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Showing results for tags 'Navball'.
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The main xx.x m/s line is still there, the mod adds (annexes) 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). Surface mode Rover — km/h or mph Boat/Submarine — knots Airplane — Mach number or knots or km/h or mph Airplane — IAS (Indicated AirSpeed — disabled by default) Kerbal (EVA) — trait and name or EVA Plopellant All, except Rovers and Boat — Above Ground Level While descending the color of the main speed become red (disabled by default) Split speed to horizontal and vertical components (only descending landers by default) Orbit mode Kerbal (EVA) — trait and name or EVA Plopellant Ap and Pe (a little transparent for < 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 A target docking port Yaw, Pitch and Roll (disabled by default) Two decimal digit for low target speed While retrograde to target, the color of speed become red (disabled by default) Split speed into 2 components: prograde/retrograde to target, and leftover (disabled by default) Disabled by default: IAS | Time to next Ap/Pe | Target docking port angles: Sometimes KSP doesn't recognize vessel type correctly, so select it manually in the VAB/SPH or the Flight Scene. Also the mod supports the HUDReplacer's ztheme. Inspired by SpeedUnitChanger and SpeedUnitDisplay Note: Screenshots: KottabosGames video (v0.9.7): 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. Donation: Patreon
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NavBallAdjustor For KSP 1.8.x Description NavBallAdjustor mod allows you to adjust scale/colors/priorities for navball markers and configure collapse behavior. You can disaccustom navball to hide on Map View or force it to be afraid of the mouse cursor. How to use 0. Unpack ZIP to KSP game folder. 1. Start the game and click on "gear" icon on the top of NavBall. Adjust any NavBall option. 2. Go back to forum thread and like this post. Done. Change NavBall markers colors instructions Short video demonstration Pictures Options: Ghost markers: Download SpaceDock GitHub Also mod is available in CKAN Source code GitHub Licence GPLv3 Change log Please see the GitHub releases page
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Hi, Here's a extensive tutorial on the usage of the FDAI, found on most of the retro-style modded KSP IVAs. That great instrument flew on Gemini, Apollo, the Space Shutlle, and is still used today ! Following tutorials of this serie : Feel free to ask questions or provide any type of feedback : ) Cheers
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Is it possible to get a trim (Alt+QWEASD) indicator on the navball if it's != 0? I am aware that the axis-indicators (not sure what they are actually called) do show it - but it is not discernible when small/near 0. First I was thinking about a +N/-N display next to the axis inidcators but a "shadowed" axis indicator might be more ... sensible? Would be really helpful - could be optional too! Anyway, fantastic work so far, thanks!
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Orbital intercepts are the most difficult thing you can do in a spacecraft and a LOT of "How To's" on the topic have a very hard time sticking to a clear explanation of the stock navball and how it should be used. In this video I explain how to intercept a craft in orbit and I also share a few details related to the navball that most videos/tutorials skip over. ...and I manage to do it all with the purely stock navball. As a result, I don't really have any need for docking mods.
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With the 1.7 update, we got the extra pane on the map screen to see more and fine tune maneuver node information and etc. I really love it! However, when planning multiple maneuvers (or trying to plan ahead) why can't we see a total Delta V number for all planned Maneuver Nodes? Also, what about having the delta v for each upcoming node appear separately near the Navball in addition to just the one upcoming node?
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- maneuver node
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Guys i had a rendezvous vessel and ready to go the mun. The poblem is how to switch active navball on others vessel... Thanks.... Note : ASAP
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Hello everyone, after a few months I have recently started playing KSP again and for the first time I have now decided to deal with interplanetary spaceflight that goes beyond Eve and Duna. For that I now first used the Nerv engines as they are so efficient. I have built a few in my opinion quite nice spacecrafts after watching many videos on youtube and I successfully landed on Dres and even Moho already (without returning though). However during these missions and also my current mission to Moho with a new or modified spacecraft I ran into a problem that didn't seem to occur in the videos I've seen. I don't know if it's somehow caused by the Nerv engines or whatever but whenever I set a maneuver, no matter how big it is, the curved Delta v bar to the right of the navball is completely or half red and the estimated burn time is completely wrong aswell. When I start my burns at about half the time to the maneuver as the estimated burn time so that the burn splits into 2 equal sections before and after the maneuver node, my resulting orbit is quickly WAY off the planned one. I didn't find out how to add screenshots but my burn is about 600 delta v and I have about 7000 with my current spacecraft. Does anyone know what's the reason for this .... bug? This way I can't go to Moho or at least it's never as efficient as in the videos I've watched.... annoying
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Hi! I just downloaded the Kerbal space program demo and everything's going well except one thing. On my navball, north is down and south is up. I don't know if this is the default way or if it's just a demo thing, but it really irritates me. When i press "W" the spacecraft rotates forward just as it should, but the marker is going downwards on the navball. If this is the default way, is it possible to change it in the settings? Thanks in advance!
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1. drifting: sometimes i just launch a rocket and when i try to make my orbit by turning into a 40 degree its starts to drift (sometimes i turn it at 7000 m, when i want a lower orbit, when i want to visit a planet i turn it at 14000) 2. spinning around the navbal:l sometimes i use struts, but whenever i try, my rocket becomes instabile, and starts to make a delicate spinning around the nawball. this is very annoying because when i try to modify my orbit, its sometimes modify it vertically too. 3.making orbits: my basic method to do an orbit is to fly up to 14000 m, and then turn it to 40 degree. after that, at 30 000 m i turn my rocket to 90 degree. when my periapsis comes out from kerbin, i travel to the apoapsis to make a burn in prograde, and make my orbit "circular". i think its a very primitive and fuel-wasting method, so somebody pls tell me (or take in a scott manley tutor i dunno) how to do it.
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Every time I have to fly a navball approach to a pinpoint target on an airless body[*] and I haven't done one for awhile, I have to re-teach myself. Let O be the top of the blue section of the navball (that's the spot directly under my "vessel" (guys, you know what I am talking about)) If I have any horizontal mambo-jambo at all, that is NOT where I am going to be later today... Let X be the target and let's assume it's on the surface of aforesaid air-forsaken body... Let + be my navball Surface prograde marker; we has to fit it in somewhere. And let V be my attitude (the which way I is pointed marker)... If I get O X and + all aligned with X bracketed between O and +, I am looking fine. + is what is dragging my O (current position) toward X I can use retrograde thrust against V to repel + from V and thus control its alignment with [OX+] (Sadly, that's the only move I have got...) Meanwhile, my Silent Foe, Gravity, is dragging + (line of flight) toward O -- which is kind of an Astronaut's Droop... Not me, but I've heard on the grapevine... So, you have to lead the target, X, somewhat. Eventually, you want O, X, and + to arrive all together at the same time your altitude and velocity reach 0. Except, when you do that -- and you certainly will do, if you follow the above -- you will have landed on top of, and possibly destroyed your target, so you had better detune this slightly when your AGL is close enough. Just go for a soft, vertical landing right over wherever you are. Reason I am posting this is that I don't really think I can explain it without a video. (Which is maybe my next step.) Can anybody explain this in a much more succinct fashion?? Kudos for doing so! * not talking about my g/f
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I am coming back from Mun, i set up a burn to take me back towards Kerbin. I set the SAS, wait until T-10, the maneuver marker and the prograde marker are right on top of each other, but then when i fire the engine they start moving apart and my Delta-V indicator counts up instead of down. My new orbit is completely screwed up. I tried to get around the problem by setting it to Stability Assist but that did not help. I also uninstalled all mods in case they were interfering and i tried restarting KSP but nothing worked. Has anyone else been having similar problems.
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Hey everyone. I wasn't entirely sure where to post this, but here it is. I am - like many others - making a physical KSP controller. In my case, with my uncle on the "physical" part (soldering, connecting, wires, etc.). I'm doing all the "digital" parts. I'm using kRPC with python, connected to an Arduino mega, all using lawnmowerlatte's python to Arduino framwork, using a serial connection. Our first prototype is working wonderfully, and we're planning out the full thing (it's going to be big). The aim is to be able to fly a mission with one person being mission control - having the map view. And the other being the pilot - only having an IVA view of a window. Our current prototype: Prototype (how do you embed pictures?) This post serves not only to show you people what we've been working on (as we think it's very cool), but also as a few questions: 1. We'd love to upgrade with another Arduino at one point, running a little screen with a rendering of a navball, similar to this. How should we go about this? Are there any resources available? 2. We're worried that our endless Python loop will be running so many button checks and kRPC calls, that the delay on things like single button presses and 7-segment screen updates will be too much. Will this be a problem and/or how would one work around it? Thank you for reading -FP
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Not sure if i am doing something wrong but when i do an EVA it is not acting the way it used to. When i do an EVA the kerbal just spins out of control even with the RCS switched on he is always slowly rotating, meaning constant corrections and usually over corrections. Turning on the SAS also has no stabilising effect to the Kerbal. I've noticed that the navball on the screen does not link to the Kerbal either. It seems to still just show the reading for the ship i just got out of. Spinning the Kerbal around does not move the navball at all. It did used to. This is all made worse by not having a camera angle that locks you to the kerbal. The camera is always pointing in one direction and he is just spining on the screen, making it incredibly difficult to use RCS to bring him to a halt because he is rotating on all three axis so it is very difficult to work out which way to thrust to get him to stabilise if you are currently looking at him from an odd angle, not directly at his back. I have installed some mods lately, previously using stock i do not remember having these issues. EVA's were always quite easy. Is anyone aware of a mod that has caused these issues previously? I'm using 1.2.2. It seems to be Navball related as both the direction heading and SAS found on the Navball are just not tying to the Kerbal. The only Navball mod i use is Draggable Navball. Any ideas appreciated. Daniel
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Hello community. I recently reinstalled KSP and I am looking for an app or a mod that will allow me to check my in-game stats at my android tablet or second screen. I hate that I am not able to see my altitude and vertical speed at the map view, and the fact that I have to click at the fuel every time i want to check it annoys me as well. Is there any working mod or app that supports v1.3.0? PS:I already tried Kerbal Gauges for android but it seems abandoned and not updated. PS2:I don't want to install extra mods just the gauges. Sorry If that's not the right category.
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I open the navigation ball in the Map section but it closes again when I go back to 3D view and come back again, how do I fix it? I apologize for the bad english translation with Google Translate.
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- navball
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Like the title says. We all know the navball is collapsed by default when entering map view for the first time on a flight. If you bring it up, next time you enter map view on the same flight the navball will already be up. But for me, it's always collapsed each time I enter map view on the same flight even after bringing it up. I haven't played for a long time so I don't know if this is now normal behavior, or if I have a malfunctioning mod.
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Navball docking alignment indicator (Community Edition) To begin with, it is just fair to say that @mic_e is the original Author of this mod. His thread can be found here. As stated in this thread as I personally like this mod alot and he wasn't online for 3 Months I decided to pick it up and continue it's development in his absence. License and all will be kept exactly the same, the only difference will be the name (added Community Edition for clarity) and the sourcecode obviously. Now a little bit about this mod, what it does and what you use it for. Ever had the issue that when you were planning a rendevouz in space and wanted to dock to your target however it was a pain in the a** due to rotation of camera, lightning or some other reason? Well then this mod might be just the mod you are looking for. This will add a new Marker to the Navball to show if you are aligned with the targeted Dockingport. (You can also tell the targets rotation by it if you need it) and this will save you lot of fiddeling and switching back and forth to double and triple check. It really is just a minimalistic mod and yet so usefull Features Add a new marker to the navball to indicate Dockingport alignment You can change the color of the marker via a config (r, g, b values) Planned Features: Scaling of the marker custom Markertexture Pictures: Where to download: Github: https://github.com/L33m4n123/NavBallDockingAlignmentIndicatorCE/releases Spacedock: http://spacedock.info/mod/532/Community%20NavBall%20Docking%20Alignment%20Indicator - I have to see if I can rename it as I dun goofed with the title of it on Spacedock^^ it also is available via CKAN License: GNU GPL v3 Source Github Issues and Suggestions: Here or on Github Changelogs (newest Version ontop): Version: 1.01 change color of the marker via config; By default red; Version 1.0b Fixed issue where marker did not disappear on vessel / target change Version 1.0a Disabled Debugging Infomation as in toggable via Hotkey Version 1.0 Rewrote most of the code ("legacy" code is marked in the SourceCode) Compatible with KSP 1.1
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I was doing some atmospheric pressure tests from the launch pad, and I wanted to keep my test craft pointing prograde so it stayed on a ballistic trajectory. At certain altitudes and speeds the game switches the nav ball from Surface to Orbit modes and thus 'prograde' changes direction. Yes I could switch it back, but how quickly I switch it back introduces an extra variable in my tests. Is there a UI setting I missed that could turn this feature off? Or maybe there's an add-on for that? --
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(I'm using 1.1.3 as I'm finishing off a campaign and I'm waiting for 1.2.1 because my KSP is reasonably stable right now and I don't trust dot releases) I know this topic keeps coming up time and time again, it's even referenced in http://wiki.kerbalspaceprogram.com/wiki/Rover#Navigation but I have yet to find a satisfactory answer. When I build a simple 4 wheel rover with the RoveMate (e.g. just some wheels and a battery), the navball points straight up. In fact it even drives the wrong direction, I'm forced to either invert the steering or the drive direction. This is inconvenient when designing the rover, but it makes data collection missions almost impossible, because you can't see the navigation waypoint. The standard solution is to add another probe, like in the wiki, and this does indeed fix the navball and now I can see the waypoint. However, when I do that (exactly the same as the example in the wiki), the steering no longer does anything (either keyboard or joystick). I can see the joystick/keys moving the yaw to its extreme values, but the wheels don't move (moving forward/back works). Is RoveMate really as good as it gets? Are there any better best practices other than just living with the RoveMate's terrible navigation? I've put an unmodded craft in https://gist.github.com/fommil/012d4476512571314698ac2edae2092b (but a few mods I've installed add in some inactive modules) I'm using the ArchLinux distribution of GNU/Linux.
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The way stability assist seems to work at the moment is it holds your position based on some universal plane; while this is great for orbiting celestial bodies, it is a pain in the atmosphere. I suggest changing the plane of reference when surface mode is engaged to lock onto the current angle and orientation of the navball. If you wish to hold 20° vertically while travelling east, face east and aim at 20° then engage stability assist in surface mode. When the navball is changed to orbital mode then change the plane of reference back to its normal behavior (the way stability assist works now).
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Hi, I have built a spaceship in orbit, but when I first wanted to try it out I saw the navball going crazy. As you can see there are 3 orange tanks connected with 2 side docking ports. All ports connect and hold it together steady but the navball showing wrong direction (gaining speed on progade, target and manouver nodes totally offset by 180°). Game is 100% vanilla, no mods. Is there a fix, so I can use my ship's navball? Or forget those double docking port aligments...
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I'm a newcomer to Kerbal Space program so I'm half convinced that it's just something that I'm doing wrong and half convinced that my mods are causing a problem. First the problem - I can't find a destination target icon on my navball when flying rocket based missions (Launched from VAB) I've flown a number of "survey this location" style missions using airplanes. 1) I build the plane, 2) hit the launch button in the SPH to take me to the runway, 3) go to map mode and click on my target destination 4) I can then see a target icon on my navball. However when I launch a rocket from the VAB and follow the same procedure I can't find any target icon on my navball. I've even orbited a rocket so as to give me plenty of time to search the navball and I'm convinced that the target Icon is just not appearing. Any suggestions? I'm using the latest 64 Bit build with the following mods via CKAN AsteroidDay Chatterer CommunityNavballDockingIndicator CommunityResourcePack CommunityTechTree CommunityTerrainTexturePack FarloPlanetaryPack Graphotron HooliganLabsAirships ImageViewer ItsTheLittleThings Kopernicus ModularFlightIntegrator AstronikiSunflareforScatterer Historian-expanded IndicatorLights PlanetShine PlanetWiki PortraitStats SCANsat SimpleFemaleKerbals Snacks SVE-MediumResolution SVE-Terrain Toolbar ContractConfigurator AutomatedScreenshots RasterPropMonitor PlanetShine-Config-Default TextureReplacer RasterPropMonitor-Core AdditionalProgressionContracts Astro-Cosmonauts AviationLights CanadianFlags Ceteras-Suit-Pack ContractConfigurator-ContractPack-SCANsat ContractConfigurator-UnmannedContracts DistantObject Karbonite KerbalFlightData NavBallAdjustor StarTrekRebootUniformPack TCShipInfo SpacetuxSA DistantObject-default USITools USI-Core FirespitterCore I'm running the 64 bit 1.1.3.1283 version. I do know that I'm getting warnings from Toolbar and PlanetShine that they're not intended for use with the latest release yet but they seem to be working fine.
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I would like to put a ship into orbit around minmus with a minimum of fussing around. I've heard that a 'direct launch' is the lowest dV way to get where you're going. Basically, skip the parking orbit and just go for what you want. Okay. Fair enough. What I want is a rendezvous orbit around Minmus with this here tanker, so that it can refuel an on-station lander. This means that in addition to burning directly into my minmus rendezvous, I also want to have inclination. I'm assuming, since I have zero control over where the KSC is that flying directly into the minmus encounter's no good. But how do I know which way to point my navball to get the properly 6-degrees-inclined orbit after I circularize into LKO? (I'm aiming for an 80km parking orbit to go for my rendezvous burn from.)