alexustas Posted August 17, 2017 Author Share Posted August 17, 2017 (edited) I need beta testers to test and debug new props and cockpit layout. Powerful PCs, weak PCs, Linux, Apple, OpenGL, a minimum of mods, hundreds of mods, advanced players, beginners ... And also, I would like very much to other IVA-builders took part in this test, it is very important to me to know your opinion, suggestions and comments about the major innovations in this update Please PM me if you are interested Edited August 17, 2017 by alexustas Quote Link to comment Share on other sites More sharing options...
Di-Crash Posted September 23, 2017 Share Posted September 23, 2017 (edited) I apologize for not writing a topic. I wanted to ask for your help about the mod BDynamics Mk22 Cockpits v1.1. Author seems to have abandoned the mod, and the last update was made by another person. but something went wrong and there was such an unpleasant bug: Spoiler In the old version of mod, this bug was not. I tried to replace the files and found out that the reason is in the file BDMk22.dll, if i replace it with a file from the old version then this error disappears, but the monitor does not work. : ((( I dig deeper inside the source code and found that the files are almost identical, the difference is only in one line. In the new version, this: float radarAlt = Mathf.Clamp((float)(vessel.mainBody.GetAltitude(vessel.CoM) - vessel.terrainAltitude), 0, (float)vessel.altitude); In the old, it is: float radarAlt = Mathf.Clamp((float)(vessel.mainBody.GetAltitude(vessel.findWorldCenterOfMass())-vessel.terrainAltitude), 0, (float)vessel.altitude); But as far as I understand it's just getting altitude for the monitor, this can not affect the visual display in any way? You are well versed in this topic, I wanted to ask you, maybe you will tell the direction, because I do not understand what the reason may be. (( I will be very grateful for any help. ) P.S. I apologize for the bad english, this is not my native language. Edited September 23, 2017 by Di-Crash Quote Link to comment Share on other sites More sharing options...
Lo var Lachland Posted November 26, 2017 Share Posted November 26, 2017 Wow, , I got mentioned in every release thread! Thanks @alexustas! I am glad to help! Quote Link to comment Share on other sites More sharing options...
coguar Posted December 29, 2017 Share Posted December 29, 2017 Hello, How does the ILS works? on regular flight sims I usually setup the Nav radio with the ILS frequency, verify the Morse code that correspond to the navigation chart and start descend...however by doing this, and start my final descend using RMI to locate the beacon and keep lined to the runway and HSI set with ILS... nothing happens don't see horizontal and vertical lines moving indicating about height and orientation, just get a "Nav" flag inside the HSI ... Any additional steps to perform this? I've been using flight sims for long time ago, wanted to try kerbal and I loved, although is not a flight sim like XPLANE and MS flight simulator series , but it gives you the opportunity to create your own planes and spaceships with a a little bit of reality and love it. Please let me know if there are documentation about panels or a way to setup the ILS, Great job with "Kerbin_AEROCHARTS-25-nov-2017.pdf" AMAZING!!! Quote Link to comment Share on other sites More sharing options...
alexustas Posted December 29, 2017 Author Share Posted December 29, 2017 2 hours ago, coguar said: How does the ILS works? on regular flight sims I usually setup the Nav radio with the ILS frequency, verify the Morse code that correspond to the navigation chart and start descend...however by doing this, and start my final descend using RMI to locate the beacon and keep lined to the runway and HSI set with ILS.. ASET ILS works exactly as you describe it. I can only assume that you did not specify the necessary course (CRS) for HSI watch this video: Quote Link to comment Share on other sites More sharing options...
coguar Posted December 29, 2017 Share Posted December 29, 2017 Ohh what a mistake!!! probably the Caravan or other planes in xplane sim have some setting that auto ajust that, my apologizes such a rookie error, that being said thank you so much, I will give it a try again , this time setting the Runway course. Happy new year and thanks! -- To the infinity and beyond!! Quote Link to comment Share on other sites More sharing options...
Aspen Space Posted January 11, 2018 Share Posted January 11, 2018 My install of ASET puts up waypoints all over Kerbin for the VOR/DME points, is this a bug or intended? Including link to a screenshot. Just wondering because I find them annoying and they make it difficult to plot maneuver nodes. Is there anyway to keep this wonderful mod and get rid of these? Thanks in advance. https://imgur.com/g7YU5oP Quote Link to comment Share on other sites More sharing options...
Aspen Space Posted January 11, 2018 Share Posted January 11, 2018 14 hours ago, Aspen Space said: My install of ASET puts up waypoints all over Kerbin for the VOR/DME points, is this a bug or intended? Including link to a screenshot. Just wondering because I find them annoying and they make it difficult to plot maneuver nodes. Is there anyway to keep this wonderful mod and get rid of these? Thanks in advance. https://imgur.com/g7YU5oP Tore quite a few hairs out over this problem but finally managed to solve it! The waypoints came from @MOARdV's Avionics Systems. I love the usefulness in the cockpits with VOR/DME receivers but I'm not sure if the way-points are actually intended to be shown on the map as they were in my install. Here's a link to an image of exactly where the file is if others run across this problem. https://imgur.com/OlbtQiE Quote Link to comment Share on other sites More sharing options...
MOARdV Posted January 12, 2018 Share Posted January 12, 2018 1 hour ago, Aspen Space said: The waypoints came from @MOARdV's Avionics Systems MAS adds radio navigation beacons to KSP's custom waypoints list, which allows them to be selected using Waypoint manager (or using MAS). So, yes, that's intended behavior. I could add a configuration option to MAS to prevent adding waypoints - I don't play career or science, so waypoints don't do much when I play. Quote Link to comment Share on other sites More sharing options...
bonvin Posted February 19, 2018 Share Posted February 19, 2018 (edited) Could we please get another mirror? Spacedock is down and has been down for three days now, so there's currently no way of actually downloading this mod. Edited February 19, 2018 by bonvin Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted February 20, 2018 Share Posted February 20, 2018 (edited) 54 minutes ago, bonvin said: Could we please get another mirror? Spacedock is down and has been down for three days now, so there's currently no way of actually downloading this mod. Not actually three days, even tho IsItDown says that... Ive been using it the past few days, right up to early this afternoon, mebbe... Edited February 20, 2018 by Stone Blue Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted April 25, 2018 Share Posted April 25, 2018 For some reason the forum search isn't working for me, so apologies for asking an already-answered question, but is there any interaction with a radio on/off switch and chatterer? Quote Link to comment Share on other sites More sharing options...
theonegalen Posted April 26, 2018 Share Posted April 26, 2018 (edited) 1 hour ago, Beetlecat said: For some reason the forum search isn't working for me, so apologies for asking an already-answered question, but is there any interaction with a radio on/off switch and chatterer? The push to talk switch works. I don't remember getting the transmit and receive level gauges to work. Currently, the radio switches and chatterer ptt don't depend on one another. I guess I should make that a part of my mod too. Edited April 26, 2018 by theonegalen Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted April 26, 2018 Share Posted April 26, 2018 2 hours ago, theonegalen said: The push to talk switch works. I don't remember getting the transmit and receive level gauges to work. Currently, the radio switches and chatterer ptt don't depend on one another. I guess I should make that a part of my mod too. That would be rather cool -- to be able to "silence" chatterer via IVA. And maybe just the voices, or other sounds, etc. Quote Link to comment Share on other sites More sharing options...
neistridlar Posted April 29, 2018 Share Posted April 29, 2018 (edited) Not sure whether this should be for @alexustas or @MOARdV, maybe it takes both to fix this. The readout from the turn coordinator is wrong. It seems to be set up as a poor mans navball, with the aircraft being assigned to roll angle, and the ball being assigned to the heading and velocity-vector heading. In reality the ball Should act like a bubble level, and the aircraft should indicate the yaw rate, such that when it aligns with the marks it does a standard rate turn, I.E. 2 min. for 180 degrees. Some also have roll rate added to this readout for quicker response. The wikipedia article on this instrument is quite good I think. Edited April 29, 2018 by neistridlar Further testing showed the explanation for ball config was wrong. Quote Link to comment Share on other sites More sharing options...
MOARdV Posted April 29, 2018 Share Posted April 29, 2018 2 hours ago, neistridlar said: The readout from the turn coordinator is wrong If it's a question of the ball and aircraft using the wrong data sources, then it's a configuration problem in the prop. Considering the hundreds of props alexustas configured in these props packs, bugs aren't surprising. If the bubble level is supposed to function as a level, it could be controlled with the roll variable (I think it's "ROLL" - it's been a couple of years since I worked on RPM IVAs). The turn rate will be difficult - the yaw, pitch, and roll rates are all about the vessel's own axis, so none of them work for turn rate. I am fairly sure RPM doesn't have a variable to track the change in heading over time, which is what it sounds like the turn coordinator measures. So, in that case, the turn coordinator can't report the actual delta-heading, because that information isn't available (an RPM shortcoming). It is something I can add to MAS if it's needed, but I am no longer adding features to RPM. Quote Link to comment Share on other sites More sharing options...
neistridlar Posted April 29, 2018 Share Posted April 29, 2018 6 hours ago, MOARdV said: If it's a question of the ball and aircraft using the wrong data sources, then it's a configuration problem in the prop. Considering the hundreds of props alexustas configured in these props packs, bugs aren't surprising. If the bubble level is supposed to function as a level, it could be controlled with the roll variable (I think it's "ROLL" - it's been a couple of years since I worked on RPM IVAs). The turn rate will be difficult - the yaw, pitch, and roll rates are all about the vessel's own axis, so none of them work for turn rate. I am fairly sure RPM doesn't have a variable to track the change in heading over time, which is what it sounds like the turn coordinator measures. So, in that case, the turn coordinator can't report the actual delta-heading, because that information isn't available (an RPM shortcoming). It is something I can add to MAS if it's needed, but I am no longer adding features to RPM. Sounds like it might be just a config issue then. Assigning roll to the ball is not at all right. It works like a bubble level, that is when you bank say, 60 degrees, and pitch up and use the rudders to keep in a coordinated turn (usually slight rudder in the direction of the turn), that is the forces work out such that you are only pushed down into your seat (which is the proper way to fly), then the ball will be centered. But if you fly wings level, but input full rudder, then the ball would be pinned to one side. For a simplified model it could use the angle between the local Z axis, and the resultant force vector in the X/Z plane. In an ideal world that is what the ball would display. Though it is of course a mechanical device, so it does not behave perfectly. In a Zero-G environment the ball should give completely nonsensical readings, basically just floating around. If you have to add something to make this work, I would be happy to help you work out the math. The turn rate that the instrument measures is the local yaw rate. Again because of the way the instrument works, but since you know approximately what the bank angle is going to be you can calibrate it to give a sufficiently accurate readout. If you were in orbit, with a constant heading, and a bank angle of 90 degrees, and started yawing, the turn indicator would read non zero, even though you are not changing the heading. Just configuring it for the vessels yaw rate would be quite adequate. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted April 29, 2018 Share Posted April 29, 2018 (edited) 25 minutes ago, neistridlar said: Sounds like it might be just a config issue then. Assigning roll to the ball is not at all right. It works like a bubble level, that is when you bank say, 60 degrees, and pitch up and use the rudders to keep in a coordinated turn (usually slight rudder in the direction of the turn), that is the forces work out such that you are only pushed down into your seat (which is the proper way to fly), then the ball will be centered. But if you fly wings level, but input full rudder, then the ball would be pinned to one side. For a simplified model it could use the angle between the local Z axis, and the resultant force vector in the X/Z plane. In an ideal world that is what the ball would display. Though it is of course a mechanical device, so it does not behave perfectly. In a Zero-G environment the ball should give completely nonsensical readings, basically just floating around. If you have to add something to make this work, I would be happy to help you work out the math. The turn rate that the instrument measures is the local yaw rate. Again because of the way the instrument works, but since you know approximately what the bank angle is going to be you can calibrate it to give a sufficiently accurate readout. If you were in orbit, with a constant heading, and a bank angle of 90 degrees, and started yawing, the turn indicator would read non zero, even though you are not changing the heading. Just configuring it for the vessels yaw rate would be quite adequate. Here's the current configuration: // arrow rotation MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = -60,60 variableName = ROLL controlledTransform = PlaneMark localRotationStart = 0,-60,0 localRotationEnd = 0,60,0 maxRateChange = 1 } VARIABLESET { scale = -50,50 variableName = HORZVELOCITYRIGHT controlledTransform = BallLoc localRotationStart = 0,12,0 localRotationEnd = 0,-12,0 maxRateChange = 1 } } What you're saying is that PlaneMark maybe should be ROLL multiplied by HORZVELOCITYRIGHT, perhaps, or a compound variable of that nature? Finding the plane of the velocity vector might be difficult for the ball. There is a SIDESLIP variable and also PITCHPROGRADE and YAWPROGRADE variables which report pitch and yaw relative to the prograde vector, in degrees. Would any of these help? The RPM variables are located here: https://github.com/Mihara/RasterPropMonitor/wiki/Defined-variables Once we get to MAS configs, there are variables such as fc.AccelRight(), fc.AccelSurfaceRight(), and fc.AccelUp() to consider. https://github.com/MOARdV/AvionicsSystems/wiki/MASFlightComputerProxy3#speed-velocity-and-acceleration-category Edited April 29, 2018 by theonegalen Quote Link to comment Share on other sites More sharing options...
neistridlar Posted April 29, 2018 Share Posted April 29, 2018 17 minutes ago, theonegalen said: Here's the current configuration: // arrow rotation MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = -60,60 variableName = ROLL controlledTransform = PlaneMark localRotationStart = 0,-60,0 localRotationEnd = 0,60,0 maxRateChange = 1 } VARIABLESET { scale = -50,50 variableName = HORZVELOCITYRIGHT controlledTransform = BallLoc localRotationStart = 0,12,0 localRotationEnd = 0,-12,0 maxRateChange = 1 } } What you're saying is that PlaneMark maybe should be ROLL multiplied by HORZVELOCITYRIGHT, perhaps, or a compound variable of that nature? Finding the plane of the velocity vector might be difficult for the ball. There is a SIDESLIP variable and also PITCHPROGRADE and YAWPROGRADE variables which report pitch and yaw relative to the prograde vector, in degrees. Would any of these help? The RPM variables are located here: https://github.com/Mihara/RasterPropMonitor/wiki/Defined-variables Once we get to MAS configs, there are variables such as fc.AccelRight(), fc.AccelSurfaceRight(), and fc.AccelUp() to consider. https://github.com/MOARdV/AvionicsSystems/wiki/MASFlightComputerProxy3#speed-velocity-and-acceleration-category Ok, i played around with it. This config gives a much closer to real life behaviour: MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = -8,8 variableName = YAWRATE controlledTransform = PlaneMark localRotationStart = 0,-60,0 localRotationEnd = 0,60,0 maxRateChange = 1 } VARIABLESET { scale = -3,3 variableName = SIDESLIP controlledTransform = BallLoc localRotationStart = 0,12,0 localRotationEnd = 0,-12,0 maxRateChange = 1 } } It is still far from perfect, as the ball is not centered while the aircraft is stationary on level ground, for instance, but in the air the response is largely as expected. I will have to look into the MAS stuff later. It seems that might have the stuff necessary for the ball to work properly. Quote Link to comment Share on other sites More sharing options...
Quantum Jump Posted February 9, 2019 Share Posted February 9, 2019 I guess it doesn't work with 1.6 yet, as I'm observing. Or is just me ? Quote Link to comment Share on other sites More sharing options...
alexustas Posted February 9, 2019 Author Share Posted February 9, 2019 1 hour ago, Quantum Jump said: I guess it doesn't work with 1.6 yet, as I'm observing. Or is just me ? I just checked it out. all work with 1.6.1 Quote Link to comment Share on other sites More sharing options...
Neil Kerman Posted July 12, 2019 Share Posted July 12, 2019 (edited) How do you add new markers to the Jebbesen Aeronautical chart? Edited July 12, 2019 by Neil Kerman Quote Link to comment Share on other sites More sharing options...
alexustas Posted July 13, 2019 Author Share Posted July 13, 2019 First of all. I am very sorry for giving very bad feedback recently. I have very little free time I could spend on modding. But I do not plan to completely abandon my hobby and really hope that sooner or later I will be able to get back on my favorite hobby as before. 15 hours ago, Neil Kerman said: How do you add new markers to the Jebbesen Aeronautical chart? Charts are in fact an extremely cumbersome and complex document created in CorelDraw. So the best, and most likely the only way, will be if you provide me with complete information about new markers and I will add them to the document myself. Quote Link to comment Share on other sites More sharing options...
BaelRathLian Posted July 14, 2019 Share Posted July 14, 2019 Love this mod / work. Is it upto date with the current version of the game? IVA is a lot more fun when the controls actually work. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted July 15, 2019 Share Posted July 15, 2019 On 7/13/2019 at 1:23 AM, alexustas said: First of all. I am very sorry for giving very bad feedback recently. I have very little free time I could spend on modding. But I do not plan to completely abandon my hobby and really hope that sooner or later I will be able to get back on my favorite hobby as before. Charts are in fact an extremely cumbersome and complex document created in CorelDraw. So the best, and most likely the only way, will be if you provide me with complete information about new markers and I will add them to the document myself. I'd love to help with something along these lines when KerbinSide Remastered gets a fuller release. Navigating around Kerbin using radio sounds delightful. Quote Link to comment Share on other sites More sharing options...
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