MOARdV / AvionicsSystems

MOARdV's Avionics Systems for Kerbal Space Program - a new generation of IVA enhancement.
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DSKY Rendez-vous seems to be broken. #222

Closed snakeru closed 5 years ago

snakeru commented 5 years ago

I have filed this issue in the forum thread. Re-posting here just for the tracking purposes.

I have tried making an orbital rendezvous and DSKY reports no info (all minuses). The screenshot features MAS 0.90.0.

screenshot-20180812-185531
MOARdV commented 5 years ago

It has been a long time since I worked on the DSKY. I remember that it was incomplete when I got busy working on other things, and I think you found what I did not complete.

I would have to review alexustas' original DSKY to remember exactly what the top row RNDZ button should display. I think it was closest approach data, but I could be mistaken.

The middle row MNVR button should display time to maneuver. Although I think the RNDZ mode overrides that with time to closest approach.

The bottom row TRNSF button I believe would show delta-V required to start a Hohmann transfer orbit to the target. Again, MAS has that information available, but the script does not currently implement it.

So, I think it should be easy to fix 2/3 of the missing functionality, and only a little bit more work for the remaining 1/3. Thank you for the reminder that I need to finish the instrument.

(EDIT to correct the button labels I mentioned here)

MOARdV commented 5 years ago

Done. Documentation of intended behavior is over here.

theonegalen commented 5 years ago

You're really cleaning up today!

MOARdV commented 5 years ago

You're really cleaning up today!

Yeah. I'm pushing the "release before 1.0" this weekend, along with a mod that showcases the more advanced IVA tricks that MAS allows (hiding over here).

snakeru commented 5 years ago

@MOARdV I might have a feature request then. I tried to implement a science controls instrument about a week ago but quickly realized, that (1) I have no idea, how to do that and (2) existing instruments cfg files seem to be only configurations for instruments that already exist, which confused me.

Basically, I expected that I'll be able to group together switches, toggles, colliders, etc in a cfg file and specify their relative positions and then later on be able to include the whole group as a single instrument. However, that might be just not how Unity works.

I now start to suspect that .mu files hide the configuration I need which means I won't be able to do that (I only have text editor).

theonegalen commented 5 years ago

Yeah. I'm pushing the "release before 1.0" this weekend, along with a mod that showcases the more advanced IVA tricks that MAS allows (hiding over here).

ooooooh. This might be the one thing that is going to get me to download BDB. It's just so big, and my RAM is so small. :D

MOARdV commented 5 years ago

@snakeru :

Basically, I expected that I'll be able to group together switches, toggles, colliders, etc in a cfg file and specify their relative positions and then later on be able to include the whole group as a single instrument. However, that might be just not how Unity works.

You can mix & match props using MODEL nodes like other KSP models (that is how the modular switches work). The problem occurs if active components (colliders, transforms for animations) are duplicated.

BDB. It's just so big, and my RAM is so small

It's a huge mod. I have it cut down to just the Apollo, Saturn, and a few odds-and-ends (separatrons, launch clamps).