this! Although the replies in the thread bring up a good point -- we need a bit more than a simle hex code since there's also transparency

ripe bridge
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it could be simply #RRGGBBAA

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no?

wooden minnow
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yeah basically

wild pagoda
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Currently using ColorUtility.TryParseHtmlString to parse the hex, but does not seems to work with alpha values.. need to check

wooden minnow
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@carmine coyote another thing mentioned in the thread that I think might be worth adding to the fixes: when renaming a craft in the tracking station, the colour of the background becomes nearly the same as the colour of the font, so it's very difficult to see what you're typing. It's likely that they'll fix that with the upcoming font change, but it should also be pretty quick to implement while we wait for that?

wild pagoda
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Alpha can be easily controlled with the slider anyways but if i can also make it accept in hex is a plus

wooden minnow
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Yeah just having the hex would already be a great improvement

ripe bridge
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Yes the hex itself would be huge

wild pagoda
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Got it working also with alpha

wooden minnow
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Nice

carmine coyote
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similarly to what we do for example for the Mods page in Settings

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you can do that very easily with just something like

var originalObject = GameObject.Find("path/to/some/text/box");
var myTextBox = GameObject.Instantiate(originalObject, newParentTransform);
wild pagoda
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Thanks for the tip! I'm doing that now.. but still, working with UGUI is a pain in code.. With UITK is so much easier

carmine coyote
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I definitely agree with that!

simple marlin
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I was thinking of adding a hack that lets you set your target body/vessel+part through dropdowns and without having to go to the map and fumble around. anything like that already in the works y'all might be aware of?

simple marlin
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Also, @carmine coyote I get an error inside OrbitalLineColors.cs: Feature 'collection expressions' is not available. Please use language version 12.0 or greater Doesn't seem like the language is explicitly set in the .csproj, but setting it to 12.0 there does in fact resolve the issue for me.

You guys do little fixes like that as separate branches/PRs, or push them straight into dev or something?

carmine coyote
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Ah, that sounds like you have multiple versions of .NET SDK installed and for some reason, it's not picking up .NET 8 as the current/default one

carmine coyote
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And I do push my stuff directly to dev, but you won't have access to repository by default, so PR is the way to go 🙂

simple marlin
static spruce
simple marlin
carmine coyote
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one thing that will make this kinda difficult is that we'd need to add a Unity project for Kerbal Life Hacks in order to make a UI for the target picker

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because so far none of the other "hacks" have their own windows

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I'm wondering if it wouldn't make more sense to make it its own mod considering this

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there wouldn't really be much of a difference in difficulty

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plus SpaceWarp.Template includes a ready-to-go template type for UI projects, which would make it easier to get started than adding it to an existing project, I think

simple marlin
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Ah, I see. I was thinking the UI could be built programmatically, but would definitely be more straightforward from within Unity.

I looked at the repo for Flight Plan, and THAT didn't look like a Unity project either. I get the sense there's a piece of the puzzle I'm not seeing here

carmine coyote
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but Flight Plan (at least the current version) is not using the template

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or rather, a very old version of the template

simple marlin
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oh i like this template

ripe bridge
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the template is chef's kiss

static spruce
carmine coyote
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oh I can probably do that right now

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I have all that done and working, just not the localization yet

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one thing that I would ask of you before I do it is, if you don't mind, to merge your changes from master into dev, for some reason dev is actually behind master

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and I'd rather make a PR into dev, but my code is based on master

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@static spruce

static spruce
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I can do that. I'll get that sorted and then post here.

carmine coyote
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thanks!

static spruce
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Dumb question just to be sure I don't f this up. Does this look right to pull from Master into Dev and get them aligned or do I have this backwards? That would be a disaster.

carmine coyote
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yep that's right

static spruce
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OK, that's don, but it also says Dev is one commit ahead of master.

carmine coyote
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it's just the merge commit, that's expected

static spruce
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So this is expected and is inconsequential?

wild pagoda
carmine coyote
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Oh that is looking amazing!

wooden minnow
wild pagoda
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Thanks!

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Btw I just found out that using HDR colors you can make glowing parts 😄

carmine coyote
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yo

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that's crazy

simple marlin
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Ah, damn, and here I am already having used the mind-blown emoji

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It doesn't look like it affects the emissive maps, so the light won't be reflected or affect other parts, but it's awesome nonetheless!

wild pagoda
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Yep, it's just the albedo, the glow is from PP effects not real emissive light

simple marlin
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i kinda need to see a whole glowy rocket, though

wild pagoda
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i tried but doesn't look very good, it's good for small parts

simple marlin
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your contribution to Science is appreciated

carmine coyote
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this is what NASA should be spending taxpayer money on

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glowing rockets

wooden minnow
wooden minnow
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Raver Space Program

wild pagoda
wooden minnow
wild pagoda
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Values past 1 are HDR colors

wooden minnow
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Ah, makes sense

tame hazel
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We are about to have way too many cyberpunk rockets

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don't remove the constraints

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or I mean dont constrain it

mental tundra
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(both the color picker improvement and the shiny neon rocket)

wild pagoda
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And since the kerbal suite take the colors saved for your agency, glowing kerbal suits, here we go 😄

stone jungle
sick kite
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Mmm, Tron

lunar widget
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nice

wooden minnow
lofty dock
static spruce
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Amazing!

wild pagoda
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@carmine coyote Hey, made the PR with the VAB Extended Color Manager, did some testing and seems to work fine but the code is a bit messy and I may have missed something, I did my best 😄 Let me know

carmine coyote
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awesome, thank you, I'll take a look at it shortly!

lofty dock
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@carmine coyote, for VesselLandedStateFix, I think you need to check for Splashed state as well

carmine coyote
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oh damn, that's a new one

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I haven't seen that one before 😆

lofty dock
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Might have been an unusual landing spot few have reached so far 🙂

carmine coyote
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fixed, thanks

lofty dock
charred glen
carmine coyote
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to be fair I don't actually fix this bug, it's just a very dumb workaround

charred glen
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How many times until community fixes eradicates it

carmine coyote
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like I literally just check if the state is wrong and update it

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that should do the trick

tame hazel
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Making people install spacewarp 1.9 i see

carmine coyote
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indeed

high brook
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Updated forum topic.

carmine coyote
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thanks!

high brook
carmine coyote
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will do after lunch, thanks

carmine coyote
# high brook <@366972069440913418> can you create a new thread https://forum.kerbalspaceprogr...
carmine coyote
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@high brook they just completely ignored that DM and didn't lock the thread

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Would you try to report it instead?

high brook
carmine coyote
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Thanks

simple marlin
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What happens when ships are docked as far as names are concerned? Do their identities get lost for good? I wanted to suggest a life hack that shows the craft's name instead of the part model in the Resource Manager so that you could more easily select which you were trying to transfer to and from, but based on what I've seen with some undocking behavior, I'm thinking the name used from the VAB is lost when you dock two craft.

Anyone know for sure on the functionality there?

frigid lance
# simple marlin What happens when ships are docked as far as names are concerned? Do their ident...

I've seen inconsistent behavior. I want to say I've seen it give another number, like Starship-2 undocks to be Starship-2 and Starship-3. But sometimes undocking gives one of the two vessels DefaultName-3 or something like that. Finally I think I've seen it actually remember the different names. It's maddeningly inconsistent. I think one variable is probably whether the vessel is pre-docked in the VAB or if you dock / redock after launch. I'm not sure what the other variable(s) are. For reference, I play with CF & KLH with default configs.

carmine coyote
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I added a fix in 0.11.0 for this to keep the original names when undocking

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#1183537268565229648 message

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it should still work

frigid lance
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@carmine coyote so what is expected behavior with the community fix enabled and a vessel pre-docked in the VAB? Also does it matter if you rename a vessel in the tracking station prior to docking? I'm not pushing for a fix (I don't mind renaming there if I need to) but I'd be happy to help out with save games if I see a deviation. If you're interested, what save games would you want? One prior to docking, one with them docked, and/or one with then undocked?

carmine coyote
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I don't think I've ever tested that use case to be honest

wooden minnow
carmine coyote
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nope, not yet

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I would like to first either make it compatible with Color Presets, or add the functionality of Color Presets into it

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because currently the UI breaks when you use both at the same time

wooden minnow
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Makes sense

cobalt bison
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hmm, is it just me or are experiments still pausing spuriously in 0.2.1.0

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skimming through the code in dnspy it looks like the science experiment code still has the same bugs from 0.2.0.0, and may be entirely unchanged

carmine coyote
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hm

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it's possible

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to be honest I didn't test it too extensively

cobalt bison
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let me try validating files, disabling all mods, and using a fresh save just in case

carmine coyote
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I kinda just trusted the patch notes when they said they fixed it lol

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but it could have been a different similar bug, or something

cobalt bison
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at a glance it seems like they may have just forgotten to commit whatever patch they were citing in the changelog or something, lol

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they mentioned a new "suspended" state for experiments which I don't see anywhere

frigid lance
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I've seen inconsistent results. Sometimes it works, sometimes it doesn't. Orbital survey seems fairly consistent. For most (if not all) planets, you can do orbital survey in low orbit separately for each scientific area, but in high orbit you just get credit for one, regardless of what biome you are in. If I remember correctly, it correctly pauses in low orbit and will unpause on its own when you reenter the area. However, it shouldn't pause when you transition biomes in high orbit but it does, and I've found the need to click unpause manually immediately after switching. Also once in a while things don't seem to work the way they should, but I'm not sure of the details / root cause. I've had the radiation thing stop and need to be reset manually before continuing.

cobalt bison
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yeah, I think I'm starting to figure it out

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in 0.2.0.0 there were two different issues:

  • experiments would always pause when switching region, even for those that don't care about region like orbital survey in high orbit
  • experiments needed to be manually restarted which is painstakingly tedious with long-running experiments that flip between biomes frequently (e.g. orbital survey in low orbit)
    it looks like 0.2.1.0 seems to have fixed the latter issue by resuming experiments when they return to their initial region, but not the former
tame hazel
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I think the always pause is intended

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Where it pauses on a new biome and then waits for the original biome again

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I think thats intended

cobalt bison
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actually hmm, now it's not pausing on biome switch for me

tame hazel
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Thats even odder, it should pause on biome switch I thought

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They should just do away with this pausing system alltogethet

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Just have the experiment to have a state per situation

cobalt bison
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this code is a mess

tame hazel
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Remember you are looking at decompiled code

cobalt bison
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it looks like they did actually fix both of the issues from 0.2.0.0, but there are at least two new bugs

cobalt bison
tame hazel
cobalt bison
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probably

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anyways - the new issues I've found are:

  1. when an orbital survey experiment is started in low orbit and the craft shifts to high orbit, the experiment resumes running and just yields a high orbit research item (high orbit -> low orbit works correctly but with some weird context messages in the UI)
  2. time warping at high speed with a running experiment can result in experiments being "eaten" and reset rather than completing when the remaining duration goes negative at a bad time (this was also technically possible in 0.2.0.0, but nigh impossible to encounter due to the constant pausing)
lofty dock
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From my playthrough, you start the Orbital Survey experiment at a specifi region and then it needs to complete that region before you can start in a new one. So it pauses when you get to a new region and resumes when you get to the original region. If you start the experiment in a new region, it then wants to complete that new region and forgets about the old one. Tedious still.

cobalt bison
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that's how it works in low orbit, but high orbit yields the same data regardless of region

carmine coyote
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well, that's experiment-specific

cobalt bison
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yes, this is for the orbital survey

carmine coyote
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oh lmao, I was thinking Orbital Survey aka Falki's mod, not Orbital Survey the stock experiment type

cobalt bison
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ah, lol

lofty dock
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I mean the stock experiment, yeah 🙂

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for high orbit there's no validlocation so there's no requirement for a scienceregion, i.e. it behaves as it's a single region

carmine coyote
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yeah right

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gotcha

sharp totem
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ok so we can acces the part manager even without vessel control

strong egret
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would it be possible to add the CR-7 R.A.P.I.E.R in Air-Breathing Engine Mode to the usable jet engines for the "It's Breathable Enough" side mission?

sly coral
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kerbals don't count down anymore :(

ornate quartz
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Hi @carmine coyote, I made a PR to add a fix for the debris name in the Tracking Station

carmine coyote
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oh nice, thanks! I'll take a look at it sometime today

mossy fulcrum
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That’s been an ache for me personally

carmine coyote
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whatever the original name of the craft, it gives me "Debris of Default Name"

ornate quartz
carmine coyote
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one of them was relatively complex but the other was just one of the stock sandbox rockets

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with the 4 small side SRBs

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I just burned straight up until I got to space, and then decoupled them, and the screenshot is taken right after that

ornate quartz
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Thanks for the release @carmine coyote . I was planning to send you a message to let you know about my PR but you were quicker.

My first fix only handled the simple case where a single debris was generated linearly. My new fix covers the following cases:

  • multiple debris generated by linear separation above the root part
  • multiple debris generated by linear separation below the root part
  • the root part becomes a debris
  • multiple debris generated radially
  • decoupling and undocking of a debris
  • decoupling and undocking of a ship (a consequence of my fix is ​​that the two ships end up with the same name, I had to slightly modify the fix on the name management during decoupling so that it also handles this case).
sly coral
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we are so back

sly coral
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someone needs to fix SAS t hough

ornate quartz
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What do you mean?

sly coral
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like clicking retrograde doesn't make it point retrograde, and just spins the craft, or the fact planes turn wobbly when you just turn it on

carmine coyote
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I think I've only ever seen that first bug once, but generally SAS really sucks in comparison with KSP1, it's extremely overtuned and induces oscillations

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but it might be possible to "fix" that by just adjusting the parameters of the internal PID controller

sly coral
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i just want it to point where i want it, not just dance around or flip

ornate quartz
sly coral
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w

mossy fulcrum
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Yoooooooo

paper ice
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whoop whoop!