flart

[1.7 - 1.4] Speed Unit Annex — enhanced navball panel, contextually! (2019-04-12)

Recommended Posts

The main xx.x m/s line is still there, the mod adds (annex) some new speed units and helpful values to the top line, depending from navball mode and the vesselType.
Configurable in the settings page (difficulty section).

gLvQ7aW.jpgy9REt28.jpg

  • Surface mode
    • Rover — km/h or mph
    • Boat/Submarine — knots 
    • Airplane — Mach number or knots or km/h or mph 
    • Airplane — IAS (Indicated AirSpeed — main (bottom) line — disabled by default)
    • Kerbal (EVA) — trait and name
    • All, except Rovers and Boat — Above Ground Level
  • Orbit mode
    • Kerbal (EVA) — trait and name
    • Ap and Pe (a little transparent for < 0 or < R_atm or > R_soi )
    • Time to the next Ap/Pe (А-4.5d — four and a half days until Apoapsis — disabled by default)
  • Target mode
    • A distance to a target
    • A target vessel/celestial body name
    • A target docking port Roll
    • Target docking port angles (yaw, pitch and roll — disabled by default)
    • Two decimal digit for low target speed

Disabled by default:  
             IAS             |  Time to next Ap/Pe  |   Target docking port angles: 
wpQkBkK.jpgzLp4qTe.jpg


Sometimes KSP doesn't recognize vessel type correctly, 
so select it manually using "Rename Vessel" option in the flight or "Configure Vessel Naming" in the VAB/SPH

Inspired by SpeedUnitChanger and SpeedUnitDisplay

Note:

Spoiler

Boat            is SPLASHED Plane or SPLASHED Rover above -20m
Submarine is SPLASHED Plane or SPLASHED Rover below -20m
Rover          is non-SPLASHED Rover or LANDED Plane
Airplane     is non-SPLASHED Plane and non-LANDED Plane

 

Screenshots:

Spoiler

mode%20-%20surface.jpg
 

mode%20-%20target%20-%20orbit.jpg

 

@Kottabos video about the v0.9.7:

Spoiler

 

 

 

Download:

Releases page: https://github.com/yalov/SpeedUnitAnnex/releases

Languages: English, Русский, Deutsch, Español, Italiano, Français, 中文
If anyone is interested to translate into Japanese or Portuguese-Brazilian — github.

Link-Spacedock-blue.svg  Link-ChangeLog-blue.svg

CKAN-Indexed-green.svg  SpeedUnitAnnex.svg?label=Version&colorB=  speedunitannex.svg?maxAge=3600&label=Lic

Edited by flart

Share this post


Link to post
Share on other sites

Its a great idea.... but the mach speed needs to be in relativity to the ground... 872.1m/s is not mach 3.0... its mach 2.54 in relativity to the ground.... mach 3 is 1029m/s... if you add in kerboins rotation speed to the planes current speed its roughly 1047m/s which is very slightly above mach 3.0

 

I think it just needs some polishing up, great job though!

sincerely, solarise helm.

Safe sciencing!

Share this post


Link to post
Share on other sites

Welcome aboard, @solarise helm

13 hours ago, solarise helm said:

 872.1m/s is not mach 3.0... its mach 2.54 in relativity to the ground.... mach 3 is 1029m/s...

Mach 3.0 is indeed ~1000m/s at the ground level.

The Mach number at which an aircraft is flying can be calculated by

\mathrm {M} ={\frac {u}{c}}

where:
M is the Mach number
u is velocity of the moving aircraft and
c is the speed of sound at the given altitude
 

So speed for same Mach number is decreasing with increasing altitude and for altitude 16530m for Kerbin Mach 3.0 is ~870m/s.
Also, without atm the speed of sound and therefore the Mach number have no meaning.

 

Spoiler

P.S. Mach number is calculated for a vessel in the game 


FlightGlobals.ActiveVessel.mach

so I  didn't do the conversion by myself.

Edited by flart

Share this post


Link to post
Share on other sites

Hello,

very nice addon.!

 

I have tried to make a german language Version, but I wasn't able to upload it into the github.

Does it make sense to post it right here? maybe as 'code'?

 

- Isabelle

 

Share this post


Link to post
Share on other sites

Mod has been Kottabosed!

 

———————————

New version 0.9.8

  • add knots for airplanes (settings)
    Worldwide, the knot is used in meteorology, and in maritime and air navigation
  • fix bugs
Edited by flart

Share this post


Link to post
Share on other sites

Version 0.9.9

            IVQTAMk.jpg

  • Kerbal Names replaced Ap&Pe for Kerbal (EVA) in Orbit mode (can be changed back to Ap&Pe in the settings)

 

———————————

Version 0.9.10

Edited by flart

Share this post


Link to post
Share on other sites

Version 1.0.0

  • Recompile for KSP 1.4.0

* on github for now (SpaceDock don't have 1.4.0 tag)

 

--------------------------------

 

notable [not]rounding:

you would not mislead by rounding, when it could be important

e2uHXbQ.jpg

 

Edited by flart

Share this post


Link to post
Share on other sites
4 hours ago, flart said:

Version 1.0.0

  • Recompile for KSP 1.4.0

* on github for now (SpaceDock don't have 1.4.0 tag)

Thanx for holding off on the SpaceDock update...
Besides, 1.4.1 is supposed to drop in less than a week, anyway...
Holding off on SD to add new 1.4.0/1.4.1 tags not only heads off confusion for users.... But i would think it would save *you* unecessary suppport reports, if someone grabs the 1.4.0 update, when listed as 1.3.1 on SD, and actually tries to use it on KSP 1.3.1...
So THANX for holding off till SD can update the tags :wink:

Share this post


Link to post
Share on other sites

Version 1.1.3 / 1.1.4 (KSP 1.3.1 / KSP 1.4.1)

  • Ap/Pe become a little transparent if they are negative or larger than SOI-radius
                     tURN2fg.jpg
                     
  • Time to the next Ap/Pe (disabled by default) 
                     1owY0WT.jpg
                     
  • Speed in the target mode has 2 digit after decimal point for < 0.2 m/s
                     5f1Nvu6.jpg
                     

 

SpeedUnitAnnex 1.1.3 (KSP 1.3.1)

SpeedUnitAnnex 1.1.4 (KSP 1.4.1)

Edited by flart

Share this post


Link to post
Share on other sites

Version 1.1.5 (KSP 1.4.1)

  • Italian localization (thanks to @Simog)
  • surface EVA AGL fix
  • hide "Orb" for Orbit-EVA with enabled "Time to the next Ap/Pe
                    GFQHQxW.jpg

 

 

Version 1.1.6

  •     Localization update (de, en, es, it, ru)
Edited by flart

Share this post


Link to post
Share on other sites

Version 1.1.7 (KSP 1.4.2) 

  • French localization (thanks to @valens)

 

Version 1.1.8 (KSP 1.4.3) 

  • fix URL in the .version file
Edited by flart

Share this post


Link to post
Share on other sites

Hello, Great mod.

I would be interested in making a Chinese translation. How can I submit to you?

By the way, is it possible to calculate airspeed (IAS, not TAS) for planes? I suspect if wind exists in KSP but perhaps it is possible to make a model for airspeed on different altitude. That would be critical to operate an airplane. If you could do that, it would become a killer feature of your mod.

Edited by Yanchen

Share this post


Link to post
Share on other sites

Welcome aboard,  @Yanchen
 

On 6/15/2018 at 11:22 AM, Yanchen said:

I would be interested in making a Chinese translation. How can I submit to you?


you can fork repo on github, add translation, and pull-request changes back or just place translation there:
 

Spoiler

Localization
{
	zh-cn
	{
		#SpeedUnitAnnex_sec = s
		#SpeedUnitAnnex_min = m
		#SpeedUnitAnnex_hour = h
		#SpeedUnitAnnex_day = d
		#SpeedUnitAnnex_year = y

		#SpeedUnitAnnex_ApoapsisTime_prefix = A-
		#SpeedUnitAnnex_PeriapsisTime_prefix = P-

		#SpeedUnitAnnex_meter = m
		#SpeedUnitAnnex_kilo = k
		#SpeedUnitAnnex_mega = M
		#SpeedUnitAnnex_giga = G
		#SpeedUnitAnnex_tera = T

		#SpeedUnitAnnex_Surf3 = 地面         // shorter abbreviation of Surface (up to 3 chars)
		#SpeedUnitAnnex_Surf5 = 地面        // longer abbreviation of Surface (up to 5 chars)
		#SpeedUnitAnnex_Orb   = 轨道         // abbreviation of Orbit (up to 3 chars)
		#SpeedUnitAnnex_Trg   = 目标         // abbreviation of Target (up to 3 chars)

		#SpeedUnitAnnex_kn = kn
		#SpeedUnitAnnex_knots = knots
		#SpeedUnitAnnex_kmph = km/h
		#SpeedUnitAnnex_mps  = m/s
		#SpeedUnitAnnex_mph  = mph
		#SpeedUnitAnnex_mach = Mach <<1>>



		// settings

		#SpeedUnitAnnex_navball_info  = Additional navball values

		#SpeedUnitAnnex_surfaceMode                  = Surface mode
		#SpeedUnitAnnex_rover_speedometer            = rover speedometer: km/h
		#SpeedUnitAnnex_rover_speedometer_toolTip    = Unit of additional rover speedometer:\n  km/h or mph
		#SpeedUnitAnnex_aircraft_speedometer         = airplane speedometer: Mach number
		#SpeedUnitAnnex_aircraft_speedometer_toolTip = Unit of additional airplane speedometer:\n  Mach number or knots
		#SpeedUnitAnnex_aircraft_ias                 = display IAS for airplanes
		#SpeedUnitAnnex_aircraft_ias_toolTip         = Display Indicated AirSpeed on the _right_ side of the main (bottom) line
		#SpeedUnitAnnex_altimeter                    = display radar altimeter
		#SpeedUnitAnnex_altimeter_toolTip            = flying above ground - distance to the ground (AGL)\nflying above water - distance to the water surface\noperate underwater - distance to the bottom

		#SpeedUnitAnnex_orbitMode          = Orbit mode
		#SpeedUnitAnnex_orbitEVA           = display name (EVA)
		#SpeedUnitAnnex_orbitEVA_toolTip   = Display kerbal name for EVA instead of Apoapsis and Periapsis
		#SpeedUnitAnnex_orbitTime          = display time to Ap/Pe
		#SpeedUnitAnnex_orbitTime_toolTip  = Display time to the next apsis (Ap or Pe)

		#SpeedUnitAnnex_targetMode             = Target mode
		#SpeedUnitAnnex_targetDistance         = display distance to target
		#SpeedUnitAnnex_targetDistance_toolTip = Display distance to target
	}
}

 


Also you can test your translation in game by putting your zh-cn.cfg into GameData\SpeedUnitAnnex\localization folder. (testing mostly about fit inside navball panel)       
 

On 6/15/2018 at 11:22 AM, Yanchen said:

By the way, is it possible to calculate airspeed (IAS, not TAS) for planes?

Calculate IAS is possible,  @ThirdOfSeven's SpeedUnitDisplay mod is exactly about it.

Do you want to see it in the SpeedUnitAnnex as mach or knots or IAS or you want to see mach or knots and IAS ? There is not much space...

 

On 6/15/2018 at 11:22 AM, Yanchen said:

... That would be critical to operate an airplane

Can you guys explain why IAS is so helpful in the KSP ?

Edited by flart

Share this post


Link to post
Share on other sites

@flart I have never seen the radar altimeter readout under any circumstances.

At least with a rocket vessel built in the VAB... or the pod landing.

Share this post


Link to post
Share on other sites

@Gordon Dry Check settings, maybe you disabled AGL....

On screenshots AGL is 16.53k for the plane, 16553m for the rocket, 6.8m for the kerbal and 20.9m for the submarine 

Share this post


Link to post
Share on other sites
7 minutes ago, flart said:

Check settings, maybe you disabled AGL....

ofc I enabled it at first after installing

I have the clue that this mod could be incompatible to Orbital Decay.

 

Needs further testing.

Also the readout of the maneuver dV bar right of the KSP navball never decreases on maneuver burn after I installed Speed Unit Annex - but the maneuvers finish without issues besides that.

Share this post


Link to post
Share on other sites
6 hours ago, Gordon Dry said:

could be incompatible to Orbital Decay.

WhiteCat's Orbital Decay for max KSP 1.1.3? What KSP version do you have? Orbital Decay is not working in the KSP 1.4.3

Looks like Orbital Decay doesn't change text on navball panel, so it is unlikely incompatible with Speed Unit Annex.

Also I don't think Speed Unit Annex can interfere with other navball elements, like maneuver dV bar.
It just change navball panel text at LateUpdate() time.

Share this post


Link to post
Share on other sites

Yes, it is...

Desided to wait few days, because there was talking about Chinese translation.

Edited by flart

Share this post


Link to post
Share on other sites
On 6/15/2018 at 9:24 PM, flart said:

Welcome aboard,  @Yanchen
 


you can fork repo on github, add translation, and pull-request changes back or just place translation there:
 

  Reveal hidden contents


Localization
{
	zh-cn
	{
		#SpeedUnitAnnex_sec = s
		#SpeedUnitAnnex_min = m
		#SpeedUnitAnnex_hour = h
		#SpeedUnitAnnex_day = d
		#SpeedUnitAnnex_year = y

		#SpeedUnitAnnex_ApoapsisTime_prefix = A-
		#SpeedUnitAnnex_PeriapsisTime_prefix = P-

		#SpeedUnitAnnex_meter = m
		#SpeedUnitAnnex_kilo = k
		#SpeedUnitAnnex_mega = M
		#SpeedUnitAnnex_giga = G
		#SpeedUnitAnnex_tera = T

		#SpeedUnitAnnex_Surf3 = 地面         // shorter abbreviation of Surface (up to 3 chars)
		#SpeedUnitAnnex_Surf5 = 地面        // longer abbreviation of Surface (up to 5 chars)
		#SpeedUnitAnnex_Orb   = 轨道         // abbreviation of Orbit (up to 3 chars)
		#SpeedUnitAnnex_Trg   = 目标         // abbreviation of Target (up to 3 chars)

		#SpeedUnitAnnex_kn = kn
		#SpeedUnitAnnex_knots = knots
		#SpeedUnitAnnex_kmph = km/h
		#SpeedUnitAnnex_mps  = m/s
		#SpeedUnitAnnex_mph  = mph
		#SpeedUnitAnnex_mach = Mach <<1>>



		// settings

		#SpeedUnitAnnex_navball_info  = Additional navball values

		#SpeedUnitAnnex_surfaceMode                  = Surface mode
		#SpeedUnitAnnex_rover_speedometer            = rover speedometer: km/h
		#SpeedUnitAnnex_rover_speedometer_toolTip    = Unit of additional rover speedometer:\n  km/h or mph
		#SpeedUnitAnnex_aircraft_speedometer         = airplane speedometer: Mach number
		#SpeedUnitAnnex_aircraft_speedometer_toolTip = Unit of additional airplane speedometer:\n  Mach number or knots
		#SpeedUnitAnnex_aircraft_ias                 = display IAS for airplanes
		#SpeedUnitAnnex_aircraft_ias_toolTip         = Display Indicated AirSpeed on the _right_ side of the main (bottom) line
		#SpeedUnitAnnex_altimeter                    = display radar altimeter
		#SpeedUnitAnnex_altimeter_toolTip            = flying above ground - distance to the ground (AGL)\nflying above water - distance to the water surface\noperate underwater - distance to the bottom

		#SpeedUnitAnnex_orbitMode          = Orbit mode
		#SpeedUnitAnnex_orbitEVA           = display name (EVA)
		#SpeedUnitAnnex_orbitEVA_toolTip   = Display kerbal name for EVA instead of Apoapsis and Periapsis
		#SpeedUnitAnnex_orbitTime          = display time to Ap/Pe
		#SpeedUnitAnnex_orbitTime_toolTip  = Display time to the next apsis (Ap or Pe)

		#SpeedUnitAnnex_targetMode             = Target mode
		#SpeedUnitAnnex_targetDistance         = display distance to target
		#SpeedUnitAnnex_targetDistance_toolTip = Display distance to target
	}
}

 


Also you can test your translation in game by putting your zh-cn.cfg into GameData\SpeedUnitAnnex\localization folder. (testing mostly about fit inside navball panel)       
 

Calculate IAS is possible,  @ThirdOfSeven's SpeedUnitDisplay mod is exactly about it.

Do you want to see it in the SpeedUnitAnnex as mach or knots or IAS or you want to see mach or knots and IAS ? There is not much space...

 

Can you guys explain why IAS is so helpful in the KSP ?

Translation submitted!!

Regarding IAS, if there are people like me (I think there are), who want to design aircraft with thinking about efficiency, performance, safety, and making graceful and soft landings. It is important to have those numbers found out such as what speed will the aircraft stall, what the ideal speed is for touch down. They are about how fast the air flows through the wings not how fast the airplane is moving against ground. Perhaps it is not so important to everybody; I have several years of flight simulator experience so I am very sensitive to speed, attitude, landing rate, cockpit instruments, etc. IAS is great and I very appreciate that you offer it. It would be even more exciting if it can be displayed somewhere inside of the cockpit, perhaps on the RPM screen in the future.

Edited by Yanchen
Missing content

Share this post


Link to post
Share on other sites

Version 1.2.0

  • Surface: Indicated AirSpeed (IAS) for airplanes (disabled by default)
  • Orbit: Ap/Pe become a little transparent if they are unstable or negative: smaller than atmosphere height or larger than SOI-radius
  • Chinese localization (thanks to @Yanchen)    
  • localization updates

 

Spoiler

ID0ZHkn.jpg     1oropfv.jpg

Edited by flart

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now