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theonegalen

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Everything posted by theonegalen

  1. @sarbian, I think I asked this before, and you said it might be possible, but nothing came of it. Could you please make it possible to EVA a Kerbal inside Kerbin's atmosphere from the start, but still need the upgrade in order to unlock spacewalks? I'd like to eject my crew from dying aircraft. Thank you so much for all your hard work on this mod; it's really swell.
  2. Oh my gosh, this looks amazing! I can't wait to run a mission with this cockpit!
  3. I wonder how this works with Outer Planets Mod. I'll have to try it sometime.
  4. Holy crap, dude/dudette! That's a big old piece of work for the engines not already included in the various AJE packages. I was never able to make heads or tails out of those.
  5. The guy working on RPM is @MOARdV, and he's given up on adding features for now, working on his own bottom-up replacement. So if there is integration between cockpits and RemoteTech's flight computer, it will not be soon.
  6. you're my hero, luizo! @alexustas, you are also my hero for releasing this update!
  7. What a great update! I'm working nonstop the next week or so, so I won't be able to present a new version of the helo cockpit for a while.
  8. That's what I meant as well. Also, I'm not sure how to mark the windshield in such a manner using props. I've seen a gunsight pipper from a previous mod, Aviation cockpits, maybe, and used it in the P-51 style cockpit I made back in August. Maybe something with that? But I really don't know. @Murdox @tetryds @kiwinanday @blackheart612 can you give me any more information about why you picked the cockpit(s) you did?
  9. I vote for something like that, @tetryds. Helmet mounted HUDs are a thing, especially in helicopters.
  10. @kiwinanday @Murdox Unfortunately, due to the cockpit model and the placement of the Kerbal heads, the instrument panel isn't going to look much better than what you see there. It was useful in both 720p and 1080p, but actually reading the text on the instruments can only be done if you zoom in on them. It might be possible to make the MFD legible, but it would literally have to be rescaled to about half the size of the instrument panel itself. This is definitely going to be a cockpit where you'll have to fly visually for the most part, but can zoom in on the instruments if you have to.
  11. @blackheart612 nice! I was trying to do something with reconfiguring the engines to have WEP and heating requiring radiators and such (not the radials, generally), but I could never crack it.
  12. After another thirteen hours of "just five more minutes, then I'll go," I have a few different configurations to choose from. I'd love for feedback on any of them, thanks! Cockpit A: this is probably the most like an actual helicopter cockpit, and it's the least crowded, visually. Earliest model today. Cockpit B: I like the instrument arrangement here, it's good to fly with, at least as a jet, but it is pretty visually crowded. Also, there are SAS buttons for orbital ops, as well as action groups. The radio stack from A is now up on the ceiling. Cockpit C: This is basically B but without the SAS and AG buttons. Cockpit D: I really like the warning panels on this one. I can't take credit for that; I copied and pasted the arrangement from alexustas' beta Mk1 cockpit. All of the cockpits use a customized airspeed indicator that shows IAS in both MPH and m/s. I'm probably going to do some kind of compromise between B and D, unless anyone has any other ideas. Here's the album: http://imgur.com/gallery/pcJAB A and D are the most "helicoptery" of the pits, so far, mainly because they don't have orbital SAS settings or landing gear / flaps / spoiler levers. It's pretty difficult to actually read the MFD in any of them, and I really do love the radio stack being visible on the panel. I'd put it on the center below the HSI, but nothing clickable can go there because it's covered up by a camera-switching transform. Alexustas is working on a nav/radio system that will use the radio stack to drive homing equipment just like in a real airplane, so I'd like for it to be easily used once I figure out how to implement those props. Right now, all of these are intended to be used by the captain in the left seat, like in an airplane. In helicopters, however, the pilot in command sits in the right hand seat. How do you all feel I should set it up?
  13. I am in the same boat. I have been working on it today, but I'm running into problems with the camera collider in the middle. It's so large that I can't click any props along the bottom of the console! Is there any way to change this? I may be able to get around it by offsetting the internal camera.
  14. Update: I should have gone to bed, but I ended up modding instead. This uses the ASET beta which is not currently widely available (plus some of my customized props), and needs some debugging, but I have a basic arrangement for most of the props I'll include. The MFD isn't working yet, and the caution panel ended up floating on the opposite side of the craft to where I expected it, but that's pre-alphas for you. I'm no good at helicopters, so I made this instead: http://imgur.com/3SCHCJR
  15. I've started work on something... A QUESTION: For my Warbirds Cockpit project, I made special versions of the ASET Avionics props that used feet, mph, or kts instead of m and m/s (because of history). Which would everyone prefer for the APP stuff?
  16. The Falcon cockpit isn't showing up in my game. No mods but APP. Any ideas why? Log: https://drive.google.com/file/d/0B6ZYgATQfNhBX3F6ZlNJUlVUNDA/view?usp=sharing
  17. @Alshain, my 7-zip says that the updated DLL is packaged with an "unsupported compression method" and won't unzip it. ???
  18. Ah, I see. Thank you for the response.
  19. @Keniamin, Kerbal Konstructs and Contract Configurator are both updated for 1.2.2. Do you expect you will update KerbinSide GAP to match the new CC?
  20. So what's the status of this with the 1.2 update borking our hex color codes?
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