chrisviral / hydrotech Goto Github PK
View Code? Open in Web Editor NEWRCS docking autopilot/docking came for KSP
RCS docking autopilot/docking came for KSP
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.
I'm suspecting this is the source of 99% of the weirdness. I don't like that Part. It needs to be fixed.
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.
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 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.
There are a few utilities from RealChute who would be handy to have here, namely:
Most of the docking autopilot works except for well, the autopilot itself. I need to figure out why it won't do anything.
This whole thing really needs an applauncher button and stop using that on screen pasted button. That doesnt look very good.
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:
Optional
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 :)
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.
Made a general settings window in the SpaceCenter, need to figure out some stuff to out there as I go. I know it'll come handy.
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.
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.
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.
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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