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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]


BigNose

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If you're referring to the file layout, it's because the set was simplified to use one mesh with different textures, instead of having separate textures and meshes for every single one.

If you're talking about the layout of the code in the .cfg files themselves, well, see above. :D

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I'm a fan of this mod but I have 1 gripe. Easily fixed in cfg file but I think you should consider this change.

They are too heavy! I've been into making super-lightweight craft lately and would love to slap some blinkers on them, but at 10x the weight of a strut cube I just can't spare the fuel for it. You realize .01t is like 20lbs? That's a lot for an indicator light! :)

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Hey BigNose. Thank you so much for this mod, I love it and will continue to use it to make my bases/airstrips glow in the night. But I have a question, is there any way to make it so the lights wont turn off when you hit escape (ie. pause the game). Currently I been puting giant kethane tanks with lights on them on minimus and whenever I have to go away from the PC for a minute or switch back to the spaceport they turn off. I have other lights from B9 and from LLL packs that I use and they stay on no matter what once i turn them on. Is there any chance you can make it so your awesome lights do the same?

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Hey BigNose. Thank you so much for this mod, I love it and will continue to use it to make my bases/airstrips glow in the night. But I have a question, is there any way to make it so the lights wont turn off when you hit escape (ie. pause the game). Currently I been puting giant kethane tanks with lights on them on minimus and whenever I have to go away from the PC for a minute or switch back to the spaceport they turn off. I have other lights from B9 and from LLL packs that I use and they stay on no matter what once i turn them on. Is there any chance you can make it so your awesome lights do the same?

I think it has to do with the counter that handles the blinking mode, and it being called (without an "off" state) when the simulation resumes or the parts are loaded. I'll bet their resetting when hitting escape or loading them back in is a quirk based on there not being multiple segregated routines for on, flashing, interval and off.

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I think it has to do with the counter that handles the blinking mode, and it being called (without an "off" state) when the simulation resumes or the parts are loaded. I'll bet their resetting when hitting escape or loading them back in is a quirk based on there not being multiple segregated routines for on, flashing, interval and off.

Yea im gonna take a look at it myself, i didnt have any idea why, I was simply gonna try comparing codes for the multiple parts. But if BigNose is/comes around, has a minute, and thinks its a reasonable thought if he could take a look at it. (Or if you think you know what to change let me know please :) )

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Yea im gonna take a look at it myself, i didnt have any idea why, I was simply gonna try comparing codes for the multiple parts. But if BigNose is/comes around, has a minute, and thinks its a reasonable thought if he could take a look at it. (Or if you think you know what to change let me know please :) )

Heh, I have only the slightest clue what I'm actually looking at when I peek into the code. I can get a hang of the logic, but I can't really read it well enough to make changes. Well, changes that'll work, at least. :D

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Heh, I have only the slightest clue what I'm actually looking at when I peek into the code. I can get a hang of the logic, but I can't really read it well enough to make changes. Well, changes that'll work, at least. :D

Haha same here, but surprisingly breaking/messing with code does one of two things:

1. Pisses you off (stuff still wont work)

2. Makes things work

Edit: I guess there is a third, BREAKS EVERYTHING. Hopefully option 3 doesnt occur. :D

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Hey guys, sorry for not responding for a few days.

I'm a fan of this mod but I have 1 gripe. Easily fixed in cfg file but I think you should consider this change.

They are too heavy! I've been into making super-lightweight craft lately and would love to slap some blinkers on them, but at 10x the weight of a strut cube I just can't spare the fuel for it. You realize .01t is like 20lbs? That's a lot for an indicator light! :)

Good find. I missed a '0' there, will be fixed in the next update.

Hey BigNose. Thank you so much for this mod, I love it and will continue to use it to make my bases/airstrips glow in the night. But I have a question, is there any way to make it so the lights wont turn off when you hit escape (ie. pause the game). Currently I been puting giant kethane tanks with lights on them on minimus and whenever I have to go away from the PC for a minute or switch back to the spaceport they turn off. I have other lights from B9 and from LLL packs that I use and they stay on no matter what once i turn them on. Is there any chance you can make it so your awesome lights do the same?

The lights switch in fact off when pausing the game, which is a real shame and I did not yet find a way around it. BUT if you switch back to spaceport, and then back to the craft with the tracking station, or from craft to craft, their status is persistent. This bug only occurs when pressing 'esc' to pause and then resuming the game with either another press of 'esc' or closing the menu by mouse.

The B9 and LLL lights use a different Module, which doesn't have this problem. (The Aviation Lights bring their own .dll with them)

Thank you for using this mod, and stay tuned for possible fixes of said bugs.

BigNose

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Hey guys, sorry for not responding for a few days.

Good find. I missed a '0' there, will be fixed in the next update.

The lights switch in fact off when pausing the game, which is a real shame and I did not yet find a way around it. BUT if you switch back to spaceport, and then back to the craft with the tracking station, or from craft to craft, their status is persistent. This bug only occurs when pressing 'esc' to pause and then resuming the game with either another press of 'esc' or closing the menu by mouse.

The B9 and LLL lights use a different Module, which doesn't have this problem. (The Aviation Lights bring their own .dll with them)

Thank you for using this mod, and stay tuned for possible fixes of said bugs.

BigNose

Thanks BigNose, Im a pretty patient guy so Im cool with waiting. May i request an amber light as well? :D

Thanks again for all your work.

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Thanks BigNose, Im a pretty patient guy so Im cool with waiting. May i request an amber light as well? :D

Thanks again for all your work.

I've ported my amber light over to the new layout. It's actually pretty easy to make your own; the hardest part is modding the texture file for the proper color, and that's pretty simple as well. :)

Anyway, just download these and drop them into the folder with the other lights already there:

https://dl.dropboxusercontent.com/u/2004695/KerbalSpaceProgram/AviationLights/lightbeacon_amber.cfg

https://dl.dropboxusercontent.com/u/2004695/KerbalSpaceProgram/AviationLights/model000nav_amber.png

Viola! Instant amber light. :)

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I've ported my amber light over to the new layout. It's actually pretty easy to make your own; the hardest part is modding the texture file for the proper color, and that's pretty simple as well. :)

Anyway, just download these and drop them into the folder with the other lights already there:

https://dl.dropboxusercontent.com/u/2004695/KerbalSpaceProgram/AviationLights/lightbeacon_amber.cfg

https://dl.dropboxusercontent.com/u/2004695/KerbalSpaceProgram/AviationLights/model000nav_amber.png

Viola! Instant amber light. :)

Woot! Much appreciated.

Edited by OopsThatNotWork
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Woot! Much appreciated.

Edit: Actually I cant download these, the link just opens the files in my browser.

Uhh... just right-click the link, and Save As. Config (.cfg) files are just text anyway, and .png... well it's a picture, of course your browser will try to display those things natively.

Just use the right-click trick on links you want to force to download, instead of trying to open "live". :)

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Uhh... just right-click the link, and Save As. Config (.cfg) files are just text anyway, and .png... well it's a picture, of course your browser will try to display those things natively.

Just use the right-click trick on links you want to force to download, instead of trying to open "live". :)

Sigh been a bad day today as far as asking stupid questions......I do that all the time on other sites, why didnt i try it now.........

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Yep, see! There's another. :)

(My apologies for going off-topic. I did just download this and will be trying it out soon. I like having lights on my craft and stations after realizing how much of my docking seems to inevitably take place on the dark side).

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Yep, see! There's another. :)

(My apologies for going off-topic. I did just download this and will be trying it out soon. I like having lights on my craft and stations after realizing how much of my docking seems to inevitably take place on the dark side).

A tip, as I pointed out a few times earlier in the thread. Don't hit escape/pause or the lights will turn off.

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What do your directories look like? They should be under GameData/AviationLights/Parts

Got it working. Seems that KSP Mod Manager was installing it wrong. I was manually dumping the files into their individual folders and not in the GameData directory. Thanks! :)

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