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v1.8.0 New entries, fixes, refactor #34

Merged
merged 20 commits into from
Feb 21, 2024
Merged

v1.8.0 New entries, fixes, refactor #34

merged 20 commits into from
Feb 21, 2024

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Falki-git
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@Falki-git Falki-git commented Feb 21, 2024

MicroEngineer v1 8 1

New Entries (23)

  • Vessel:
    • NonStageableResources - requested by JustinSchneider
    • CommNetRange
    • CommNetStatus
    • AngularSpeed
    • DryMass
    • FuelMass
  • Surface:
    • TerrainAltitudeFromCenter
    • TerrainAltitudeFromRadius (can be used to read ocean depth beneath the orbiting vessel)
    • AltitudeFromCenter - requested by Unknow P
  • Body:
    • BodyOceanDepth (max depth of the ocean)
  • Target
    • Target_ClosestApproachDistance (updated from Flight view also) - requested by Biggen & alex-sherwin
    • Target_ClosestApproachTime (updated from Flight view also) - requested by Biggen & alex-sherwin
    • Target_ClosestApproachRelativeSpeed (updated from Flight view also) - requested by Biggen & alex-sherwin
  • Stage
    • StageDryMass
    • StageFuelMass
    • StageEndMass
    • DecoupledMass
  • Misc
    • CurrentPatchEndType
  • Surface
    • TimeToImpact
    • ImpactLatitude
    • ImpactLongitude
    • ImpactSeaLevelAltitude
    • ImpactRegion - requested by munix

Other

  • Changed: StageFuelPercentage moved from Vessel to Stage entries (not working currently due to game bug)
  • Changed: updated SpaceWarp template to the newest version
  • Changed: plugin name changed from "micro_engineer" to "MicroEngineer"; also changed mod_id to "MicroEngineer"
  • Fixed: mouse wheel scrolling entries in EditWIndows doesn't trigger game zoom anymore
  • Fixed: game input is now properly disabled when editing TextFields (EditWindows)
  • Fixed: mili unit precision - reported by rogerawong
  • Refactored: moved UITK custom controls initialization to the controller classes. This enables the same custom controls to be used in the unity project's UI builder
  • Moved code repository to a new fork: https://github.com/Falki-git/MicroEngineer. Old location won't be updated anymore.

Notes

  • Most of new entries aren't shown by default. Add them with the EditWindow - click on the cogwheels to open that window
  • Impact data: Micro Engineer uses the game's patched conics to determine the impact location. Since the last patch ends before the actual collision, up to several hundred meters above ground (according to my testing), collision point isn't 100% accurate. If you have a high horizontal and low vertical velocity, precision won't be accurate.

IMPORTANT IF UPDATING FROM AN EARLIER VERSION MANUALLY (without CKAN):

  • Since the plugin folder name changed, you need to manually delete the old folder after updating.
  • Optionally, before deleting the old folder copy-paste "MicroLayout.json" file in order to keep the same window layout you had before the update.

Move UITK custom controls from c# project to the unity project.
Move initialization logic from custom controls to the controller (in c#) so that the controls can be used in Unity Editor without errors
New Entries
- Vessel:
  - NonStageableResources
  - CommNetRange
  - CommNetStatus
- Surface:
  - TerrainAltitudeFromCenter
  - TerrainAltitudeFromRadius (can be used to read ocean depth beneath the orbiting vessel)
  - AltitudeFromCenter - requested by @unknow P
- Body:
  - BodyOceanDepth (max depth of the ocean)

Refactor
- moved UITK custom controls initialization to the controller classes. This enables custom controls to be used in the unity project's UI builder
- Target
  - Target_ClosestApproachDistance (viewable from Flight view also)
  - Target_ClosestApproachTime (viewable from Flight view also)
  - Target_ClosestApproachRelativeSpeed (viewable from Flight view also)
  requested by Biggen & alex-sherwin
- Vessel
  - DryMass
  - FuelMass
- Stage
  - StageDryMass
  - StageFuelMass
  - StageEndMass
  - DecoupledMass
 - StageFuelPercentage moved from Vessel to Stage entries (not working currently due to game bug)
- Misc
  - CurrentPatchEndType
- Surface
  - TimeToImpact
  - ImpactLatitude
  - ImpactLongitude
  - ImpactSeaLevelAltitude
  - ImpactRegion (requested by @Munix)

Note on impact data: Micro Engineer uses the game's patched conics to determine the impact location. Since the last patch ends before the actual collision, up to several hundred meters above ground (according to my testing), collision point isn't 100% accurate. If you have a high horizontal and low vertical velocity, precision won't be accurate.
New template version & many new entries
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