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floydian022

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Everything posted by floydian022

  1. Apologies, I certainly didn't mean to come off as snide or flippant, just excited is all. I honestly wasn't expecting 1.3 to even drop quite so soon.
  2. @ss8913 - Nope, it's not just you, it's been happening since early November. I thought @linuxgurugamer said back then the he'd opened a Github issue for it, but I don't believe there's been any resolution provided yet. It's the reason I stopped creating/posting any more new flightplans for the KK/KerbinSide runways. I can't do precise approach/departure angles easily without heading hold. In fact, at this point, I've basically stopped playing KSP altogether since then, as surface craft flying(particularly, writing those flightplans and automating flights for my large crafts) was my real passion in the game.
  3. Output log doesn't really seem to show that anything is happening at all, as far as I can see. Here's a snippet from the moment when I switch from NAV mode to Heading Hold mode and then set a target heading(for reference, I changed camera view to "Chase" immediately before switching modes in Kramax):
  4. @linuxgurugamer Sorry for the delay. Finally got my tech tree & complex upgrades completed and all of my necessary mods(*coughB9coughTweakscale*) installed to be able to launch my A380, and I've noticed the same. Heading hold seems to be completely jacked. Normally when you activate it, it automatically sets the target heading to whatever heading you're currently at. Now, it just defaults at 0.00, and when you try to adjust it to anything, it banks the aircraft and doesn't seem to ever settle out at any particular heading. NAV mode seems to work fine, though. I've done a few KSC ILS 27 approach/landings with zero issues. Also, purely cosmetic, but the GS/NAV indicators are kinda huge relative to the default size of the navball. I usually turn my navball down to around 80-90%, but then I could probably fit two navballs within that space inside the indicators. Is there a simple way to scale these down a bit?
  5. WOO HOO! Thank you guys so, so much! And no worries, I'll be happy to test the ever-loving fudge out of it! As it is, I've spent evenings just trial-and-error tweaking with the PID controller settings(which, even after several hours of watching YT vids and reading wiki articles on, I still don't completely grasp a whole lot of) on all of my crafts and trying to find the best handling sweet spots for them. I'm literally using this mod every single time I play KSP for the past year or so now since I first discovered it when I started building planes. I'll be firing up 1.2 with this tomorrow after work, and will be glad to document and report any bugs I encounter. I appreciate how much work goes into designing and making and maintaining these mods, and IMO, they are what make KSP really able to be all that it can be. So thank you again for this, truly.
  6. This mod and Kerbinside are what facilitated my passion for travelling the surface of Kerbin and allowed me to experience that brand new sense of adventure and my appreciation for KSP all over again. I've downloaded and installed 1.2 and fired it up once or twice just to check out some of the new features/improvements, but I honestly don't know if I even feel like starting another new career again at this point, until/unless those two mods are available. And if it turns out that either or both mods are completely gone forever(I don't even understand why there aren't more modders making surface plane autopilots and additional bases/runways for Kerbin!), I might honestly be done with KSP entirely. I've put a bunch of stuff into space, been to all of the planets & moons, built and docked a bunch more stuff, dragged asteroids around the system and met the Kraken on many, many occasions and in many of the glorious forms He has chosen to reveal Himself. I was really, really enjoying designing and testing my commercial and experimental aircraft and flying medium- and long-haul flights around the planet and writing my autopilot flight plans and sharing them with all of you. Every time a new KSP version has been released, I've put my efforts aside for a bit until these two mods were updated and released, and now that 1.2 looks like it may indeed be the last big release we see for a good long while, it seems like it would be such a shame if they don't get updated for this one. I'm still hopeful that they both will. @linuxgurugamer / @Kramer , are you out there? Please, please hear our prayers.
  7. Actually, yes. I'm planning on doing KSC2 next, but have just been taking a little bit of a break and kinda hoping that 1.2 comes out of pre-release soon(and that KK/MM/etc. get whatever patches or updates they might possibly need in order for Kerbinside to work in 1.2), so that I can enjoy doing the few dozen Quickloads I always end up needing to do while writing these, without my crafts sliding laterally all over the runway(even though the engines are off and the brakes are on lol). In fact, I think the reworked landing gear in 1.2 is going to be a godsend for all of us who particularly enjoy flying planes/spaceplanes and taking off/landing on multiple runways using Kerbinside!
  8. Super easy. Just go to your KSP GameData folder and look for the KramaxAutoPilot mod folder under that(\GameData\KramaxAutoPilot\). Just throw that FlightPlans.cfg file into that folder along with the DefaultFlightPlans.cfg file that's already in there. That's all there is to it. Once you're back in-game with the Kramax GUI open, just go into the flight plans menu and hit Refresh, and all of the additional flight plans should appear in the list. I'd mentioned earlier about either overwriting or copy/pasting into an existing FlightPlans.cfg file, but that's only going to be applicable if you already have your own FlightPlans.cfg file sitting in that folder(in other words, if you've already been adding or writing your own custom flight plans). Otherwise, you'll likely just have the DefaultFlightPlans.cfg file, which contains the stock (RW 09 DEP, RW 09 ILS, RW 27 ILS, Island, etc.) plans, so this FlightPlans.cfg file just goes into that same folder next to it.
  9. So, I promised several months ago that I would continue working on flight plans for more of the KerbinSide runways, and that I'd post them once I had a bunch finished. Well, I won't lie - it's been tough getting the time to sit down and do these with a full-time job and a now-almost-one-year-old crawling around, but a promise is a promise. Here's my FlightPlan.cfg file, which includes the following plans that I've got so far: Lushlands RW 01 Departure Lushlands RW 19 ILS Dundard's Edge RW 18 Departure Dundard's Edge RW 0 ILS Dundard's Edge RW 18 ILS Green Coast RW 06 Departure Green Coast RW 06 ILS Green Coast RW 24 ILS Area 110011 RW 22 Departure Area 110011 RW 22 ILS Area 110011 RW 03 ILS Kerman Lake RW 15 Departure Kerman Lake RW 15 ILS Kerman Lake RW 33 ILS Round Range RW 10 Departure Round Range RW 28 ILS North Pole Bio-Dome RW 19 ILS (credit to Imporator0815) North Pole Bio-Dome RW 01 ILS (credit to Imporator0815 for both North Pole plans, as these are just copied directly from his post earlier in this thread) All of these have been pretty extensively tested at this point using several stock crafts as well as my own Kerwing 747-400. Most of them are just straight-on approaches, although there are a couple fairly scenic ones as well. In one or two cases, approaches from both directions just wasn't easily doable, so I was only able to create one approach(Lushlands isn't one of those; I just haven't written the RW 01 approach yet). There are HIKEY waypoints set at 10km and LOKEY waypoints set at ~6-8km for every(or maybe almost every, can't quite remember & too tired to look right now) approach, although I have tested only a few of these with re-entering shuttles and/or spaceplanes, as I usually fly the 747. Everyone is more than welcome to do with these as you will. Modify them, improve them, repost them as your own(well, except for Imorator0815's, he wrote those and I don't have any right to speak for him on them). I'm providing the .cfg file as a whole so that you can choose whether you want to simply paste and overwrite the existing file in your \GameData\KramaxAutoPilot folder, or copy and paste whichever individual plans you desire from it into your own existing file. If you run into any issues with any of these or want to give me feedback or suggestions of which ones to do next, feel free to reply or PM me. More to come, I just can't promise how soon it'll be. Hope you enjoy, Happy Flying!
  10. @AlphaAsh I wanted to say a quick thanks is all. KerbinSide is one of, if not my very favorite mod for KSP. It got me building planes and exploring Kerbin's surface, experimenting w/different launch sites, and it has completely reinvigorated the game for me. Furthermore, the passion and downright quickness with which the modding community has put out these updates for 1.1 has been unbelievable. I've never seen anything like it - and your efforts have been no exception. I just wanted you to know how much I(and many other players as well) genuinely appreciate what you do and what you contribute to the modding community and toward the game itself.
  11. (Apologies for the x-post here, but I just posted this over in the Kramax Autopilot thread, and thought perhaps there might be some interest here as well.) So, now that KerbinSide is working again(more or less), I'm currently in the process of writing flight plans for Kramax for many(maybe all, if I can) of the additional KerbinSide base runways on Kerbin. So far, I've only just completed the set for Area 110011 - one departure and two approaches(one for each approach direction). They're not fancy, looping approach patterns like the default ones for KSC, just straight-on, direct approaches(as it is, I have a feeling that some of these runways are going to be particularly tricky to script even direct approaches for, depending on the surrounding topography/runway lengths/etc.). I've got a 9-to-5 and a 5-month-old here, so I probably won't be able to crank these out very quickly, as I'm putting them through repetitive small & large craft testing and tweaking and then more testing before I feel comfortable saying that they're reliable/consistent for use. Maybe one per week, if I'm lucky. That said, if there's any interest out there, I'd be happy to upload the .cfg file with what I've got so far(and if someone could suggest a good file host that folks are using these days, I'd be most appreciative). Also, if anyone has any requests for which runway(s) for me to do next, just let me know. Thanks and Happy Flying! (And an EXTRA-SPECIAL thanks to AlphaAsh, for KerbinSide and for making Kerbin's surface SO much more fun and interesting to explore, as well as to Kramer, for Kramax Autopilot and for making takeoffs and landings and navigation in general in my custom Boeing 747-400 clone so much more manageable and less explod-y!)
  12. Now that KerbinSide is working again(more or less), I'm currently in the process of writing flight plans for many(maybe all, if I can) of the additional KerbinSide base runways on Kerbin. So far, I've only just completed the set for Area 110011 - one departure and two approaches(one for each approach direction). They're not fancy, looping approach patterns like the default ones for KSC, just straight-on, direct approaches(as it is, I have a feeling that some of these runways are going to be particularly tricky to script even direct approaches for, depending on the surrounding topography/runway lengths/etc.). I've got a 9-to-5 and a 5-month-old here, so I probably won't be able to crank these out very quickly, as I'm putting them through repetitive small & large craft testing and tweaking and then more testing before I feel comfortable saying that they're reliable/consistent for use. Maybe one per week, if I'm lucky. That said, if there's any interest out there, I'd be happy to upload the .cfg file with what I've got so far(and if someone could suggest a good file host that folks are using these days, I'd be most appreciative). Also, if anyone has any requests for which runway(s) for me to do next, just let me know. Thanks and Happy Flying!
  13. Does anyone happen to know a trick to get right-click dragging to work in KSP when RDC'ing in from another box?? I have KSP running on my desktop at home, and I like to occasionally check in on a craft while it's on a particularly long burn or whatever, so I'll RDC to it from my PC at work, but unfortunately, I can't really do much in the way of making adjustments or actually playing the game, as I can right click on things, but can't right-click drag around to pan the camera, causing obvious difficulties. If anyone has any ideas, much thanks in advance.
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