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Make manual delay more user-friendly #123
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My one Cent: Add the ability to chain the 'execute maneuver node' function. Even if it's not super accurate, it makes more sense if you can chain several automated maneuver nodes together. |
Already being worked on: #73, see the last post. |
This isn't a duplicate of #73. #73 is about maneuver nodes. This is about making it easier to tell the flight computer what timings you want for all queued actions, even ones that aren't using maneuver nodes. I've only just started using RT2 and the most difficult thing I have is this:
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Yeah, relative delay should definitely be a thing. It's annoying if you want to program a delay between one maneuver and the next, and you have to recalculate for each one. Having a 'X time after last command' option in there. Another useful feature would be delay reprogram options on the queued commands. You program a time delay and you start queuing up commands and then realize the delay for the first command is too long or too short and you want to change it. You have to reprogram ALL of them. One should be able to go back and alter the time on the user delay to fine tune a command. Also, the ability to move commands up or down in the queue. That way if you get half way through making a list of command options, and realize you need to add a command to the front of the list, you don't have to redo it. I've done so many F9s on launch because I wasted too much time redoing the command list from scratch every time I made a mistake. Fixing what needs enter and what doesn't is good as well as has been reviewed. Honestly, the time delay input should behave like a field of the command anyway, so setting the command should just read the input. It makes no sense to have the time delay get stored as a separate module that requires the player to hit enter. That also messes me up and causes me to bungle command lists. |
This issue just begs for the whole new feature: queue editor. Probably something like this: while in flight, user clicks on a button and FC stops receiving new commands. Instead, it opens new window where every action user does is added into list, with its description, field for the delay, (optional) buttons to move it up/down the queue and [X] button.
If the queue will be persistent than it may be a good idea to give player an option to set action UT instead of delay. If possible, with KAC integration. |
Already requested: #26. While I agree that it would be a cool feature, I also agree with Cilph that this is probably too ambitious, especially since the flight computer was never intended to replace full-featured autopilots like kOS or MechJeb. I was looking more for short-term ideas, i.e. small, relatively easy changes we can add in the next few releases. Even a limited queue editor would be a major update in itself. |
I like screenshot 1. For screenshot 2, how does it work with burns (the case where I personally would be most likely to use this feature)? I've confirmed (by using SmartParts to auto-stage) that the 1.4.0 flight computer does recalculate burn times as needed, so I can see this getting messy if updated times need to propagate to other commands. |
yeah that's the weird part on feature 2. Its currently the start time of your burn/maneuver. (command.Delay + command.ExtraDelay) Edit: But if click the new copy button, wait your burn time and than adding the new command you will be after this :D If you want you can try it (maybe not bug free, its only a draft) |
That could make it tricky, since if you specify the burn as either a maneuver node execution or as a delta-V requirement, you can't see in advance how long it will take. I'll take a look, but probably not today. Since I've been on KSP hiatus for a month and am still juggling some RL stuff, just trying out the 1.4.1 release candidate will probably take up all my free time. |
Guys, have you seen this editor? |
No, thanks for the link. |
@Cilph and @erendrake, you guys are more familiar with the nuances of |
Hello, I skimmed through most of it, but I agree that there is a usability/ergonomics issue with this manual delay. It took me quite some time to see the small input to set the manual delay: I always tried with the obvious large one with the "0s" text in it :) The documentation on manual delay is also very vague on the subject (it never says you must show the queue in order to access the input). Hopefully you guys can enhance our UX! |
I'm currently playing with the extraDelay functionality a bit. I'm thinking about expanding it to a whole set of conditionals (eg.: altitude, height from terrain, speed, and so forth), so the player has more control over when a command will pop. The current behaviour is: you can take a look at my preliminary work here: Conditionals are mainly intended to make it easier for the player to land and take off within signal delay, so that being said some more stuff will need to be added (notably autostaging and speed controlled throttle commands). I'd like to hear your thoughts before I do any pull requests. My intention is to change the behaviour (of mainly the UI) a bit: QueueFragment: Perhaps We'd want to continually check if the string is parseable, and turn the field background red if not, alerting the user that their condition will fail (akin to what HyperEdit does). FlightComputer: Since AutoStaging is a setting within the satellite itself, reaction to the press of the toggle needs to be subject to signal delay (+ condition). Therefore a new command will be added that simply feeds a value back to the flight computer. Room for expansion with this one in case there are other fields we wish to subject to signal delay Add KeepSpeed option to burn commands. Where the flight computer assumes that you are pointing retrograde/vertical and controls the throttle to maintain a constant surface speed. This is mainly intended for landing and takeoff maneuvers. AttitudeFragment |
I'm closing this issue for the following reasons:
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I have a number of suggestions for making the flight computer's manual delay feature easier to use. (Disclaimer: suggestions may actually make it harder to use, more discussion/polling needed).
This is a usability issue, so it should really be done in whatever makes the most sense to the most players. Thoughts?
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