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lttito

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Posts posted by lttito

  1. 53 minutes ago, Modding Maniac said:

    Since this mod is dead, how can i modify my base game to be EXCLUSIVELY in MPH

    just take this mode and put it on MPHs because base game and all calculations are on m/s and the only thing this mod does is converting the speed when is shown in the navball.

    Anyway, I'll try to update it tomorrow to show more precision for speed as it is done for altitude.

  2. On 11/6/2018 at 4:18 PM, Shaun said:

    I love this mod, but there are a few settings I'd like to see added:

    • Option to replace AGL (Above Ground Level) altitude with ASL (Above Sea Level),
    • Option to replace Altitude with secondary speed unit, for example I could display both Knots and Mach,
    • Option to increase precision of speeds, so that Mach could display three decimal places (0.785) rather than two (0.79).

    I'll try to make some changes to fulfill your request as soon as I have some spare time.

     

    7 hours ago, francentu3456 said:

    hello lttito on Speed Unit Changer version 1.7.0 the conversion and wrong you have to make it more precise here is the example 1 km / hour = 0.27777777778 meter / second corresponds to 3 seconds and 600 Millisecond in Kerbal Space Program version 1.6.0.2395 2+2=4 not 3 :) update 

    Sorry, but I couldn't understand you... Speeds are calculated always from m/s, in which KSP works, to the desired unit, and not the other way around. Maybe you're requesting more precision, something I would do, but still have no clue on what are you referring to with 2+2=4 not 3, sorry.

  3. 32 minutes ago, JJJacksonTyler said:

    Is it locked to m/s while in an atmosphere? I use this with RSS and that works out perfectly, since the last official RO release is 1.3.1. I can't see to get NMI/MPH to display until I am already in space -- within the atmosphere, the navball seems locked to m/s. 

    Actually if I remember correctly, it should be the opposite. On atmosphere It should allow you to change from m/s to other units (since that is the purpose of the mod) :wink:

  4. 21 hours ago, Bandock said:

    Actually already sent an email since yesterday when I still didn't see the download for the expansion.  I did send a notification several minutes though that I might do a Steam Transfer either tonight or tomorrow just to be on a more stable platform.

    A Steam transfer can be done? I am also having problems trying to buy the expansion from KSP store, so I would be really happy if I could have KSP on Steam

  5. 20 hours ago, linuxgurugamer said:

    @lttito

    I made a PR this afternoon with the following changes:

    Changes

    • Replaced the StringBuilder code with simple concatenation for speed. The old code is still there, but commented out. See below for explanation
    • Added configurable significant digits
    • Moved toolbar code into same DLL (saves 7 k, and no need to multiple DLLs)
    • Added simple settings page which can disable the toolbar button in a save

     

    Explanation

    I recently was running some tests on various methods of string concatenation with regards to speed.
    While StringBuilder is definitely the cleanest in terms of readability, it has a significant performance impact, especially when used in conjunction with String.Format.
    I found that the StringBuilder is the slowest of the methods, and since this gets called at least 20x a second, it actually was causing problems for me on my big install, where I have about 220 mods installed. In some places you actually were using both String.Format AND StringBuilder, which was adding a lot of overhead.
    See the following for the results of my testings:

    Beginning timing tests

    • Timing results: Operator + Time: 551 ms/1_000_000 calls
    • Timing results: String.Format Time: 995 ms/1_000_000 calls
    • Timing results: StringBuilder Time: 653 ms/1_000_000 calls

    Completed timing tests

     
     
     

    Good work.
    I expect this weekend to include some code to show m/s and selected unit on the navball (as it is done currently for AP/PE on orbit mode) or something like this

  6. 14 hours ago, linuxgurugamer said:

    Nice little mod, two suggestions:

    • No need for three digits of precision to the right of the decimal.  One would be more than enough
    • There are some modes (ie: in orbit??) when it is showing the altitude in m even though I asked that it be km.

    Hi, first of all, thanks for your feedback!

    For three digits precision, I considered it as if you are in Km you can also have complete precision to the meter (2 units at once).

    For certain modes, there are thresholds as I thought it doesnt made sense to me to show units in Km for example if your altitude is 60m

    7 hours ago, linuxgurugamer said:

    One more suggestion:

    • Have a mode where you  can show both the speed in m/s as well as the selected speed

    Yeah, didnt have that idea, but now thinking about it is really cool to have more than one unit displayed!

     

    6 hours ago, linuxgurugamer said:

    If the source was on Github, people could send you PRs to improve it :-)

    https://github.com/lttito/SpeedUnitChanger-mod

    I thought I put it on the OP, but maybe it was on the development thread I created, that surely is on the bottom of dead threads, lol

    Any PR, suggestion, idea or bug report is really apreciated!

    Updated the OP with the github link of the project, that I forgot to add long ago

  7. 1 hour ago, Daniel Prates said:

    This mod is great,  but why can I only see the speed with other units in the 'orbital' navball mode? Regardless of what I do, the 'surface' mode keeps displaying only in m/s!

    Are you using FAR or any other mod? I remember people complaining about this mod not working with FAR. Maybe is this or another mod. Please let me know which mods are you using to know which one is conflicting with SUC.

  8. 5 hours ago, blackheart612 said:

    Release 18.0

    So here come the update before I'm going off in one month on October 5. Hopefully I could still check the forums but just to be sure, I'm uploading today so I can answer any post release question. So anyway, a number of people seemed interested with my failed attempt with the "herculesgear" so instead of giving up, I tried to study stock landing gears one more time. It worked, to my surprise, after some more trial and error. So the consequence is just that working in very limited time ( @qromodynmc ) and it was well worth it. I also wanted to have something released before the month's hiatus. I know it's a few small parts and a cockpit but those landing gears took a lot of time to make work. And they aren't perfect, there, stock module landing gears, working relatively properly. You might see some wonkiness and there are decisions I made to make them look right and not have buggy functions and stuff like that so always keep that in mind. Changelog, also available in the OP:

     

    Added Mk2/Object 1.44 Non-Commercial Cockpit based on MiG 1.44

    Added KS-130 Low Landing Gear based on C-130 Front Landing Gear

    Added KS-130-S2 Low Landing Gear based on C-130 Rear Landing Gear

    Added KS-29 Tall Landing Gear based on MiG-29 Front Landing Gear

    -

    Added nodes to some Mk2/H parts making it possible to make Mk2 with two Mk2/H

    Added cockpit light to Mk3 Cargo Cockpit

    -

    Fixed issue where Delta-Advanced Winglet control surfaces moved in reverse visually

    Further improvements in sound for some helicopter rotors

    Synchronized rotary engine spin with propellers when shutting down 9J "Baron" Rotary Engine

     

    --

    Click on the pic below and see it in HD (it has beautiful front gears!)

    DnhXRce.jpgind8lsV.png?1

    --

    Also, thank you for people who offer alternatives when others want something. I do want to make more parts but I never made AirplanePlus with having only it as my only mod in mind. So I try my best to have low poly, low textures without compromising the quality to have as low impact in performance as possible. Not sure if it's making a difference, but hopefully it does, allowing people to squeeze in a few more mods even with this installed. It's also another reason why I don't want similar looking cockpits. Anyway, enjoy while I go on a month's hiatus starting in a few days due to real life.

     

     

    Edit: @TMasterson5

    Thank you very much for this new release, and specially for the cargo gears.

    Trully awesome!

  9. 8 hours ago, blackheart612 said:

    @commanderbunbun I like the craft, though I don't think it's possible to make the cockpit fit the Mk2. I'll look for workarounds to implement side intakes, hopefully I can do something  as I'll probably be off of my PC for a month in 2 weeks. I'll think things through there.

    @Madrias The KP-12 is meant to be heavy and for bigger aircrafts, yes. I like the idea of a performance type contraprop, but nothing stands out in mind. I know a few though. 

    Anyway, I spent my freetime developing the IVA of the upcoming cockpit, as well as looking for electric engines which have both blueprints and performance I can base on to make configs with. So far, the probably most popular option is already in KAX. So I'm stumped on that, I for one, would like to get my hands on some electric engines. Pics for IVA: Very spacious, actually. It's difficult to make it feel fighter-y with this much space.

    qI8zE9x.pngswNCrGo.png

    Cool looking cockpit.

    Also, I really miss some different types of air intakes, like F-4, B2 or F-117. Retrofuture had some models for intakes, but I miss some more variety

  10. Having a look at the code, this line keeps my attention: (line 127 of file  BDArmory/BDArmory/Control/BDAirspeedControl.cs):

    if (mme && mme.mode != engines.Current.engineID) continue;

    Maybe on spanish the mode is not Wet /Dry but Húmedo/Seco and as the engineID is Wet/Dry it always makes the sentence true and then executes continue.

    Problem is I dont know how to obtain engineID translated.

    Cheers!

  11. 1 minute ago, XOC2008 said:

    @Shadowmage Actually said that he won't be working on them but would be glad to offer assistance to @blackheart612 or anyone else who wanted to try and take them on. If I had any skill at all I'd take him up on that offer because I'd love the Hercules gear and what it could lead to. (Like gear for a C-17, or an AN-225)

    Thanks for correct me and sorry to put words in mouth of others... I would offer myself for help also, but real life activities prevents me to have all the time I wish :(

  12. 7 hours ago, DarkOwl57 said:

    @blackheart612: Yeah; I was running an outdated version. I think the last time I updated APP was like... 5 or 6 months ago. Either way, the issue is fixed, and I can go on making Blackhawks to my hearts content. Also, great texturing on the new winglet! I'm a massive fan. 

    What's up with the Hercules landing gear? I was it in the ground tab but it's not functional.. ?

    The Hercules landing gear is not working and blackheart stated that he has no plans to fix since is a PITA. Maybe we can join together and make a petition to Kerbal Foundries guys to make hercules wheels :)

  13. 38 minutes ago, DoctorDavinci said:

    @lttito - So for some reason I am unable to access my KSP store account, however I think I have a solid idea as to what is happening 

    The AI pilot has the ability to switch between wet and dry mode. When the AI polls for the engines on the craft and see's a J-404 Panther it knows it has control of a Panther ... However, I suspect that the spanish language pack changed the name of the engine to J-404 Pantera (Pantera being the Spanish word for Panther) which means the AI pilot won't see it as it doesn't recognise the name hence why the pilot cannot control it

    I could be completely off but I think that this is a reasonable explanation for what you are experiencing

    Could you open an issue on our github explaining everything you mentioned above so that the team has it :) ... We use the Github issues tracker to keep track of things like this as it is easy for a post to get buried here on the forum

    Here's the link: https://github.com/PapaJoesSoup/BDArmory/issues

     

    I've just created an issue on GitHub.

    The name displayed in spanish is Turbofan de Postcombustión J-404 "Panther", so is not translated.

    XUEEhnB.png

    I made another test with 4 J-20 Juno and it works flawlessly. I will make a test with a goliath and post the results

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