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[1.4.0-1.8.1] NavUtilities continued, ft. HSI & Instrument Landing System [v0.7.2] (2018 Apr, 1)


Ser

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This is a continuation of NavUtilities mod by @kujuman.
Original thread: http://forum.kerbalspaceprogram.com/index.php?/topic/77062-11-navutilities-ft-hsi-instrument-landing-system/

To keep as much of the author's information on the mod as possible I copy most of the original thread's OP here with some updates:

 

NavUtilities for KSP

Featuring Instrument Landing System and Horizontal Situation Indicator

Standalone and for Raster Prop Monitor

 

 

 

NOTE: Standalone version is a popup window, but the information displayed is the same

 

 

Adds a horizontal situation indicator with integrated ILS functionality to a popup window or your RPM cockpit.

The standalone version can be accessed (along with the options page and custom runway page, for controlling the current runway and GUI scale) via the App Launcher.

ILS style localizer, glideslope indicator, distance measuring equipment, and backcourse indicator.

Outer, Middle, and Inner Markers are fully functional, with the audio cue volume controlled by your Voices volume setting (WARNING: Middle and Inner marker audio cues are high pitch and, depending on your settings, may be loud). Currently, volume settings will not update when in flight, but going to the space center should update them.

The window GUI auto hides when you enter IVA. Current runway and glideslope selection remain synced between the standalone GUI and the version for RPM.

Included selectable runways:

KSC 09

KSC 27

Island 09

Island 27

VAB Helipad East

VAB Helipad West

Administration Helipad

Included glideslopes range from default 3° to 25°

More runways and glideslopes can be added via config file or in game.

Helpful images of 0.4.0+ features :D

 

 

Please note that if you are using KSI MFD, you can also select the HSI by cycling between this and the landing screen. Thanks to Tahvohck!

DOWNLOAD from SpaceDock

HINT by @Ser: Did you know that you can open the settings window holding Alt when pressing the toolbar button?

 

Copy the contents of GameData folder into your main KSP/GameData/ folder. The other files are not required for the plugin to function.

To enable some third party MFD support or to be able to modify runway data in a convenient way you'll need

Module Manager by sarbian

For RPM integration you'll additionally need

RasterPropMonitor by Mihara and MOARdV

However, NavUtilities doesn't depend on these mods for running in standalone.

 

LICENSE AS STATED BY @kujuman:

Software License: © 2014-2016. All rights reserved.

Permission is granted to any current, former, or future members of the KSP community (e.g.; non-professional modification makers and forum members) to update, maintain, use portions of the code, and/or release derivatives provided that 1) the new work is solely to be used as a modification for Kerbal Space Program (and future versions thereof) and 2) the new work is freely distributed and may not be sold or exchanged.

Artwork License: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License

Edited by Ser
Tested KSP 1.8.1 compatibility
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Changes made to the original version:

  • KSP 1.3.0 compatible
  • Added a setting to hide NavBall waypoint icon
  • Brought back Blizzy's toolbar support
  • Runways made loadable as regular KSP configs and thus modifiable by Module Manager
  • Only the runways belonging to the current celestial body are selectable
  • Fixed INS waypoint names displayed
  • Simplified folder structure for the mod not being that dependent on it
Edited by Ser
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  On 7/6/2017 at 9:13 PM, Beetlecat said:

Custom runway page? -- is there a selectable list of runways now?

<loads up KerbinSide runways into NavUtilities again...>

Expand  

No, that page is mainly for creating runways for navigation and it has been there for a long time. You place a vessel where the runway starts, turn in the heading of the runway, check the "auto" boxes, press "Create" and voi la, the runway is saved in Runways/customRunways.cfg file. Also you can copy your runways from that file and create MM patches from them, so you won't need to save/paste them every time the mod updates.

Actually it's a good question, is there a way to automatically detect existing runways in the game. I don't know the answer yet.

Edited by Ser
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@Beetlecat Oops, just checked the Custom runway page doesn't work as intended. I must have broken it while struggling with other things. Expect a patch in 12 hours I think.

EDIT:

  On 7/6/2017 at 10:09 PM, Beetlecat said:

Ah. I see the difference.

The means of selecting manually patched-in or added runways would be awesome. Paging through more than a handful with < and > is not very friendly. :(

Expand  


Can do what you ask for but that'll take a little more time to release.

Edited by Ser
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Version 0.7.1 is out

Changelog:

* Added a runway selection window accessible by [Alt]-click on the "RUNWAY" word on standalone HSI or via settings window.
It is useful if you have lots of runways which are hard to select by forward/backward clicking.
* Fixed customRunways file overwritten when adding a new runway

Download from Spacedock

Edited by Ser
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  On 7/8/2017 at 5:42 AM, theonegalen said:

Fantastic! Is the AnalogHSI prop still included with this version?

Expand  

I didn't touch it, so it is still included in the mod but there's a probability that some refactoring could make it malfunction.So if you find any bugs with it please report them.

  On 7/8/2017 at 5:42 AM, theonegalen said:

Also, how do I use modulemanager to add the KerbinSide runways?

Expand  

I don't know the way KerbinSide stores its runway data. Looks like @Beetlecat is doing just that.

As for some custom runways that haven't any data at all, there is a Settings window opened with [Alt]-click on the Toolbar button. From there you can go to the custom runway editor. Place a vessel on the runway's end, match its heading with the runway, check all the "Auto" boxes, press "create" and the runway will be created and saved in the Runways/customRunways.cfg. Then you can copy and paste all of your runways from there into another .cfg file, placed anywhere in the gamedata. So they will be automatically loaded everytime KSP starts. I guess you don't even need Module Manager for that.

Module Manager is needed if you alter some runway. For example, I don't like to be guided to the Abandoned KSC so I've created a patch:

!NavUtilRunway[*]:HAS[#shortID[KSC2]]
{
}

 

Edited by Ser
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  On 7/8/2017 at 12:22 PM, Ser said:

I didn't touch it, so it is still included in the mod but there's a probability that some refactoring could make it malfunction.So if you find any bugs with it please report them.

Expand  

Excellent. I will do so.

  On 7/8/2017 at 12:22 PM, Ser said:

So they will be automatically loaded everytime KSP starts. I guess you don't even need Module Manager for that.

Module Manager is needed if you alter some runway. For example, I don't like to be guided to the Abandoned KSC so I've created a patch:

!NavUtilRunway[*]:HAS[#shortID[KSC2]]
{
}

 

Expand  

Oh, fantastic! That means I can do a patch that detects if I'm using a mod that moves the KSC to a higher latitude and automatically change it's location! Brilliant!

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  On 7/8/2017 at 12:22 PM, Ser said:

I didn't touch it, so it is still included in the mod but there's a probability that some refactoring could make it malfunction.So if you find any bugs with it please report them.

I don't know the way KerbinSide stores its runway data. Looks like @Beetlecat is doing just that.

As for some custom runways that haven't any data at all, there is a Settings window opened with [Alt]-click on the Toolbar button. From there you can go to the custom runway editor. Place a vessel on the runway's end, match its heading with the runway, check all the "Auto" boxes, press "create" and the runway will be created and saved in the Runways/customRunways.cfg. Then you can copy and paste all of your runways from there into another .cfg file, placed anywhere in the gamedata. So they will be automatically loaded everytime KSP starts. I guess you don't even need Module Manager for that.

Module Manager is needed if you alter some runway. For example, I don't like to be guided to the Abandoned KSC so I've created a patch:

!NavUtilRunway[*]:HAS[#shortID[KSC2]]
{
}

 

Expand  

Kerbinside *does/did* have its own, embedded nav system, but there was also a custom set of coordinates created for NavUtils based on all the runways and helipads (in one of those deeply embedded comments or thread replies... The old method was to override the entire list, but with the new MM technique, they could be dynamically added. My computer is in pieces at the moment, but once I get back in, I could re-post the file/contents as a possible add-on.

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I have a couple questions/feature requests.  display what my vertical speed should be to maintain glide slope.  I know a lot of people don't like autopilots, but is there any way to either have it maintain glide slope for you or integrate with another mod to do so?  

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  On 7/14/2017 at 4:21 PM, Eugene Moreau said:

I have a couple questions/feature requests.  display what my vertical speed should be to maintain glide slope.  I know a lot of people don't like autopilots, but is there any way to either have it maintain glide slope for you or integrate with another mod to do so?  

Expand  

It depends on the actual slope -- entirely! :)

Most people fly in far steeper than a usual slope would be. 3 degrees?

This could be interesting: http://www.flightsimaviation.com/rule-of-thumb/10_Three_Degree_Glideslope.html

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I know 3 degrees, but depending on air speed (time to threshold), altitude, you're gonna have to have a specific vertical speed.  I know I could probably figure it out with pen and paper, but I can't do it on the fly while I'm trying to land.    I'll have to look at the rules of thumb, but was hoping for something more accurate to get me right onto the runway.   My actual flying skills are pretty bad.

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  On 7/14/2017 at 11:50 PM, Eugene Moreau said:

I know 3 degrees, but depending on air speed (time to threshold), altitude, you're gonna have to have a specific vertical speed.  I know I could probably figure it out with pen and paper, but I can't do it on the fly while I'm trying to land.    I'll have to look at the rules of thumb, but was hoping for something more accurate to get me right onto the runway.   My actual flying skills are pretty bad.

Expand  

In IRL those speeds are provided in the landing chart like here: https://www.dropbox.com/s/5kdqq8xfug7u27g/Kerbin_AEROCHARTS-09-feb-2017.pdf?dl=0 (see the page 4-2, 4-3, lower right corner). Actually it's not that hard to keep on the glideslope even not knowing what your vertical speed should be. Here are some hints:

  1. It's hard to control both ground and vertical speeds at the same time, that's why you want the reading that would show you the VS whatever your ground speed is. The trick is to "fix" the ground speed. Keep it just above the speed you start stalling, when your aircraft is still controllable. Try to keep the +/- exact value all the time.
  2. "Inverse" your habits from high speed flying: use throttle to increase/decrease vertical speed and pitch to control your ground speed. It is more difficult with stock engines because the time the thrust reacts on throttle but it's easier with AJE with more realistic engine responses. When you need to adjust VS, the throttle should go first, then make fine corrections to the ground speed with pitch. Then a little bit throttle again, then a little bit pitch.
  3. Approach at the proper altitude: see the landing chart 4-3 on the above link: you should be on 600 m altitude when passing DME 10 km. And already be close to your landing speed. You may start your descent a little bit earlier to keep up with moving GS indicator.
  4. Increase your vertical speed gradually until the GS indicator stops moving. Look at the current VS value and remember it. Then increase your VS a little bit more - the GS indicator will move up to the "center". Once it gets close, set the VS you've remembered.
  5. If you go below the GS, don't chase the VS needle by going up. Just set a minimal (or zero) vertical speed and you'll intercept the slope sooner or later. Then repeat 4.
  6. The closer you get, the more sensitive the indication gets, so after the middle marker you don't have to keep it exactly centered.
  7. Once you cross the end of the runway (the inner marker sound helps you to hear it) forget the GS and look only at vertical speed to have a safe value on touchdown (assuming you've followed the GS properly).

Of couse, it would be much easier to follow flight director by just keeping your nose in the FD cross but that's not for the evil hardcore pilots :) (Doesn't ASET HUD have this?)

Edited by Ser
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Some time ago I posted configs for runways from KerbinSide mod. Here is the updated version.

For those who also use KerbinCity mod I added a beacon directing approximately at KerbinCity TV tower.

  Reveal hidden contents

 

Edited by Shnyrik
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  On 7/16/2017 at 4:26 PM, Shnyrik said:

Some time ago I posted configs for runways from KerbinSide mod. Here is the updated version.

For those who also use KerbinCity mod I added a beacon directing approximately at KerbinCity TV tower.

Expand  

If you keep your runway configs as a separate .cfg, I'd recommend to remove those custom = True lines. In current implementation they make your runways editable with custom runways editor and saved to customRunways.cfg file whenever Create runway button is pressed.

Edited by Ser
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  On 7/17/2017 at 8:56 AM, Ser said:

Do you mean the new runway selection window or the list in runway editor window?

Expand  

I mean the list in the main window (in the yellow square on the image) where you click on the "runway" label to cycle.

QumfZPa.png

Or "Next" and "Previous" buttons on the MFD.

It's strange, but without the "custom = True" strings those buttons cycle only through the "prebuilt" list of runways, but when I add the string to my configs, I get them in the list.

Edited by Shnyrik
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  On 7/17/2017 at 9:15 AM, Shnyrik said:

I mean the list in the main window (in the yellow square on the image) where you click on the "runway" label to cycle.

Or "Next" and "Previous" buttons on the MFD.

It's strange, but without the "custom = True" strings those buttons cycle only through the "prebuilt" list of runways, but when I add the string to my configs, I get them in the list.

Expand  

Couldn't reproduce that. I've created a custom runway, moved it into a separate .cfg file and removed custom = True line and it still appears everywhere it should. So I need exact steps to reproduce your issue.

Another bug I've found is if you have a removed runway by an MM patch and create a new custom one, it gets saved to customRunways.cfg without the removed one so that runway just gets deleted permanently. Well, the runway save system still isn't perfect.

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