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hydrotech's Issues

Spring cleaning!

This code is very old, and very... od formatted. I need to understand what happens first and foremost before I can actually put any work into this. Gonna go through every single class and reformat, simplify, and merge files when possible. Not a fan of partial classes, rather would organize my stuff in #region blocks.

Already went through three files, and merged two of those together. Let's hope this keeps on going faster.

Cache GUIStyles and GUISkins

Right now, a dozen of GUIStyles are being created every frame, and that can't be good for memory. I should cache them in a Dictionary and fetch them as needed.

Also, allowing to switch between the default and KSP GUI skins would be nice.

Fix the last GUI bugs

The UI still acts very strange. I can't tell if it's by being related to the HydroJeb part, from the strapped-on RenderingManager replacement I snuck in, the on screen button, or my unfamilliarness with the code, but there are still some oddities.

Have to fix the following:

  • The panels in the editor only show the second time it is entered
  • The on screen button only shows after pausing the game
  • Errors are thrown when pausing the game
  • The on screen button stays in the space center and in all subsequent scenes
  • LineRenderer errors after going to the pad from the second entry in the VAB

Fix the landing autopilot

The landing autopilot works mostly... Let's just say I crashed. It obsiously needs some rework. I'm considering removing this part entirely honestly, it feels a little out of scope.

Port some RealChute utilities in

There are a few utilities from RealChute who would be handy to have here, namely:

  • EnumUtils
  • Some Part/Vessel extensions
  • Some utilities methods

New parts

So, to bring this mod back from the grave, many things need to change. First off, those parts need to leave.

That's why I'm asking you, @sumghai :P Wouldn't trust anyone else with this but you.

The parts I would need are:

  • Radial attached docking camera
  • Radial attached docking target
  • Docking ring (w/ camera and target) - 0.625m, 1.25m, 2.5m
  • Radial autopilot unit
  • On screen target decal
  • AppLauncher icons
  • Flags/Agency
  • Part descriptions

Optional

  • Docking ring with integrated docking port

As you can see in this thread, in the video, this mod is very old, and the parts are...... I guess 'basic' would be the word.

Of course this is entirely optional, you don't have to accept. Not only that, but we are speaking of very long term, I would plan a release somewhere this summer, there's a shitton of work to do here, and I can currently test with the parts I have. Not only that, but I don't even know yet the specific things parts need to make the camera and targets work, although you could probably reverse engineer it yourself by looking at the parts in Unity.

So, if you accept, I'd be glad to partner with you for yet another mod :)

Redoing the UI as a whole

I have a weird feel with this UI. It does the job, but there are some oddities and weird design choices I'd like to address. I'm gonna leave this here for now, I'm not sure this will go in the first release, but it's worth documenting.

Porting all static managers to KSPAddon

So theres a lot of static classes manager, who relied on HydroJebCore, who relied on HydroJebPart for updating. So by removing HydroJebPart, i kinda have to make all those managers self sufficient.

I should create one big flight manager with subclasses for each manager.

Get rid of the File loading system

This one is old and dates of System.IO being locked. It's far too complex and makes very little sense. Need to convert that to a classical ConfigNode saving method.

[Misc] Release thread logo

Something I whipped up for the release thread when the time comes:

hydrotech_logo

I decided against putting "RCS Autopilot" as part of the logo, in case you want to use the HydroTech branding for other projects in the future.

Enging/KSP update

So this is really old, we're speaking three years, 0.21.1 to be precise. Last update was in August of 2013, before RealChute was even released. So this needs some very much needed Unity and KSP updating work. Notably, this needs to stop using RenderingManager and switch to the usage of the AppLauncher.

However, gotta clear #2 before this can go on.

Unlock autopilots through career nodes

This needs career integration, like unlocking different tools and autopilots at different moments through the progression of the tech tree. Should see about this. Could look at MJ for node placement inspiration.

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