DeputyLOL

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Everything posted by DeputyLOL

  1. Unfortunately it doesn't look like MAS will be coming out any time soon so my plan on remaking this in MAS and working on the Airbus cockpit has gone down the toilet. So i will be focusing more on just completing the RPM version of the 737... but RPM is now in a maintainence phase so no new features will be coming out for the foreseeable future. AND... quite a few mods I use are no longer supported and I've had to use hidden dev versions/replacement files to make them work again. Also there was a new release of ASET props and I need to remake everything to use the props from the ASET folder. But I will have a long free period soon so I should be able to get cracking with it. Hope you all understand.
  2. @Crzyrndm sup. I've noticed an issue with some of my mods that involves mirrored control surfaces. If a control surface is mirrored using symmetry, then its 'deployed' direction is opposite. If you have 2 mirrored control surfaces and you set them to 'deploy' one will point up and one will point down and you can't invert one as they are mirrored. This does not affect normal control such as roll and pitch. But it seems you are already aware of this. This isn't the only mod to be affected. Hope you can get it fixed soon.
  3. @linuxgurugamer sup. I've noticed an issue with some of my mods that involves mirrored control surfaces. If a control surface is mirrored using symmetry, then its 'deployed' direction is opposite. If you have 2 mirrored control surfaces and you set them to 'deploy' one will point up and one will point down and you can't invert one as they are mirrored. This does not affect normal control such as roll and pitch. It means you can't use the affected control surfaces for speed brakes, flaps etc... This isn't the only mod to be affected. Hope you can get it fixed soon.
  4. Not bad! I have actually been working on a Airbus cockpit in MAS but have been stumped by bugs. When MAS comes out, I'll remake the Boeing 737 then start on the A320. I might even do an A310
  5. MAS is still in development, it hasn't been released yet. I am one of the testers for it and but you can download a developer branch here: https://github.com/MOARdV/AvionicsSystems/wiki Unless your working on an IVA then i would suggest leaving it until it's complete.
  6. I suspect you may have missed a step. Did you look at the checklists? The step you missed was the fuel cutoff (next to parking brake) needs to be idle and the ground power needs to be on. about your ground power. This only comes on when your on the ground, your not moving, gear is down, brakes are on and the throttles are idle. I would like to release a 1.2 version but I have a few problems: 1. FAR hasn't been updated yet. 2. MOARdV is gonna stop updating RPM with new features cause it uses clunky code. He's making a new system called MAS that I'm getting to grips with. 3. I'm working on another cockpit that uses MOARdV MAS system instead of RPM. Its only a small cockpit that's using the Clyde cockpit from a mod I can't remember, it (probably) won't take too long to complete and once it's done I'll redo the Boeing one. I'm into doing it to practice using MAS. 4. MAS is still in development and there is a bug either in MAS or in my code that is stopping my GPWS from working. Until that's fixed I can't really focus on anything else. 5. I'm an university now, which takes up a lot of my time. Work on this will be patchy at best and completely ignored at worst.
  7. I suspect this is because PAs roll autopilot is reversed. I noticed this when I was pressing right and the plane started rolling left. If you change the roll by putting in a new number, it will roll all the way to the opposite side (where it should have rolled to in the first place) and then slowly roll to the (opposite) selected bank. Also, I found a probably cause for the issue I posted above. I suspect PA or KSP is being stuck in 'ground mode'. I get similar reactions when on the ground and the camera shake is from driving on the ground (found out by debug menu). And... Heading gets confused when it has to pass through 0 degrees. And... I suspect Dir mode is broken as the number change way too quickly. Although the last one may just be me.
  8. Hello. Please could you lock this post, I released my mod in a seperate post in the mod releases section.
  9. @Jacke Thanks but I don't think you looked hard enough... Look at the first thing in the original post...... But, thank you for the suggestion of locking this post! This is my first mod so I have no idea what I'm doing.
  10. Thank you for your comment. There are a bugs with the cockpit which I am aware about. Ones that involve the users exiting IVA are ones that I cant fix. The biggest bug in that list is the colliders for some of the switches, I still have trouble turning on the fuel switches without turning off the parking brake, that will hopefully be fixed. Also if you are referring to the ship that came bundled with the cockpit, I designed that thing along time ago and I only fly with keyboard and mouse.... which is very difficult so I tend to use the autopilot when I can.
  11. I honestly think I'm not the person to ask about programming, I know very little about programming but I know how to use RPM. Very separate things... sort of. Everything I learnt came from this wiki. The most I can do is send you there and give you pointers on how to accomplish your wish list. First thing to say is that RPM has a lot of limitations. Its clunky, doesn't always work reliably and can't do a lot of things. Its also not compatible with everything. 1. Use existing button in RPM to get to a specific homepage... I'm not entiry sure what you mean but i'll try. RPM monitors can have buttons (I'm assuming you've tried a RPM stock cockpit), these buttons can be used to display and cycle between different pages. In order to get a 'value' that you can change you would use JSINumericalInput. (this is what the dials on the autopilot are). When you got the number you want, you want to 'select' it and store it somewhere else. That's where the transfer action comes in, you can transfer between variables, persistents and mods. (Persistents are what the switches use.) The problem is that transfer actions have to be done on a button press so they can't be done automagically. I also say that you could use separate buttons to control pages but I haven't used that. 2. Change Pitch (specific) (Smart A.S.S) I stopped using MechJeb a long time ago. Some of my cockpit still has hints of when I was still trying to get the autoland feature to work. I did in the end but then I found pilot assistant and I was happy. MechJebs space plane flying skills is around the same as mine, crap. So I stopped using it. Looking at it, it doesn't look like RPM can change the pitch of mechjebs S.A.S.S, it can 'force roll' but I'm not sure that's what you want. I haven't used RPM for mechjeb so I'm out of my depths here. 3. Calculate TO/Landing speeds (Me) Maybe, you'd have to right the equations yourself in RPM through the use of MATH_ variables. You would be limited to ADD, SUBTRACT, MULTIPLY, DIVIDE and POWER. 4. Set a heading/speed/alt (txt) (PA) You can do this.... using the autopilot I made. If you wanted to this your self then it is VERY COMPLICATED. 5. Select from list of WP targets (hand-jammed in) (PA executes) hand-jammed in? Waypoint manager isn't compatible with RPM. You could try and make your own waypoints using SELECT_ variables but these are clunky, complicated and a waste of time... And I'm not sure if there is a menu system in RPM except the one used by mechjeb or SAS. 6. Do you think it is possible to run a check when the alt hold button is pressed... No. A. You can't automatically 'press buttons' in RPM, you can however 'unpress' them if they are turned on. B. You can't press the LVL CHG button without first pressing the ALTHOLD button. C. The ALT HOLD buttons function is to 'Hold your current altitude'. The LVL CHG button is to 'Hold this altitude I've told you to hold'. But that's not always the case and ALTHOLD sometimes does as expected or does LVL CHGs job. D. The autopilot code I made is way too complicated for me to fathom, when MAS comes out, ill have another crack at it. The reason why ALT HOLD sometimes means 'swim time' at low altitude is because as your climbing, pressing alt hold will tell PA 'hold this current altitude' but then you've flown above it because your climbing. (you can look at the PFD altitude bar and see the purple marker which shows target altitude) PA then will put the plane in a nose dive trying to get back to that altitude you set (regardless of any new altitude you've entered). It will overdo it and then be unable to pull up in time. That was my goal as well. I want to fly a plane with loads of buttons that actually do things and I don't want to have 459 different mod windows open at the same time. Use the wiki I mentioned above. That has everything you need about everything RPM can do. If its not in the wiki then chances are, RPM can't do it. In order to insert buttons and switches into an IVA, you will need Unity and part tools. I also suggest getting your hands on the ASET Prop pack which is full of buttons and switches. Most of them come pre coded to work with MJ. In order to edit the configs of the switches and monitors you can use notepad, that's what I use. Be sure you check RPM compatible mods, Kramax is not compatible with RPM (by that I mean they both work together but they can't interact with each other like PA can) I hope this is helpful, please PM if there is anything you unclear about. WARNING TO FLYERS The autothrottle may not turn off when you want it to. If this happens the autothrottle light will flash yellow and the word 'ERROR' will flash on the PFD autopilot mode indicator. To fix this turn the autothottle switch back on, select then deselect speed mode and then turn the autothrottle off.
  12. Thank you sir, your feedback is very much appriciated. The reason why the plane will suddenly dives when you set alt hold at take off is because PA needs to reset when you select a new altitude. If you are travelling up (as you do for take off) pilot assistant tries to descend then gets carried away. So yeah, switch to VS then ALTHOLD then LVL CHG to select the altitude. I like your idea, the issue is that in 1.1.3 waypoints broke in RPM. But as for waypoint manager, RPM wouldn't need 'direct compatibility' with that mod (although that would be nice) as NavUtilites could provide everything I need to make the plane follow a flight plane and even perform an auto-land. NavUtilites provides information such as bearing, target heading, altitude, etc, NU is also compatible with WaypointManager so the flight plan would have to be set in waypoint manager. But the functionality isn't quite there in RPM and PA would over react when given a small change. I also doubt that the functionality will be in a RPM as MOARDV told me it's going into 'maintenance' as he is working on *dramatic pause.... MAS (MOARDV Avionics Systems) which will be a better more powerful version of RPM. So until that comes out and I learn how to program lua, these features will be on hold. I will consider them though when the time comes. Thank you for your feedback, did you try the lag option I posted above? I'd really like some feedback on that.
  13. @theonegalen Also included in this new version is compatibility with the KAX+. It doesn't use the cockpit but it will replace the IVA if it is installed. the downside is that the cockpit is only for 3 people and my IVA is for 4 meaning you can't reach the circuit brakers.
  14. v0.4 has been released. This is going to be a slightly complicated release as 1.1.3 broke loads of mods that haven't totally been updated yet. RPM v0.27 is required. If you want to use NavUtilites please install the hotfix found on the thread. Follow link in OP. Not installing the hotfix will break NavUtilites which will break RPM which will break my mod. I would like some help testing something for anyone who is willing. I want to test the new animator method of RPM. It made an enormous change to performance of my pile of crap that looks suspiciously like a cheap laptop... Anyway this is what I ask. 1. Install RPM and my mod as usual + any additional mods that you might want to use. 2. Run the game and go in IVA. 3. Fly around a bit, press buttons, fiddle with switches.... get a feel for the cockpit and how it performs. How laggy is it? Do the animations run smoothly? The main way to find this out is by looking at the yoke movement, the throttle movement and the trim wheel movement. 4. Close the game and replace this file in RPM; GameDate\JSI\RasterPropMonitor\Plugins\PluginData\rpm-congif.cfg with this one https://www.dropbox.com/s/trm0xbrpbg82uwr/rpm-config.cfg?dl=0 5. Go to step 2. Please let me know if there is a lag difference. The upside to using the new config is that it should run a lot smoother. The down side is that it might use more memory.
  15. Yeah I know about that. Simple fix, uninstall NavUtilites. 1.1.3 doesn't break my mod, it breaks NavUtilities which breaks RPM which breaks my mod. Either install the hot fix found in the NavUtilities thread or remove it from the game. If its not NavUtilites that's causing it...... wut? Ahh... this is not expected behaviour. All that happened with my mod was that none of the screens would work and my log was filled with exceptions, this might however just be normal behaviour for a mac. Let me know if the fix above works and if not..... wut? Also unrelated... THRUST REVERSER CONTROL IS IN THE NEXT VERSION!
  16. @Crzyrndm I'm not entirely sure whats wrong or if its PA causing it, but occasionally PA will struggle to control pitch and flat out refuse to control heading. This is accompanied by a lot of camera shaking as well. I suspect it might be caused by very nose low or nose high attitudes or experiencing enough G forces to 'shift' a part of the ship. Either way, when this happens PA starts to act strangely. - Vertical mode can be engaged, but it is ineffective as it only uses about 1/4 of its control authority. - Horizontal mode wont engage. The button turns orange but that's it. I can still control roll and yaw as if it wasn't engaged at all. - Speed mode works normally as far as I can tell. - There is a lot of camera shaking. Even when flying normally. Once a ship is affected, it stays that way unless you revert to launch. Nothing shows up in the log. Ill try and post a video showing the bug in action.
  17. If you need to improve performance then just swap the configs the use JSIVariable animator to use the new JSICallback animator. It worked wonders for me. Went from around -6 Fps to a solid 25fps.
  18. @theonegalenThe MMS don't use FAR, I recently went to a flight simulator and I tried to record as much as I could to use in my cockpit. Unfortunately this happened: The MMS uses airliner information I found on the internet somewhere, what I learned in the simulator and how my test plane performs. You can see a picture of the MMS in the post above.
  19. Good news! The next version of the cockpit should run super smoothly. I even managed to get a fps that wasn't negative on my laptop! Bad news! KSP updated to 1.1.3. So everything broke. The 1.1.2 should be compatible with 1.1.3 as long as you install the Nav Utilites patch or uninstall Nav Utilites completely. Things to expect in new version: New Features - Max/Min manuvering speed bars on PFD. The amber 'hooks' on the speed bar warn when you are approaching a stall or overspeed. The bars get bigger with altitude to simulate 'coffin corner'. - New minimums system. Can be set with 'MINS' dial on EFIS. Toggle between Radio and Baro mins with select button. Minimums will appear on altitude bar if set to baro. - Complete master warning system. (but a lack of things to actually warn about at the moment) - Autobrake Settings. Changing autobrake settings changes the brake force for all landing gears. Setting the switch to 'OFF' turns off autobrake and sets brakes to 100. - Landing gear lights now show actual gear position instead of gear lever position. When they are red the gear is moving or up when it shouldn't be. - There is now a circuit braker for the gear warning horn so you don't have to keep silencing it by the button. - Cabin Altitude/Pressurisation system. Sometimes the cabin pressure system will fail and you need to switch it to 'ALTN' or 'MAN'. (WIP) - Early stages 'SYS' page on centre MFD. Shows gear position, control surface deflection, trim, rudder trim, cabin altitude and other stuff. (WIP) - New sound effect when speed brakes are automatically deployed on touch down. - Better flap gauge. - Yaw Damper gauge. Fixes/Improvements - All warning lights have been redone + new ones added. - Complete overhaul of props to use new RPM Callback animator. Should improve performance significantly. - Autopilot fixes. Speed mode should toggle speed, not heading. Autothrottle should turn off when its told to. - A more realistic looking overhead panel. - PFD has been cleaned up to be easier to read and nicer to look at. - Bugs with GPWS fixed. GPWS reverted back to modern voice because I have cleaner audio files. - Altimeter now goes up to 48000ft. - Standby compass is no longer upside down. Its still difficult to read. - Other stuff that I've forgotten
  20. @kujuman Yeah, basically. The reason why is because I might be using the variables from NavUtilities and putting them into pilot assistant to make an autopilot that might be able to autoland or follow waypoints.
  21. @kujuman Do you think RPM could get a 'Runway' or 'Waypoint' variable so we know when NavUtilities is following a waypoint or lining up with a runway.
  22. Mod not compatible with KSP 1.1.3. Craps out a bunch of exceptions in the log relating to waypoint manager.