theonegalen Posted August 6, 2016 Share Posted August 6, 2016 (edited) Hey @alexustas, I'm working on making some warbird-style cockpits, and I was wondering if you might be able to put together an old-style flight indicator, as circled in red in the below picture. I'd also love to put in the old-style directional gyro as circled in green, and maybe a tachometer-styled thrust indicator (blue circle)? Just as long as it says RPM x100, it can just show a throttle setting percentage. I understand you're probably busy and might not be able to or want to do those instruments, but I figure there's no harm in asking. Thanks for everything you've already done! Spoiler I made my own with new textures. Thanks for making that available! Edited August 19, 2016 by theonegalen Quote Link to comment Share on other sites More sharing options...
alexustas Posted August 9, 2016 Author Share Posted August 9, 2016 because now in my mod added a Radio navigation feature, I need courageous experienced pilots familiar with HSI, ADF and radio for testing it PM me if you are interested Quote Link to comment Share on other sites More sharing options...
theonegalen Posted August 19, 2016 Share Posted August 19, 2016 I wish I knew anything about that stuff. I'd love to put an ADF in the mod I'm building, but I have no idea how to make it work. Quote Link to comment Share on other sites More sharing options...
Gaben666 Posted October 1, 2016 Share Posted October 1, 2016 I can't download this amazing mod :( Quote Link to comment Share on other sites More sharing options...
MOARdV Posted October 1, 2016 Share Posted October 1, 2016 4 hours ago, Gaben666 said: I can't download this amazing mod There is a link on this very page to the last official release. The updated release is still in testing, and it is not generally available yet. Quote Link to comment Share on other sites More sharing options...
Gaben666 Posted October 4, 2016 Share Posted October 4, 2016 Omg Thank you Quote Link to comment Share on other sites More sharing options...
UltimateFlash15 Posted November 21, 2016 Share Posted November 21, 2016 (edited) So the Avinoics stuff won't show up. I tried every cockpit. Log I also had a problem with ASET Props where the Props would not show up. Version of KSP is 1.2.1 I'm am using Windows 10. Edited November 21, 2016 by Murican_Jeb Quote Link to comment Share on other sites More sharing options...
Mecripp Posted November 23, 2016 Share Posted November 23, 2016 On 11/20/2016 at 8:50 PM, Murican_Jeb said: So the Avinoics stuff won't show up. I tried every cockpit. Log I also had a problem with ASET Props where the Props would not show up. Version of KSP is 1.2.1 I'm am using Windows 10. what patch are you using to add them or mod ? Quote Link to comment Share on other sites More sharing options...
UltimateFlash15 Posted November 23, 2016 Share Posted November 23, 2016 Just now, MeCripp said: what patch are you using to add them or mod ? What do you mean? Quote Link to comment Share on other sites More sharing options...
Mecripp Posted November 23, 2016 Share Posted November 23, 2016 (edited) A modder or some one would have to write a patch to add Alex's prop to a internal of what ever pod your using. Like this mod this one is whole new pod with them Edit- @Murican_Jeb hope it helps Edited November 23, 2016 by Mecripp2 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 6, 2017 Share Posted January 6, 2017 Kerbalstuff has been gone for a year. And the mod seems to be in a frozen state in CKAN (ie: not being updated) because Kerbalstuff is gone and the .netkan file wasn't updated with a new download location I got the source from that dropbox link someone posted earlier. Do you think it would be ok if I uploaded it to a Github repo, and then fix CKAN to use that? Or, I could put it up on Spacedock, and have CKAN use that instead? Let me know. Thanks Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted January 23, 2017 Share Posted January 23, 2017 On 6-1-2017 at 3:00 PM, linuxgurugamer said: Kerbalstuff has been gone for a year. And the mod seems to be in a frozen state in CKAN (ie: not being updated) because Kerbalstuff is gone and the .netkan file wasn't updated with a new download location I got the source from that dropbox link someone posted earlier. Do you think it would be ok if I uploaded it to a Github repo, and then fix CKAN to use that? Or, I could put it up on Spacedock, and have CKAN use that instead? Let me know. Thanks As far as I know the download links in CKAN were updated to a dropbox link that downloads the last release of ASET props Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 23, 2017 Share Posted January 23, 2017 3 minutes ago, Olympic1 said: As far as I know the download links in CKAN were updated to a dropbox link that downloads the last release of ASET props Right, but dropbox has a tendency to block too many downloads. And apparently that update happened since I made that post :-) Anyway, the real issue is Dropbox. @alexustas it would be good if you could put this on Github or Spacedock. I'd be happy to help if you need it. Quote Link to comment Share on other sites More sharing options...
MOARdV Posted January 24, 2017 Share Posted January 24, 2017 7 hours ago, linuxgurugamer said: Right, but dropbox has a tendency to block too many downloads. And apparently that update happened since I made that post :-) Anyway, the real issue is Dropbox. @alexustas it would be good if you could put this on Github or Spacedock. I'd be happy to help if you need it. My two cents, for what they're worth: I really would not point at someone's Dropbox re-post of the links, unless it's your own account. If you really, really need a link up there for all the CKAN users who can't/won't install the mod manually, alexustas's license permits you to put it on spacedock. Give it a name that identifies it as a temporary hosting until the next update comes out, and make it clear it's not your mod, and I would think you'd be fine. Quote Link to comment Share on other sites More sharing options...
ISE Posted January 24, 2017 Share Posted January 24, 2017 (edited) ---- disregard this comment ---- Edited January 24, 2017 by ISE Quote Link to comment Share on other sites More sharing options...
alexustas Posted February 9, 2017 Author Share Posted February 9, 2017 (edited) Update! ASET avionics - v 2.0: What is changed: almost all props were rebuilt due to the migration to Unity5, and also for the possibility to use new RPM features most props now support the "COLOR_OVERRIDE" feature, which give all IVA-makers ample opportunity to customize their own IVA the switches "ASET_B-Knob" are now modular, you can combine the switch model, the collider model and label using the MODEL{} module to create your variations of this prop. 2 to 6 positions of the switch are supported. What’s new: full set of the analog indicators (gauges) for temperature is added analog indicators (gauge) for the brakes force is added full set of the analog indicators (gauges) for the engine is added: air flow fuel flow engine mode (primary / secondary) throttle-limit the new design of throttle/thrust indicator the new design of the vertical speed indicator the new design of the heading indicator LCD-display for the estimated time of the flight and distance LCD-display for the GPS coordinates toggle-switches for the engine's reverse control, engine's mode control, fuel cells and emergency power generator control a fully functional system of radio navigation, which includes: realistic RMI and HSI indicators, which support NDB, VOR and ILS two NAV-radio units DME unit network of Nav facilities covering the surface of Kerbin ILS complex for the KSC airfield Kerbin Aerocharts Known issues: - DME unit uses the flat map model to calculate the distances, due to which the calculations might be incorrect especially closer to the poles. The issue will be resolved with the release of "MAS". Edited February 9, 2017 by alexustas Quote Link to comment Share on other sites More sharing options...
Ser Posted February 9, 2017 Share Posted February 9, 2017 (edited) @alexustas Cool props, thank you. And those charts... they are super amazing. I bet no one had done anything like that for KSP before. Well, now it seems like it's time to revive KSP ATC idea. Is there any way to use Navaids data programatically? The idea is to bind in-game waypoint navigation to VOR/NDB by presenting waypoints to a pilot in the form "India-Delta-Zero-Six 135 DME 300" instead of stock blips and marks on the navball. Edited February 9, 2017 by Ser Quote Link to comment Share on other sites More sharing options...
DeputyLOL Posted February 9, 2017 Share Posted February 9, 2017 WHOOOOOO!!!!!! TIME TO BUILD ALL THE PLANES! Quote Link to comment Share on other sites More sharing options...
alexustas Posted February 9, 2017 Author Share Posted February 9, 2017 simple flight from KSC to North-East island and back, instrumental approach and ILS-landing Using navigation radio and charts 1 hour ago, Ser said: Is there any way to use Navaids data programatically? The idea is to bind in-game waypoint navigation to VOR/NDB by presenting waypoints to a pilot in the form "India-Delta-Zero-Six 135 DME 300" instead of stock blips and marks on the navball. not now, but in the near (I hope) future something like that will be implemented Quote Link to comment Share on other sites More sharing options...
nukeboyt Posted February 9, 2017 Share Posted February 9, 2017 (edited) @alexustas WOW! I never would have thought this level of avionics fidelity would be possible in KSP! You, sir are an absolute genius. Are you a pilot IRL? Edited February 9, 2017 by nukeboyt Quote Link to comment Share on other sites More sharing options...
Ser Posted February 10, 2017 Share Posted February 10, 2017 (edited) @alexustas I gave it a try and have some feedback. 1. Radio recovery seems to break something. KSC scene becomes unusable and the following is spammed in the log: [EXC 08:54:12.836] NullReferenceException: Object reference not set to an instance of an object FlightGlobals.get_ship_velocity () FloatingOrigin.FixedUpdate () [EXC 08:54:12.837] NullReferenceException: Object reference not set to an instance of an object AmbienceControl.Update () [EXC 08:54:12.838] NullReferenceException: Object reference not set to an instance of an object Vessel.Update () Don't know, maybe another mod causes this but the fact is that it is connected to the radio recovery because after the normal recovery everything is ok. 2. I've tuned to IKW at 45 km distance and pushed "IDENT" but no morse code was audible. ADF and DME worked but the code became audible only at the very moment when the glide slope was intercepted at about 10 km. Is that intended? 3. On the page 4-2 of the chart (KKSC landing) there's a fix BAKOR (id SCE) marked as NDB with its own MW frequency. Base and final turn points of the circuit reference to SCE but I couldn't find a way to tune to that MW frequency as both NAV radios are VHF. How should that be done? P.S. Sorry for breaking into your video at 13:00 I often wish that there was some magic button for the mode that automatically tells "Get lost, I'm recording" to all the other software. Edited February 10, 2017 by Ser Quote Link to comment Share on other sites More sharing options...
SkyKaptn Posted February 10, 2017 Share Posted February 10, 2017 Thank you. Really...thank you Quote Link to comment Share on other sites More sharing options...
alexustas Posted February 10, 2017 Author Share Posted February 10, 2017 5 hours ago, Ser said: @alexustas I gave it a try and have some feedback. 1. Radio recovery seems to break something. KSC scene becomes unusable and the following is spammed in the log: Don't know, maybe another mod causes this but the fact is that it is connected to the radio recovery because after the normal recovery everything is ok. Quote Link to comment Share on other sites More sharing options...
Ser Posted February 10, 2017 Share Posted February 10, 2017 (edited) @alexustas, thanks, I'll try that. Have you thought of the following: what if procedures from charts (approach, landing) were specified as cfg's? That would allow a great scalability, here is what I mean: Flying around KSC is cool but there are plenty of custom runways that a player can add in his game. 1. Using the data from cfg's the charts could be generated procedurally. I doubt that anyone would be patient enough to force all those custom runway creators to draw proper charts and maintain them but having them procedurally generated we could have default charts even for the laziest ones. 2. Those data could be used by an ATC mod for vectoring, landing etc., thus we'd automatically had both charts and ATC services using the same data, and for every custom runway added. Are you interested in that? Edited February 10, 2017 by Ser Quote Link to comment Share on other sites More sharing options...
MrFancyPL Posted February 11, 2017 Share Posted February 11, 2017 Hello, can somone help me ? I have got problem with gauges from ASET avionics pack. I don't know why they are glowing with the purple color. It looks very annoying. Can someone tell me how to fix it ? Quote Link to comment Share on other sites More sharing options...
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