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theonegalen

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Everything posted by theonegalen

  1. I use the UnmannedBeforeManned mod from Yemo (linked below), plus Community Tech Tree and several homebrew patches. I add new propEngine nodes to the TechTree branching off of Engineering 101 which give me early access to the propeller engines, and separate them out into three techs: Basic Propeller Engines, Improved Propeller Engines, and Advanced Propeller Engines. Would you be interested in these? If you use the SXT propeller engines and KAX, they also set those up. If you don't use UBM, I can make an independent version.
  2. If you copy and paste the following code into a new .cfg file in your gamedata folder (I put it in GameData/Galen, where I put all my homebrew cfgs), then it will add the NavUtilities page to the ASET MFD - assuming you're using the ASET props/avionics version of this mod. This code was originally written by MasseFlieger for his AKI Modified IVAs mod. @PROP[ALCORMFD40x20]:Final { @MODULE[RasterPropMonitor] { PAGE { button = button_A name = KSF_NAV_HSI disableSwitchingTo = btn1, btn2, btn3, btn4, btn5, btn6, btn7, btn8, btn9, btn10, up, down, enter, escape, home BACKGROUNDHANDLER { name = KSF_MLS method = DrawMLS buttonClickMethod = ButtonProcessor btnPrevRwy = 6 btnNextRwy = 5 btnDefaultRwyGS = 3 } CONTEXTREDIRECT { redirect = home, menuDefault } } PAGE { button = button_A name = KSF_NAV_AI disableSwitchingTo = btn1, btn2, btn3, btn4, btn5, btn6, btn7, btn8, btn9, btn10, up, down, enter, escape, home BACKGROUNDHANDLER { name = KSF_AI method = DrawAI //buttonClickMethod = ButtonProcessor //btnPrevRwy = 6 //btnNextRwy = 5 ///btnDefaultRwyGS = 3 } CONTEXTREDIRECT { redirect = home, menuDefault } } } }
  3. Are the maneuvering speed indicators and other such dealybobs integrated with FAR, or do they just use a typical airliner's information?
  4. Oh this is what you've been working on! Between AirplanePlus and this mod, the venerable KAX and her NRE spam may not be needed at all anymore.
  5. Understandable. From the most recent Devnote Tuesday, it looks like they're going to be completely removing all the old UI integration with 1.2, so it sounds like every mod is going to have to move to the new system for 1.2 anyway.
  6. hey, those look pretty good, and give me only half the nightmares! Great jorb, homestray!
  7. Working for me @zergeater. Can you give more info? Prior experience of mine might suggest you're missing a dependency or resource. If ModuleManager thinks you have Interstellar Extended installed, it might be looking for resources that aren't there. What does your log say?
  8. The problem I have with the KK / PQS implementation is how draining it is on performance, at least for me. Scatters are pretty performance-light.
  9. Oh, that's because those engines also don't have the "IgnoreForISP = True" flag on their intake air, so the fuel flow data when you click on the engine is including their IntakeAir data.
  10. The Bumblebee, Divine Wind, Marlin, and Whirlwind all use speed and atmosphere curves for ISP, which really changes their performance and fuel consumption from expected.
  11. OPM is working fine with 1.1.3.
  12. HECK YEAH (my old iTunes playlist "KSP Trax" started with all the Cowboy Bebop music, plus everything Yoko Kanno did for GITS:SAC, Brain Powerd, and Macross Plus)
  13. Well, I just get a disappearing BROKE UI and a whole bunch of NRE's whenever I try "Warp to Next Morning" now. I know KAC and other mods that integrated with KSP's warping functions were borked by 1.1.3 and had to be updated, maybe it has something to do with that?
  14. You are very good at getting my hopes up, sir/madam.
  15. I was sure I was using Beta 5 when it happened to me, but I will test more.
  16. Awwwww, looking forward to it! I've been using a third-party player to play iTunes playlists for a while...
  17. I also am looking forward to it! I'll be playing my ongoing 1.1.2 career until everything is ready in 1.1.3 anyway.
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