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Releases: schlosrat/ManeuverNodeController

0.8.2

12 Apr 22:20

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Hot Fix to correct how gameState is checked so that the KSP.log is not filled with exception reports during game startup

0.8.1

12 Apr 21:40

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  • Updated for compatibility with KSP2 v0.1.2
  • Added display of maneuver node start time and burn duration

0.8.0

07 Apr 15:29

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  • Cleaned up and compressed the GUI - more info in less space!
  • Changed the color of Prograde info to green, aligning with maneuver node vector colors
  • Added Current Orbit and Next Orbit info so that the user can see the numerical effect of updates to the node

0.7.6

06 Apr 14:13

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  • Fixed issue where MNC GUI would stay up in the VAB and at the KSC screen. The GUI may stick around during the loading screen while transitioning to the VAB, but will drop automatically once you're there. It's just sticking around to enjoy the cool loading screen cause it's friendly that way.
  • MNC GUI also sticks around (and is quite useful!) in the Tracking Station.
  • BUG (with KSP, not in this mod): MNC GUI also sticks around in the Training Center, but who uses that anyway, right?
  • Fixed issues with how MNC creates and manipulates nodes so that now the Snap To functionality works as intended

0.7.5

05 Apr 18:30

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  • Cleaned up node creation
  • Cleaned up button handling
  • Eliminated sources of Null Reference Exceptions (no more polluting the KSP.log)

Known Issue: When changing the time of a maneuver that has a non-zero burn by means of snapping to specific points on the orbit, the maneuver node gizmo will sometimes be placed in odd locations (not on the orbit). When this happens, the projected new orbit is generally slightly wrong too. Clicking the Snap To button a second time should solve this when this occurs. This release is distributed as a Debug version (the *.pdb file is included) to aid users who wish to help track down this issue.

0.7.4

03 Apr 11:22

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This build focuses on cleaning things up and makes some important improvements in preventing and trapping Null Reference Exceptions which were ballooning in the KSP.log

  • Cleaned up code that was producing lots of Null Reference Exceptions in the KSP.log.
  • Added code to trap the remaining NREs (which are occurring in KSP2 code, not here)
  • Removed unused MJ code.
  • Removed dead code

0.7.3

02 Apr 21:26

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  • Added display of the ∆v remaining when there is a burn. This value is static prior to the burn but will decrease as you burn in the correct direction during a burn. Since it's displaying a magnitude, the value is always positive and will increase if you overshoot - which correctly indicates you need to flip-n-burn!
  • Revised the GUI to use "∆v" in place of "dv".

0.7.2

02 Apr 19:40

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Added capability to automatically disable game input when the user has clicked into a text entry field. This has the effect that the user can now enter decimal numbers without affecting the game's timewarp setting. Clicking anywhere other than a text entry field will re-enable game input from the keyboard.

0.7.1

28 Mar 11:23
74ce005

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Fixed Add Node capability so that it creates a maneuver node gizmo and updates the map correctly.
Corrected Add Node logic so that it sets the new empty node at the Ap only if e < 1, otherwise the new node is set to the active vessel's current position in the orbit.