Barklight Posted April 25, 2016 Share Posted April 25, 2016 As a gamer with *cough* 940 hours played on War Thunder... I THANK YOU FOR THIS FROM THE BOTTOM OF MY ICY BLACK HEART. <3 *** All because I find my Warthog HOTAS a pain in the butt to configure for KSP*** Quote Link to comment Share on other sites More sharing options...
Kowgan Posted April 25, 2016 Share Posted April 25, 2016 (edited) 13 hours ago, DuoDex said: 2. Cursor will exit the screen edges, rendering it invisible. Very hard to keep track of something you can't see. I actually find this very useful. It allows rapid maneuvers, like a quick 180° turn, instead of limiting the turn degree to our screen resolution. Plus, I personally won't lose orientation since I can watch where the plane is going. Edited April 25, 2016 by Kowgan Quote Link to comment Share on other sites More sharing options...
KerbOrbiter Posted April 25, 2016 Share Posted April 25, 2016 Just amazing! Can I use this mod not only on planes? For example, when docking? Quote Link to comment Share on other sites More sharing options...
m4ti140 Posted April 25, 2016 Share Posted April 25, 2016 I noticed that small planes with a lot of control authority are underdamped and wobble terribly (especially in case of unconventional empennage design, like a V-tail). If this is supposed to work in a game where you can literally build anything you should implement autotuning for the controllers. Fore example, the AtmosphereAutopilot mod by Boris-Barboris does a good job at that and a lot of other stuff, you might want to get in contact with that guy. That is currently the best autopilot/SAS replacement in KSP, it's just ridiculous how smooth and stable it gets. The FBW part should be made stock and replace the SAS. Still, the control system in this mod is amazing. I would love to see where you get with it. It would be great to have a similar control system for launch (where ideally the autopilot would keep the craft on course parallel to the screen and the position of mouse would control pitch) and orbit (same as the current system but optimized for RCS/RW and yawing to target instead of rolling) Quote Link to comment Share on other sites More sharing options...
tetryds Posted April 25, 2016 Author Share Posted April 25, 2016 About the cursor moving out of the screen, this way you are allowed to leave the airplane to point itself at a direction then look around and check your surroundings, it will be better when MAF camera is implemented. We plan to add something to display where the cursor is when out of the screen, which will help a lot. I actually want to overhaul the cursors, make them prettier and add a few, you can already change them on the Assets folder, if you make a custom one and it looks nice I would be glad to see it Important notice: the next update will add module manager patches to re enable exponential behavior, right now it's linear and that blows the complexity of the system through the roof, that is why it behaves much better on FAR than on stock aero, and also explains stock aero wobbliness right before the error is low (also why in rare cases the airplane will refuse to go straight, especialy the ones with high gimbal or elevons). This change will possibly make SAS useless for airplanes, since it's not tuned to handle a simpler system (true story). If anyone tends to use SAS when also using MAF please let me know. I don't know how hard it would be to override the stock SAS with something that works better, that is out of scope but if too many people use it I may consider it if the stock SAS breaks way too bad. But it was never suited for airplanes anyway so I don't think it would be a problem @KerbOrbiter the behavior may be a bit weird but I would love to see you try. It could be useful for keeping the craft straight even though the systems are very different. Rocket piloting mode will come on the future, especially for landing. @m4ti140 yes it will adapt itself on the future, for now I am mostly focusing on behaviors, then I get a solid base to work with. Boris implementation is much more complex, but our mods have different purposes, and I agree, it's pretty awesome. Quote Link to comment Share on other sites More sharing options...
KerbOrbiter Posted April 25, 2016 Share Posted April 25, 2016 I'm thinking of drawing some more cursors... This one is too big, IMHO. Quote Link to comment Share on other sites More sharing options...
Kowgan Posted April 25, 2016 Share Posted April 25, 2016 I wonder, is someone else having these minor issues with BDA also installed where, 1. The cursor won't disappear when enabling MAF. Instead, it will be locked at the center of the screen; and 2. Sometimes (still haven't exactly figured the pattern), after switching weapons, the cursor will be locked on center when MAF is off, and unlocked (until RMB is pressed) when MAF is on? Pressing escape fixes this one. I'm not totally sure if any of these issues are there because of BDA. In fact, I'm just assuming this. Thanks. Quote Link to comment Share on other sites More sharing options...
BahamutoD Posted April 25, 2016 Share Posted April 25, 2016 Its a short video because I got wrecked, but here's a test with BDArmory: Quote Link to comment Share on other sites More sharing options...
Kowgan Posted April 25, 2016 Share Posted April 25, 2016 (edited) @BahamutoD I just tested it again without BDA installed, and the issue persists. So, it's not related to BDA. Nice video, though. Here's a log. Edited April 25, 2016 by Kowgan Quote Link to comment Share on other sites More sharing options...
ferram4 Posted April 25, 2016 Share Posted April 25, 2016 @Kowgan: Repro steps, logs, and mod lists would be helpful here, since I can't reproduce either of those issues. Quote Link to comment Share on other sites More sharing options...
Kowgan Posted April 25, 2016 Share Posted April 25, 2016 @ferram4 Log is on post above. Repro steps is to follow as soon as I find out the pattern to reproduce it. Modlist: Spoiler BDArmory 0.11.0.1 BDArmory Vessel Switcher 1.1 BetterBurnTime 1.4.1 CareerManager 1.2.0.0 Community Resource Pack 0.5.0.0 Contract Configurator 1.10.3 Contract Pack - Giving Aircraft a Purpose (GAP) 1.2.3 Crowd Sourced Science 3.0.1 DMagic Orbital Science 1.2.3 Firespitter Plugin 7.2.1 HyperEdit Beta3 Improved Chase Camera 1.6.0 KAS 0.5.6 Kerbal Aircraft Xpansion (KAX) 2.6.1 (rotary blades parts only) Kerbal Joint Reinforcement 3.1.5 Kerbal Live Feed 9.5 Kerbal Planetary Base Systems 1.0.8 KIS 1.2.7 MechJeb 2.5.7.0 Module Manager 2.6.22 Mouse Aim Flight 1.0 NavBall Docking Alignment Indicator CE 1.01 Portrait Stats 8.0 Procedural Fairings 3.16 RealChute 1.4 SCANsat 16.0 Smoke Screen 2.6.15.0 SXT 25 Throttle Controlled Avionics 3.0.1.0 Toolbar 1.7.11 UKS 0.40.0.0 (inflatable ring only) USI Life Support 0.4.2.0 USI Submarine Parts 0.1.1.0 Variable Thrust Limiter 0.1.2 VesselMover 1.5 Waypoint Manager 2.5.0 Quote Link to comment Share on other sites More sharing options...
Aerospike Posted April 25, 2016 Share Posted April 25, 2016 I just tried this and it is really awesome! I don't have nearly as much hours in War Thunder as Barklight has, but having played many hours of War Thunder definitely contributes to this mod feels like I've never flown another way! Quote Link to comment Share on other sites More sharing options...
Kowgan Posted April 25, 2016 Share Posted April 25, 2016 (edited) @ferram4 Reproduction steps: Craft: Modified Stock Osprey with mavericks, Sidewinders and Browning .50 cal. Action groups: - Alpha1: Next Weapon - Alpha2: Fire Missile Steps: Load the vessel. Activate MAF. Hold Alpha1, then Alpha2. Release both. Deactivate MAF. The cursor is stuck in the center. Press escape to release it. Edited April 25, 2016 by Kowgan Quote Link to comment Share on other sites More sharing options...
Marscommander Posted April 25, 2016 Share Posted April 25, 2016 Congratulations, now you can play war thunder in KSP! Quote Link to comment Share on other sites More sharing options...
MightyDarkStar Posted April 25, 2016 Share Posted April 25, 2016 Eyyy, @tetryds, the first thing I noticed was the cursor is designed after the computed deflection reticule from the Mark. II Gyro Gunsight (or the K-14 as it was known in the states). Quote Link to comment Share on other sites More sharing options...
tetryds Posted April 25, 2016 Author Share Posted April 25, 2016 @Kowgan That problem appears when you select "next weapon" via action groups, doesn't need such repro steps. It's a BDArmory bug, part of it was already fixed, before the mosue wouldn't even hide, it's due to a bug on BDA code that hides the mouse when it should not. There is also a small problem where the cursor does not show up again when you turn MAF off, this bug appeared on 1.1 and may be some whacky thing they did to KSP stock (probably the cause of BDA bugs too). @BahamutoD Nice footage! I am not sure if you are using FAR but it will work much better on it if you are not, due to the stock problem I mentioned so many times already, which is being fixed soon. Quote Link to comment Share on other sites More sharing options...
J.Random Posted April 26, 2016 Share Posted April 26, 2016 (edited) Just tried it. In almost three years of playing KSP, it was the first time I did not have to endure SAS wobble when flying plane. Made a perfect ILS landing, staying on course, on 3o glissade the whole time. Beautiful mod. Edited April 26, 2016 by J.Random Quote Link to comment Share on other sites More sharing options...
funkcanna Posted April 26, 2016 Share Posted April 26, 2016 Hey, maybe im doing something wrong but this is not working for me. I press P in flight, it shows 2 icons, one which is where the plane is currently facing and the second is a circle which moves around with my mouse, but the plane does not move at all. The plane im using is the FAR E42. Quote Link to comment Share on other sites More sharing options...
Kowgan Posted April 26, 2016 Share Posted April 26, 2016 @funkcanna Did you make sure SAS is off? It won't work with SAS on. Quote Link to comment Share on other sites More sharing options...
funkcanna Posted April 26, 2016 Share Posted April 26, 2016 7 minutes ago, Kowgan said: @funkcanna Did you make sure SAS is off? It won't work with SAS on. Yes its off :/ Quote Link to comment Share on other sites More sharing options...
funkcanna Posted April 26, 2016 Share Posted April 26, 2016 (edited) Heres a vid View My Video I had to take off using the keyboard and as you can see the mouse is unresponsive and SAS is off (as is SMART ASS) Edited April 26, 2016 by funkcanna Quote Link to comment Share on other sites More sharing options...
Kowgan Posted April 26, 2016 Share Posted April 26, 2016 4 minutes ago, funkcanna said: Heres a vid View My Video That's weird. Could be a mod incompatibility. Could you post your output_log and a modlist? Quote Link to comment Share on other sites More sharing options...
funkcanna Posted April 26, 2016 Share Posted April 26, 2016 (edited) 15 minutes ago, Kowgan said: That's weird. Could be a mod incompatibility. Could you post your output_log and a modlist? ModList - http://pastebin.com/vuywKtBA Output - is crashing pastebin and Paste.ee but will keep trying! EDIT: Output is here https://www.dropbox.com/sh/l39x5vz8rwc8cdp/AACDDMFglG0P1VtiW9xHfASMa?dl=0 Edited April 26, 2016 by funkcanna Quote Link to comment Share on other sites More sharing options...
tetryds Posted April 26, 2016 Author Share Posted April 26, 2016 @funkcanna "it works for everyone else but not you, so there is a stupidly high chance it's something on your side, especially mods. You are on KSP 1.1 and made sure every mod has updated to 1.1, right??? Quote Link to comment Share on other sites More sharing options...
funkcanna Posted April 26, 2016 Share Posted April 26, 2016 (edited) 7 minutes ago, tetryds said: @funkcanna "it works for everyone else but not you, so there is a stupidly high chance it's something on your side, especially mods. You are on KSP 1.1 and made sure every mod has updated to 1.1, right??? Yes all mods (excluding the ones with (AD) next to them) were installed via CKAN and show as updated for 1.1 - also KSP AVC shows no conflicts / outdated mods. This may not be a foolproof test of compatibility but I hand picked only updated mods all through 1.1 Pre Release and up to now, ive not tried any that werent updated (to my knowledge) Edited April 26, 2016 by funkcanna Quote Link to comment Share on other sites More sharing options...
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