kspsnark / betterburntime Goto Github PK
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License: Other
KSP mod for a more accurate/reliable "estimated burn time" indicator on the navball
License: Other
KSP Version: 1.8.1.2694
Mod Version: 1.10
The mod causes game to stop loading halfway due to config loading error.
Upgraded to 1.5.2. Had issues with the navball overlay during target approach mode and impact timing modes. I reverted to 1.5.1 and the issue went away. I restarted once with 1.5.2. I've attached a screenshot of what I saw during the target approach mode. Sorry I didn't get the landing effect, but it was nearly identical. Maneuver node guidance appeared to be unaffected and the effects only occurred while in the applicable ranges for approach to target and impact.
Noted issues:
The top of the navball is overlayed over the velocity indicators.
The attitude indication clips the prograde/target reticule and obscures it.
The time to target/estimated burn time indications are missing.
When UI is set to anything other than 100% the Text indicator is displayed over the nav ball (overlaps making it hard to read)
Leaving the UI scale at the default value but changing the nav ball size or position the text is displayed correctly
The (~) insufficient fuel indicator in the Est. Burn text is often displayed incorrectly when the maneuver being planned has just crossed the sufficient/insufficient fuel boundary, because the text only gets updated when the (rounded) integer number of estimated seconds changes. Internally, BetterBurnTime does correctly compute whether there is sufficient/insufficient fuel -- it just fails to indicate so in the Est. Burn text display.
Example: Consider a ship with just enough fuel for a 20.1 second burn. While planning a maneuver and slowly increasing the planned burn time past 20.1 sec, the Est. Burn text doesn't actually change to (~) until the planned burn reaches 20.5 sec (when the Est. Burn text gets rounded up to 21) at which point it displays (~21). So, the Est. Burn will indicate that there is sufficient fuel for a 20.4 second burn, but there isn't.
Once past the 20.5 mark, then slowly decreasing the planned burn time (back down to 20.4 seconds) will now display (~20) correctly, but continuing to decrease to 20.05 sec fails to register in the Est. Burn text: it continues to display (~20) which is incorrect; there is indeed sufficient fuel for the 20.05 sec burn. Indeed, it continues to incorrectly indicate insufficient fuel all the way down to 19.5 sec (when it would round down to 19).
The max burn time calculation is wrong, and hence the Est. Burn (~) insufficient fuel indicator too, for engines which consume fuel mixtures of unequal density, because BetterBurnTime doesn't take fuel density into account.
This bug doesn't manifest for the stock LF/O engines only because LF and O happen to have the same density (5 kg/l) so ignoring it "works". But for engines which use an LH2/O mixture (e.g. @ChrisAdderley's CryoEngines) or any other fuel mixtures of non-homogeneous density, BetterBurnTime miscalculates the max burn time, always indicating insufficient fuel when there will actually be plenty.
I recently updated from KSP 1.3.1 to 1.7.3, and updated BetterBurnTime accordingly. However, a strange new bug has appeared in the orbital mechanics during rendezvous with a target vessel.
Just as I reach my closest approach and begin my velocity-matching burn, the game freezes for a moment, and then the target vessel's orbit suddenly changes- it's periapsis drops considerably, to more-or-less the same periapsis as my active vessel, or slightly lower. My distance to the target vessel also increases, generally by a few kilometers, and my relative velocity drops to only a few meters per second.
I'm not 100% sure this is a bug with BetterBurnTime, but it seems likely given that it always happens just after the three large dots to the right of the navball disappear.
I'm running Windows 7 Professional x64, in case that's of any help.
Great mod, thanks!
Is there any chance you could easily write an API that will return the burn time? My coding abilities are inadequate. I'd like to try implementing it in RemoteTech to improve the flight computer burn accuracy.
Hi, first I want to thank you for this must have plugin.
I would like to see localisation support for this mod. KSP now supports many languages and, even if this plugin has not much text in it, it would be really nice to be able to translate it. So everyone can have a UI in their language without mixed words here and there.
Thank you in advance (even if you are not interested in such a feature) and keep up the good work.
As KER and MechJeb can take this into account and a KAC alarm represents this, too, I suggest that BBT also does it:
When the actual stage got not enough dV for the whole maneuver burn, the next stage is also taken into account.
Better Burn Time generates this error several times every time it is initialized:
Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
I think it's coming from here (since this method is dealing with UI elements it converts the standard transform to a RectTransform): https://github.com/KSPSnark/BetterBurnTime/blob/master/src/BurnInfo.cs#L262
This is harmless as far as I know, but somewhat irritating to see when you are monitoring the log a lot. The solution is to use:
clonedObject.transform.SetParent(source.gameObject.transform.parent, false);
I understand that the Burn Countdown was marked obsolete with KSP 1.5 however I do not know why. Can you please provide a configurable option in the CFG file to either have it disabled by default or enable it?
This will cause errors at random times. I'm getting compile errors because my mod is set to .NET 3.5 (which is what KSP uses) and your dll is built wrong
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