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@Clayell Clayell commented Mar 19, 2025

Since all of the bugged waypoints from #11 are on the sun, we can just block any waypoints from being on the sun instead of also blocking any waypoints that have the name of "Site".
Unrelated to this PR, but 2.8.4.7 does still allow you to make waypoints on the sun, it just doesn't put them in the waypoint manager. There could potentially be a future PR that also deletes any waypoints on the sun.

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2.8.4.7 issue where naming a waypoint "Site" would obliterate it from existence (and strangely, it would also obliterate any waypoints of different case than just "Site")
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Button in main menu (I'm not entirely sure that this is fixed, it shouldn't have been showing in the main menu before anyway, and the main menu buttons seem to be kinda indeterminant on if they want to show up or not):
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@linuxgurugamer linuxgurugamer merged commit 27cfc91 into linuxgurugamer:master Mar 20, 2025
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Unrelated to this PR, but 2.8.4.7 does still allow you to make waypoints on the sun, it just doesn't put them in the waypoint manager. There could potentially be a future PR that also deletes any waypoints on the sun.

I'm curious how this would work, unless someone cheated their way onto the sun (possible, I just did that). It's easy enough to add a check when loading custom waypoints to ignore anything on the Sun, and to not open the Add Waypoint window to not open if the active vessel is too close to the Sun. It is possible to set waypoints in space, although not sure how useful that is.

I'm adding some code to remove bad waypoints. Have to do a bit of testing, but going to assume the following:

  1. It's on the Sun

I was going to check the WorldPosition aand orbit Position, but I see that those are also set to 0.0.0 for stock waypoints. I'm beginning to think the only bug is that the celestialBody.bodyName isn't being set properly by Kopernicus.

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I think I may have found the root cause of this issue, working on a fix now. It is Kopernicus, but I think I can work around it

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@Clayell
Please try this out:
https://drive.google.com/file/d/12Nxt1mik4GsloJNnb9fKORS8406uccuF/view?usp=sharing
This is a real hack, it looks for City2 nodes in Kopernicus, and adds those to the waypoints. It also hides the bad waypoints.
As of now, when I try to delete the bad waypoints, endless errors happen. I haven't figured that out yet, but this looks like a good workaround
Please let me know

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Clayell commented Mar 20, 2025

RTB seems to have found a solution in Kopernicus/Kopernicus#670, so I'll hold off on testing that for now.

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R-T-B commented Mar 20, 2025

I wouldn't be so sure lol. My "solution" seems to be a possibly broken install. Working on it though.

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3 participants