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ap0r

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Everything posted by ap0r

  1. About the nav gauge, just got back into career, and it seems to vastly overestimate distances in Minmus
  2. The plugin "Navball Texture Export" with this custom texture fits in very nicely with Steam Gauges
  3. I both use the rendezvous gauge for the distance and closure velocities (never really understood how the cross works) and like to have separate sizes (for example for reduced electrical and fuel gauges). Maybe to get real estate back you can replace the sliders with percentage textboxes or a set of increase/decrease buttons? After all, it is not very often that you change the settings!
  4. Hey! Glad to see you used my art I've tested it, and ran crash-free. I've used another temperature mod and the readings were consistent across wide ranges of velocities and altitudes. There seems to be an alignment mistake of sorts, where part of the temperature counter is transparent and you can see the background behind the gauge. Probably just a matter of alignment. The ablator indicator seems to always indicate full, because the OFF (gray) LED's are being drawn behind the background somehow. Also, on the steamgauges menu there are no options to set size. Overall, very good Beta release and no critical bugs (game-killing ones.)... and i'm pleased that you liked my ideas! Let's see what other people have to say!
  5. So i did a little simplification on that concept, and some modifications because i liked what you said... In this ocasion the gauge shows a jet without ablator cruising fast but not dangerously so. Changelog: Reduced amount digit tapes to 1. Darkened digit background. Eliminated simple, large window for digit visualization and replaced it with a set of windows, makes it look like this is less of a 2d image and more of a real gauge. Eliminated redundant red, green and yellow LED's. Replaced ablator bar transparency with background of a fully lit bar, to be darkened as necessary by overimposing of the dark texture over unlit LED's. Lenghtened needle to get closer to the arc. Placed screws in a more symmetrical location. Created icon for toolbar.
  6. Well there is a mod that displays little temperature bars over pieces, but it is frankly annoying... I don't see the need for identifying wich piece is the hottest, because: A: Unpowered, ballistic reentry: There's nothing you can do about it, just wait it out and hope your heatshield can take it. If something blows up, it was poor design or a bad retro burn resulting in a dangerous reentry profile. B: Unpowered, lifting reentry: Your nosecone and leading edge wings are the hottest parts! Upon noticing that temperatures start creeping up towards dangerous zones, increase your AoA as much as possible to bleed off speed in the upper atmosphere. C: Powered atmospheric flight: Your nosecone and engine inlets are the hottest parts. Increase angle of attack, reduce power, or both! Of course, this is a sandbox, so there are lots of possible situations so you can't expect to be able to account for every possible design and situation, but, summing things up: You don't actually need to know wich part is the hottest one. If temperatures are nearing the yellow arc, use your brains, and keep them from going up The actual proceddure for doing so will vary between various crafts and situations...
  7. Hmh... Weird! Can you post your craft and see if some of us have that issue?
  8. I made a little art/concept... PNG texture for the gauge and example of working gauge... The needle indicates the temperature of the hottest part in the craft, with the beginning of the green arc being 250ºK and the top of the red arc being the explosion temperature for said hottest piece. The OAT gauge indicates the temperature of the capsule/probe core/eva Kerbal The ablator led bar indicates the remaining amount of ablator resource in increments of 10%... In the above image, the craft is experiencing high but tolerable temperatures during a reentry... Between 60 and 70% ablator remaining.
  9. Tested in 1.0.2, works like a charm despite compatibility warning! Now that reentry heating is stock, maybe it's time to have an OAT/TAT indicator?
  10. Yes, i tought about that, but translation made sense to me at once. I was having problems with pitch, yaw and roll. Of course the image is exemplar, you would want to replace the letters where appriopiate to mean translation instead of rotation. - - - Updated - - - I like it clean too. Was talking about a tutorial mode.
  11. I originally had that problem back when i started using DPAI! I solved it this way very crude but it worked! Once i got used to it, it became instinctive and i returned to using the normal background texture. In fact, an alternative "tutorial mode" texture would probably be helpful for those who don't like to read manuals and want to figure out things on their own.
  12. I use FAR for readout in km/h sometimes, especially with rovers/cars but use m/s for everything else.
  13. Uploaded to Kerbal Stuff. https://kerbalstuff.com/mod/513/Texture%20Pack%20for%20Docking%20Port%20Alignment%20Indicator I just made a mod for a mod Of course, credit is given to the original author, a link to dpai, etc. It is also released under the WTFPL so if you navyfish want to include it as an option/separate download/make it stock/ whatever, it's cool
  14. Beta is cool we get to give feedback live. The new features are cool and it feels nice to have a developer who pays attention. I like the waypoint selection idea because for some unstable planes coming back to the map is unpractical! Maybe have the nav waypoint selector àlàDocking Port Alignemnt Indicator? On another topic, Rade, cool glider! there is a Spanish KSP Facebook group. You are welcome if you want in.
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