The values that follow in the message are the corresponding control values. The control flags are arranged as follows: CONTROL_FLAG_PITCH = 0x00000001 Changing the value is not enough to cause an action in the game, the corresponding flag needs to be set swell. The control flags are a collection of 1-bit values that signal which of the control values should be applied to the vessel. The control input message allows a client to control the vessel. MonoPropPercentage - Mono Propellent remaining in vessel 0 - 100%ĮlectricChargePercentage - Electric Charge remaining in vessel 0 - 100% OxidizerPercentage - Oxidizer remaining in vessel 0 - 100% RotationControlSystemEnabled - On / Off (1.0 / -1.0)įuelPercentage - Fuel remaining in vessel 0 - 100% GearState - Two values: Down / Up (70.0 / 100.0)īrakeState - Two Values: On / Off (100, 90) Stabilit圜ontrolEnabled - On / Off (1.0 / -1.0) ThrottlePosition - Throttle setting 0 - 100% Heading - The compass heading of the vessel in degrees Roll - The roll angle of the vessel in degrees Pitch - The pitch angle of the vessel in degrees VerticalSpeed - The vertical speed of the vessel in m/s MachNumber - The mach number of the vesselĪltitude - The altitude of the vessel in meters The 16 values are as follows: IndicatedAirSpeed - The indicated air speed of the vessel in m/s KERBAL SPACE PROGRAM CONTROLS NOT RESPONDING UPDATEThe state update message is composed of 16 floating point values, each 8 bytes long. The current rate is once every 120ms.The message contains information about the vessel in flight that might be relevant to the pilot. The sends a state update message to each client it knows about at a regular rate during a flight. If the ip address is know ahead of time (by user input for example), then the client could fire a client announce message with seeing a discovery message. Clients should respond to a server announce message with a client announce message, directed to the source IP address over UDP. The client announce message is another simple message, having a body 0 bytes long. If a client sees an announce message it should respond with a Client Announce message targeted at the source IP address for this message over UDP. The server broadcasts a server announce message every 5 seconds while the server is running. The server announce message is a simple message, it’s body is 0 bytes long. I’ll describe the current messages below. The message body varies in length and structure based on the type of message. This is the total length of the message (including the header). These messages will be described in further detail below. PROTOCOL_MESSAGE_TYPE_CONTROL_INPUT = 0x2001 PROTOCOL_MESSAGE_TYPE_STATE_UPDATE = 0x1001 PROTOCOL_MESSAGE_TYPE_CLIENT_ANNOUNCE = 0x0002 PROTOCOL_MESSAGE_TYPE_SERVER_ANNOUNCE = 0x0001 There are currently 4 messages in the protocol: Based on the value of this field, the message should be interpreted as a specific type of message. The current version is: 0x0001 There are currently no plans to version the protocol. In this way servers/clients can be backwards compatible. The protocol version could be used if I need to make a breaking change to the protocol. If a message doesn’t start with this value, then the server and clients should ignore it. For this particular protocol the value is: 0x4159. The protocol Identifier is just a number that all messages in this protocol should begin with. The messages are made up of a header and a body.Īll messages start with an 8 byte header section containing 4 16-bit integers stored in big-endian order. The remote gauge server uses a custom binary protocol over UDP using port 37868. Remote Gauge Server Binary Gauge Protocol v0.1
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