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DeputyLOL

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Everything posted by DeputyLOL

  1. Update News: There will be an update coming very soon™ that will add a whole bunch of new features and compatibility with KSP 1.1. Things to look forward to; - Instruments now read altitude in FEET instead of meters, like the real thing. (let me know your thoughts on this). The reason why I wanted to transition to feet is because the real plane uses feet. (there will be the option to display altitude in meters as well) - An ILS with the variables taken from NavUtilities, meaning that you can select the runway/glideslope and the ILS is more accurate. - More nostalgic GPWS voice. (let me know if you want the other one back). - Started to arrange the overhead panel. There are now lots of confusing looking switches but most of them are dummies (the ones that aren't will be labelled) - Basic autopilot usage for people without pilot assistant. (Altitude bug/alert and roll Flight Director for heading) - A wider cockpit so the kerbals hands aren't blocking the controls. - Seatbelts signs and switches. The MK3 passenger cabin will be equipped with seatbelt signs (and possibly no smoking signs) that can be turned on and off from the cockpit. It can also be set to automatic so that it turns on by itself when the plane is below 5000ft. These are only some of the changes. The thing that I am currently stuck on is building a plane that can actually fly properly without needing to use TweakScale... Let me know your thoughts and any last minute additions that i might be able to squeeze into the next update!
  2. I might consider it. I have a lot more knowledge and insight of the 737 as it is the most popular plane on earth, I would have to do some research of the 727. I was considering doing the 717 first but I'll see how it goes. As for the passenger variant. Why not try make it yourself. The cockpit can be used on anything as long as it has flaps and spoilers. (If FAR is installed). The problem is that if you go into IVA of any of the passenger cabins, the entire cockpit (including autopilot) will shut down until you go back into cockpit IVA. This is a bug with RPM and I suspect that the issue is going to be too difficult to fix. EDIT: Nope! RPM fixed that and now it works a treat!
  3. It's an alpha...... The lights I do have are in roughly the place they would be in the real thing. I know about the throttle problem, the issue is that the cockpit itself is too narrow. Meaning the kerbal a hands clip into the throttle. The current work around is to make sure there is a female kerbal in the captains seat as they have smaller hands. Its also the reason I removed the radio. You couldn't reach it and it wasn't finished. It also doesn't provide any usefulness currently. It WILL be on the next version. But I don't think I'll be able to make the next version until 1.1 is released as I'm using a new version of unity, KSP and RPM. But I can confirm that I finally got a working ILS(NavUtilites was updated), the cockpit is wider so the throttles are accessible and if certain features are added to RPM I "MIGHT" be able to make some sort of auto land system. Rest assured that the new version is coming Soon™. PS. How did you find the instruction manual?
  4. Yeah I wanted to use Kramax autopilot but it didn't have some of the functions that pilot assistant had. It also isn't compatible with RPM at the moment. I will switch to using Kramax if: 1 The Kramax mod is updated for KSP 1.1 2 The Kramax mod contains all the features that pilot assist has (air speed in knots) 3 Kramax mod is compatible with RPM. 4 Kramax includes options to have presets that toggle some of the features on/off. Eg automatic landing gear I don't want to have to use PA and Kramax together as the autopilot is complicated enough as it is.
  5. Done, instructions on DropBox. Hope you enjoy. The pictures are from a more recent version of the cockpit so some things may be missing or not in the 0.2 version.
  6. You bring up an excellent point. I made the mod so I know what every thing does. I didn't consider what it would be like for new users. I'll get a tutorial up asap.
  7. Thank you, even though this is still a big 'maybe' and 1.1 is coming Soon™. Also, thanks for reminding me about Dynamic Deflection as I completely forgot about that.
  8. I have been making one, that's why some of the props were requested by me. Alexustas made almost all the props and the cockpit model for me. Thanks Alexustas! Its still early stages.
  9. How do you think pilot assistant will cope with the new 'actuator speeds' of the control surfaces? Because from my first impression they seem very slow. I know that right now isn't probably the best time but do you think we could have some sort of presets for different speeds/altitudes? I ask this because PA starts to have trouble controlling heading at low speeds and will start oscillating, at the same time I don't want to increase the control authority too much as the plane is also designed for high speed flight. Having the limits and scales change as the plane gets slower would be a great help. Also, MOARdv+ 'might' be adding a continuous transfer mechanism to RPM, if that is the case then it could be possible to feed pilot assistant a constant stream of targets (speed/heading/altitude) to follow. Do you think that it would be feasible?
  10. Do you think you could expose the short runway ID to RPM please? Having a bit of trouble getting the long one to fit consistently.
  11. all the variables look good except for dme which is exactly 1000 times bigger than it should be, but this is easily fixed with a RPM math variable.
  12. Wow, didn't know about the RPM pre release. Ill go try that now! Sorry for wasting your time.
  13. Thank you. I thought it was for both as RPM isn't 1.1 compatible yet.
  14. I don't think it works with 1.05. My IVAs are screwed up and this is flooding my log. While game starts up: [LOG 17:31:27.818] [ModuleManager] Post run call threw an exception in loading NavUtilToolBar, Version=0.5.0.0, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at ModuleManager.MMPatchLoader+<ProcessPatch>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0 [LOG 17:31:27.831] [ModuleManager] Post run call threw an exception in loading NavUtilLib, Version=0.4.3.0, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at ModuleManager.MMPatchLoader+<ProcessPatch>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0 When starting a flight: [EXC 17:49:55.251] FileNotFoundException: Could not load file or assembly 'KSPUtil, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. NavUtilLib.GlobalVariables.Settings.loadNavAids () KSFRPMHSI.KSF_MLS.Start () [EXC 17:49:55.257] FileNotFoundException: Could not load file or assembly 'KSPUtil, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. NavUtilLib.GlobalVariables.Settings.loadNavAids () KSFRPMHSI.KSF_MLS.Start () When in IVA: [ERR 16:18:02.288] Matrix stack full depth reached [ERR 16:18:02.290] Matrix stack full depth reached [ERR 16:18:02.291] Matrix stack full depth reached [EXC 16:18:02.295] MissingMethodException: Method not found: 'FinePrint.WaypointManager.get_Waypoints'. KSFRPMHSI.KSF_MLS.DrawMLS (UnityEngine.RenderTexture screen, Single aspectRatio) JSI.MonitorPage.RenderBackground (UnityEngine.RenderTexture screen) JSI.RasterPropMonitor.RenderScreen () JSI.RasterPropMonitor.OnUpdate () InternalProp.OnUpdate () InternalModel.OnUpdate () Part.InternalOnUpdate () Part.Update () [ERR 16:18:02.450] Matrix stack full depth reached [ERR 16:18:02.451] Matrix stack full depth reached [ERR 16:18:02.452] Matrix stack full depth reached [EXC 16:18:02.456] MissingMethodException: Method not found: 'FinePrint.WaypointManager.get_Waypoints'. KSFRPMHSI.KSF_MLS.DrawMLS (UnityEngine.RenderTexture screen, Single aspectRatio) JSI.MonitorPage.RenderBackground (UnityEngine.RenderTexture screen) JSI.RasterPropMonitor.RenderScreen () JSI.RasterPropMonitor.OnUpdate () InternalProp.OnUpdate () InternalModel.OnUpdate () Part.InternalOnUpdate () Part.Update () Nav Utilities doesn't load properly in 1.05, but as it is semi loaded other mods try and work with it and end up having panic attacks. The IVAs returned to normal when I removed the Nav page. Also, the RPM variables don't show up.
  15. Thank you, Ill test it now. Is this version also compatible with KSP 1.05?
  16. Thanks you, eventually I hope to link it up to pilot assist and get the plane to land itself.
  17. Do you think you could make the variables available for RPM to use? Main variable I'm talking about are selectedGlideSlope, bearing, dme, elevationAngle, locDeviation, gsDeviation, runwayHeading. I'm making a cockpit mod and wanted to add the Glide Slope and Localiser to the PFD, I have a very basic one that only works for 270* runways.
  18. Thanks! Please let me know what you think and if there are any problems.
  19. Hi all. This is the first time I've actually released a mod so I'm sorry if I have messed something up. This would be the place where I put all the really awesome screen shots of the cockpit in action... Pictures are of earlier versions of cockpit. Some features were removed from the download because they were not finished. First off, huge thanks to MOARdv and Alexustas for helping me with this, I couldn't have got it this far without them. Alexustas made most of the models so you should probably checkout his ALCOR mod for people who prefer rockets! Over the past year I've been working on an IVA cockpit for space planes. The interior is modelled after the Boeing 737 and includes some of the function that the real plane has. (adjusted for the limitation and physics of KSP). What I've come up with is a MK3 cockpit crammed full of gizmos and gadgets to "make flying safer and easier". ! PLEASE READ THIS BEFORE YOU DOWNLOAD ! This mod isn't finished, it is nowhere near finished. But it was playable for me and I wanted to share it. It is in very early stages so there WILL BE BUGS and missing features. This is the first time I've done this so please let me know if I've done something wrong and what I need to do to correct it. This is also the first time the mod will be used on other computers, so I don't even know if it will work. Please let me know if it doesn't. Download --> https://www.dropbox.com/s/n16rs1wn4ed05j3/KSP_AdvancedCockpit.zip?dl=0 <-- v0.4 Instruction Manual --> https://www.dropbox.com/s/c11apju3ntexdd1/Koeing%20737%20Instruction%20Manual.pdf?dl=0 < -- v0.1 IF YOU WANT TO USE THE PREMADE AIRCRAFT INCLUDED IN THE ZIP YOU NEED DOWNLOAD THE MODS IN THE README DOC (looks at the readme document for how to install) Please post in the forums of any problems or bugs you may encounter. Raster Prop Monitor is REQUIRED Pilot Assistant is RECOMMENDED so the autopilot and auto throttle works. FAR is RECOMMENDED so that the flaps and speed brakes work as well as the stall and over speed alarms. NAVUtilities + Hotfix is RECOMMENDED so that the inboard displays are useful and to enable the ILS. I am using the MK3 Mini Expansion Pack for exterior cockpit model, it is not needed as the model for it is included. Change log: Windows 10 allows you to record game play! So I have put some testing clips on youtube; Early Versions: Test of GPWS - https://youtu.be/kdxZZipxh0o "Successful" landing attempt - https://youtu.be/gQvCmVi98GY Super High Tech Radio - https://youtu.be/Fnq0DD7Cz54 Using the autopilot - https://youtu.be/_YHyhlosrw0 Landing with autopilot - https://youtu.be/5dzBMHgx9go Just to be clear, I was focused on trying to show off as many features as possible, not really flying the plane. The result of that is the crash that happened in the end. CURRENT AND PLANNED FEATURES: Realistic PFD with altitude, airspeed (knots), heading and attitude. Also displays/Will display; - pitch limit - stall speeds/overspeed speeds - Flight Director (Roll works, pitch doesn't) - Radar altitude - Localizer + G/S (early stages) - Autopilot mode (when the autopilot is finished) - Vertical speed is coming soon. A "functioning" autopilot! Very early stages. (needs Pilot Assistant) Which can; - Maintain a set heading. - Maintain a set altitude/vertical speed. - Maintain a set speed. - Turn off on its own when the plane is in an uncomfortable position. E.g. When you lose power, stall or experience too many G forces! Which will (hopefully); - Perform ILS landings - Follow a flight plan - Follow waypoints Can be turned off, or partially turned on so that you can control pitch while the autopilot control heading and speed. Also comes with CWS! which is the B737s equivalent of SAS! Flaps and Spoilers! (needs FAR) GPWS that uses real world alarms for real world reason. (basically I spent way too long working on this) - Will warn you if you are descending too quickly (SINK RATE) - Will warn if the ground seems to be rising faster than you are (TERRAIN TERRAIN) - Will warn if you are too close to the ground but not in landing configuration (TOO LOW TERRAIN/GEAR/FLAPS) - Will warn if you bank to much (BANK ANGLE) - Will warn if you lose altitude after take-off (DONT SINK) - Will give you altitude callouts and warn when you are reaching your minimums. - Warns you when you descend below glide slope (GLIDE SLOPE) - And switches to turn the alarms off if you fancy some aerobatics! Some automatic systems that make landing easier; - Auto-brakes (brakes are turned on when the plane hits the ground with gear down and thrust at idle or reverse) - Auto-spoilers (same as above but with the spoilers) A radio. Currently only 3 channels, serves no purpose except for listening to it (will add more channels in future) (pushed back until further notice) Lots of buttons, switches and levers that do useful stuff! It's not finished yet and still has lots of issues and I want other peoples opinions on it. Are you interested? Have suggestions? Let me know what you think!
  20. I'm talking about when the engine flames out or is shut down. I know that the engines spool down when you reduce power. Currently in the game 1. The engine will be running normally 2. BANG! ? Engine backfires like a car. 3. Engine is completely silent and dead. The engine shouldn't backfire when it runs out of fuel, it should spool down and shutdown. (I will admit that if the air flow gets cutoff that would cause the engine to surge/backfire)
  21. Saw a question about this in the questions forum, so I thought I'd put it in suggestions. When a jet engine flames-out or is shut down, it should spool down like real life engines do instead of instantly cutting off. It would basically act the same as putting the engines to idle except the loss of thrust is much quicker. Thank you.
  22. You cant download it yet, I'm still developing it. I suspect the this mod will be very big because it uses a lot of textures.
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