Jump to content

JeromeHeretic

Members
  • Posts

    41
  • Joined

  • Last visited

Posts posted by JeromeHeretic

  1. On 2/5/2024 at 2:52 PM, cyberKerb said:

    ASET_ALTIMETER.cfg
    change line 23 to: controlledTransform = ALT100_arrow
    Add line into 34: controlledTransform = ALT1000_arrow
    change line 46 to: controlledTransform = ALT10_arrow

    ASET_ALTIMETER_Adv.cfg
    Line 24: controlledTransform = ALT100_arrow
    Line 36: controlledTransform = ALT1000_arrow
    Line 48: controlledTransform = ALT10_arrow

    So this is working only partialy. Tiny hand is OK, it is showing tenth of thousand now. But hundred hand an thousand hand functionality is swapped.

    But i don't understand why.  As im looking in configs, it looks correct to me.  ALT100, where is modulo 1000 and ALT1000 where is modulo 10 000 should work correctly IMO, but don't...:-/

    EDIT: At the end i found, that it is problem only in Mk2 inline IVA retro cockpit, so it is error in setup of this IVA. In other cockpits altimeter works correctly.

    On 2/11/2024 at 5:43 AM, cyberKerb said:

    but it wasn't a simple change what with  each end of the runway needing to edit a separate file for Lat, Lon, Alt, Freq, LIM/LMM/LOM, Radio stations, Morse code sound files, among other things. 

    Yes,  it was completely W.T.F for me, when i was looking for...

  2. And what about Desert airfield navigation? As i was looking, adding new navigation transmiters is not easy. It's defined on so many places. Do you understand to it?

    BTW: It was just "nice to have" idea. Is teoreticaly possible build on planet real transmiter (probe core, battery, antenna) as VOR? Let say, i will do transmitter like this, and name it VOR_115.30, si it will be automaticaly visible by ASET pack as VOR on freq 115.30 MHz...

    Like that you can do your navigation network on any celestial body, not just on Kerbin (you can do it anyway,  and use it as VOR by selecting it as target, but ASET pack will not see it and you can use it just like target on navball.)

  3. 39 minutes ago, cyberKerb said:

    That issue has been around so long, and so well know, it's mentioned on the KSP Wiki and if it matches stock, is it incorrect?

    I see, this error is old as the game itself and ASET pack just inherit it from ingame objects.

    Well, in my opinion it is incorrect. When you are doing pack of gauges and trying to make it so close to reality as is possible, is incorrect, when the gauge is not working as in real aircraft (absolutely independently on rules how original ingame gauges are working).

    Isn't possible do workaround by some unity config? If is possible by config just swap functionality of tiny hand (as the values comes from game engine) with funtionality of "hour hand" as it comes from ksp engine, is problem fixed. Hundred hand is ok, just somehow swap values for rest two... I'm thinking on some workaround just swap that two values without touching models (but i don't know unity.... so it's just a question).

     

  4. If you are collecting bugs for next release, so on this altimeter:

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

     

    That tiny hand, with small triangle at the end, which looks as second hand on watch is in reality showing 10 000 (feets/meters/whatewa units), long hand, which looks as minute hand on watch shows hundreds of units and short one, which looks as hour hand shows thousands of units.

    So what is on screenshot should be altimetry something like a 7900 meters (because tiny shows 7000, minute shows 900 and hour hand is completely wrong,, should be around 7) , but in game it is showing 1970 meters (hours 10 000, minute 900, tiny 70).

    I don't know if this is extra setup in every IVA, or it is global settings?

  5. In Mk1 lander can is also non functional switch on altitude display. Switching between altitude and radar altitude is not working.

    But i wanted to ask why is not in ASET avionics any navigation for Desert airfield? There's no VOR, no directional navigation, no glide slope navigation.

    I was looking if is possible easily add at least VOR, to be able to find airfield by navigation instruments, but as i was looking i noticed, that i absolutely don't understand it at all, so i give up.

    Will be nice have it. That runway is realy short and is pretty hard land on it even with normal aircraft, land on that with big aircraft or with a shuttle is without instruments almost impossible. (And this runway is good for landing from polar orbit, because is in north south direction...)

  6. What experience level my engineers must have to be able fix parts? I started new career, have engineer level 2 and when i click command pod i don't see option "take spares" (if i try it in sandbox, where all kerbals have maximum level i see that option).

    In my old career (which i deleted,  so can't check it) i don't remember i had this problem, but probably it was because i had enough experienced engineers. From start i can't level up engineer more as is level 3, is it enough?

    And btw i tried disable "check experience" in setup and nothing changed. Looks like a bug to me.

  7. Hello Max, at first i want to thank you for your nice IVAs. But we found small problem with your mod.

    MAS_mk1-3.cfg is using the same intenal name as MOARdV IVA. That cause, that MOARdV IVA is loaded and not your mod.

    It is small bug, so please add it to your todo list and fix it when you will do some next release.

    Details you can find on this page, search my first post and continue down. You will see.

     

    THX

  8. On 4/11/2023 at 12:36 AM, Stone Blue said:

    Not a fix, but moar a "workaround", for in the meantime:

    Try removing the /FlightSystems folder from /MOARdV... its basically a "sub-mod", that is just MAS-only IVAs... or if you *do* use some of the other ivas in that folder, just remove the Mk1-3 cfg, or renmame the file extension so it doesnt load.

    This works. If there's no better solution, i can live with it. But still i'm courious how to do it properly. This is a bit "dirty" method...

  9. 15 hours ago, JonnyOThan said:

    The logs might be useful to determine which patches applied to the part.  After implies needs.  I’m pretty sure the issue is just the ordering of the patches.

    Yes, that's also my opinion. Ok, now im in office, at the evening i upload log, for me is not clear what exactly search, this things with IVAs is a bit messy.

    BTW: How, or where to upload log to don't mess up forum? I see only possibility to hide log as spoiler, but it's a bit stupid. Some better sugestion?

  10. So ignition will be independent on batteries, but probability of ignition in certain conditions stays?

    I don't know how realistic is electric starting anyway? I though, that for reigniting are used some hypergolic fuel capsules directly injected in the burn chamber (or somewhere into turbopump burning part)?

    But... also i know that there exist engines (usualy the smaller ones) which have turbopumps powered only by electric engines. This type of engine is surely not possible restart without electricity.

    EDIT:

    BTW: If it's easier for you, i can live without electricity dependency, no problem with that.

  11. @linuxgurugamer

    So i spent this afternoon by cleaning my game installation and then searching mod configuration when problem occured.

    And surprisingly i found, that problem is done by remote tech mod, it's not problem of engine ignitor mod.

    And also i found how to change settings of remote tech to prevent this problem.

    I scribe it there for case that somebody other meet this problem too:

    In Remote Tech settings in Miscellaneous options is option "Throttle unaffected by loss of connection". By turning this option off is problem solved.

     

    I think, that there is some race condition in remote tech code, so when i stage and there is probe core on boosters, for a few microseconds remote tech "think", that

    the whole rocket loss connection and cut off engines. When there are engines which can be reignited, when remote tech code start act that rocket have connection again,

    game also try to reignite engines. But sometimes it's not successfull, some engine is not ignited and rocket goes to spin because thrust is unbalanced at that moment...

    (and when there are engines without internal ignitor, game is over in every case...)

     

    Thanks for your concern for this trouble, but now i see, that problem is not in this mod definitively.

×
×
  • Create New...