flart Posted January 15, 2018 Share Posted January 15, 2018 (edited) 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: Spoiler Boat is SPLASHED Plane or SPLASHED Rover above -20m Submarine is SPLASHED Plane or SPLASHED Rover below -20m Rover is non-SPLASHED Rover or LANDED Plane Airplane is non-SPLASHED Plane and non-LANDED Plane Screenshots: Spoiler KottabosGames video (v0.9.7): Spoiler 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 Edited August 7 by flart Quote Link to comment Share on other sites More sharing options...
MaxwellsDemon Posted January 15, 2018 Share Posted January 15, 2018 Looks interesting! Will have to give it a test flight! Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted January 16, 2018 Share Posted January 16, 2018 Excellent!! now I know my 20t Rover tops out at about 550 Km/h!! Quote Link to comment Share on other sites More sharing options...
solarise helm Posted January 16, 2018 Share Posted January 16, 2018 Its a great idea.... but the mach speed needs to be in relativity to the ground... 872.1m/s is not mach 3.0... its mach 2.54 in relativity to the ground.... mach 3 is 1029m/s... if you add in kerboins rotation speed to the planes current speed its roughly 1047m/s which is very slightly above mach 3.0 I think it just needs some polishing up, great job though! sincerely, solarise helm. Safe sciencing! Quote Link to comment Share on other sites More sharing options...
flart Posted January 16, 2018 Author Share Posted January 16, 2018 (edited) Welcome aboard, @solarise helm 13 hours ago, solarise helm said: 872.1m/s is not mach 3.0... its mach 2.54 in relativity to the ground.... mach 3 is 1029m/s... Mach 3.0 is indeed ~1000m/s at the ground level. The Mach number at which an aircraft is flying can be calculated by where: M is the Mach number u is velocity of the moving aircraft and c is the speed of sound at the given altitude So speed for same Mach number is decreasing with increasing altitude and for altitude 16530m for Kerbin Mach 3.0 is ~870m/s. Also, without atm the speed of sound and therefore the Mach number have no meaning. Spoiler P.S. Mach number is calculated for a vessel in the game FlightGlobals.ActiveVessel.mach so I didn't do the conversion by myself. Edited January 16, 2018 by flart Quote Link to comment Share on other sites More sharing options...
Isabelle.V.Fuchs Posted January 16, 2018 Share Posted January 16, 2018 Hello, very nice addon.! I have tried to make a german language Version, but I wasn't able to upload it into the github. Does it make sense to post it right here? maybe as 'code'? - Isabelle Quote Link to comment Share on other sites More sharing options...
flart Posted January 18, 2018 Author Share Posted January 18, 2018 Version 0.9.7.1 German localization (thanks to @Isabelle.V.Fuchs) Quote Link to comment Share on other sites More sharing options...
flart Posted January 20, 2018 Author Share Posted January 20, 2018 (edited) Mod has been Kottabosed! ——————————— New version 0.9.8 add knots for airplanes (settings)Worldwide, the knot is used in meteorology, and in maritime and air navigation fix bugs Edited January 20, 2018 by flart Quote Link to comment Share on other sites More sharing options...
flart Posted February 9, 2018 Author Share Posted February 9, 2018 (edited) Version 0.9.9 Kerbal Names replaced Ap&Pe for Kerbal (EVA) in Orbit mode (can be changed back to Ap&Pe in the settings) ——————————— Version 0.9.10 Spanish localization (thanks to @fitiales) Edited March 8, 2018 by flart Quote Link to comment Share on other sites More sharing options...
flart Posted March 8, 2018 Author Share Posted March 8, 2018 (edited) Version 1.0.0 Recompile for KSP 1.4.0 * on github for now (SpaceDock don't have 1.4.0 tag) -------------------------------- notable [not]rounding: you would not mislead by rounding, when it could be important Edited March 8, 2018 by flart Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted March 8, 2018 Share Posted March 8, 2018 4 hours ago, flart said: Version 1.0.0 Recompile for KSP 1.4.0 * on github for now (SpaceDock don't have 1.4.0 tag) Thanx for holding off on the SpaceDock update... Besides, 1.4.1 is supposed to drop in less than a week, anyway... Holding off on SD to add new 1.4.0/1.4.1 tags not only heads off confusion for users.... But i would think it would save *you* unecessary suppport reports, if someone grabs the 1.4.0 update, when listed as 1.3.1 on SD, and actually tries to use it on KSP 1.3.1... So THANX for holding off till SD can update the tags Quote Link to comment Share on other sites More sharing options...
flart Posted March 14, 2018 Author Share Posted March 14, 2018 (edited) Version 1.1.3 / 1.1.4 (KSP 1.3.1 / KSP 1.4.1) Ap/Pe become a little transparent if they are negative or larger than SOI-radius Time to the next Ap/Pe (disabled by default) Speed in the target mode has 2 digit after decimal point for < 0.2 m/s SpeedUnitAnnex 1.1.3 (KSP 1.3.1) SpeedUnitAnnex 1.1.4 (KSP 1.4.1) Edited March 15, 2018 by flart Quote Link to comment Share on other sites More sharing options...
flart Posted March 19, 2018 Author Share Posted March 19, 2018 (edited) Version 1.1.5 (KSP 1.4.1) Italian localization (thanks to @Simog) surface EVA AGL fix hide "Orb" for Orbit-EVA with enabled "Time to the next Ap/Pe" Version 1.1.6 Localization update (de, en, es, it, ru) Edited March 25, 2018 by flart Quote Link to comment Share on other sites More sharing options...
flart Posted April 9, 2018 Author Share Posted April 9, 2018 (edited) Version 1.1.7 (KSP 1.4.2) French localization (thanks to @valens) Version 1.1.8 (KSP 1.4.3) fix URL in the .version file Edited May 4, 2018 by flart Quote Link to comment Share on other sites More sharing options...
Yanchen Posted June 15, 2018 Share Posted June 15, 2018 (edited) Hello, Great mod. I would be interested in making a Chinese translation. How can I submit to you? By the way, is it possible to calculate airspeed (IAS, not TAS) for planes? I suspect if wind exists in KSP but perhaps it is possible to make a model for airspeed on different altitude. That would be critical to operate an airplane. If you could do that, it would become a killer feature of your mod. Edited June 15, 2018 by Yanchen Quote Link to comment Share on other sites More sharing options...
flart Posted June 15, 2018 Author Share Posted June 15, 2018 (edited) Welcome aboard, @Yanchen On 6/15/2018 at 11:22 AM, Yanchen said: I would be interested in making a Chinese translation. How can I submit to you? you can fork repo on github, add translation, and pull-request changes back or just place translation there: Spoiler Localization { zh-cn { #SpeedUnitAnnex_sec = s #SpeedUnitAnnex_min = m #SpeedUnitAnnex_hour = h #SpeedUnitAnnex_day = d #SpeedUnitAnnex_year = y #SpeedUnitAnnex_ApoapsisTime_prefix = A- #SpeedUnitAnnex_PeriapsisTime_prefix = P- #SpeedUnitAnnex_meter = m #SpeedUnitAnnex_kilo = k #SpeedUnitAnnex_mega = M #SpeedUnitAnnex_giga = G #SpeedUnitAnnex_tera = T #SpeedUnitAnnex_Surf3 = 地面 // shorter abbreviation of Surface (up to 3 chars) #SpeedUnitAnnex_Surf5 = 地面 // longer abbreviation of Surface (up to 5 chars) #SpeedUnitAnnex_Orb = 轨道 // abbreviation of Orbit (up to 3 chars) #SpeedUnitAnnex_Trg = 目标 // abbreviation of Target (up to 3 chars) #SpeedUnitAnnex_kn = kn #SpeedUnitAnnex_knots = knots #SpeedUnitAnnex_kmph = km/h #SpeedUnitAnnex_mps = m/s #SpeedUnitAnnex_mph = mph #SpeedUnitAnnex_mach = Mach <<1>> // settings #SpeedUnitAnnex_navball_info = Additional navball values #SpeedUnitAnnex_surfaceMode = Surface mode #SpeedUnitAnnex_rover_speedometer = rover speedometer: km/h #SpeedUnitAnnex_rover_speedometer_toolTip = Unit of additional rover speedometer:\n km/h or mph #SpeedUnitAnnex_aircraft_speedometer = airplane speedometer: Mach number #SpeedUnitAnnex_aircraft_speedometer_toolTip = Unit of additional airplane speedometer:\n Mach number or knots #SpeedUnitAnnex_aircraft_ias = display IAS for airplanes #SpeedUnitAnnex_aircraft_ias_toolTip = Display Indicated AirSpeed on the _right_ side of the main (bottom) line #SpeedUnitAnnex_altimeter = display radar altimeter #SpeedUnitAnnex_altimeter_toolTip = flying above ground - distance to the ground (AGL)\nflying above water - distance to the water surface\noperate underwater - distance to the bottom #SpeedUnitAnnex_orbitMode = Orbit mode #SpeedUnitAnnex_orbitEVA = display name (EVA) #SpeedUnitAnnex_orbitEVA_toolTip = Display kerbal name for EVA instead of Apoapsis and Periapsis #SpeedUnitAnnex_orbitTime = display time to Ap/Pe #SpeedUnitAnnex_orbitTime_toolTip = Display time to the next apsis (Ap or Pe) #SpeedUnitAnnex_targetMode = Target mode #SpeedUnitAnnex_targetDistance = display distance to target #SpeedUnitAnnex_targetDistance_toolTip = Display distance to target } } Also you can test your translation in game by putting your zh-cn.cfg into GameData\SpeedUnitAnnex\localization folder. (testing mostly about fit inside navball panel) On 6/15/2018 at 11:22 AM, Yanchen said: By the way, is it possible to calculate airspeed (IAS, not TAS) for planes? Calculate IAS is possible, @ThirdOfSeven's SpeedUnitDisplay mod is exactly about it. Do you want to see it in the SpeedUnitAnnex as mach or knots or IAS or you want to see mach or knots and IAS ? There is not much space... On 6/15/2018 at 11:22 AM, Yanchen said: ... That would be critical to operate an airplane Can you guys explain why IAS is so helpful in the KSP ? Edited June 17, 2018 by flart Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 16, 2018 Share Posted June 16, 2018 @flart I have never seen the radar altimeter readout under any circumstances. At least with a rocket vessel built in the VAB... or the pod landing. Quote Link to comment Share on other sites More sharing options...
flart Posted June 16, 2018 Author Share Posted June 16, 2018 @Gordon Dry Check settings, maybe you disabled AGL.... On screenshots AGL is 16.53k for the plane, 16553m for the rocket, 6.8m for the kerbal and 20.9m for the submarine Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 16, 2018 Share Posted June 16, 2018 7 minutes ago, flart said: Check settings, maybe you disabled AGL.... ofc I enabled it at first after installing I have the clue that this mod could be incompatible to Orbital Decay. Needs further testing. Also the readout of the maneuver dV bar right of the KSP navball never decreases on maneuver burn after I installed Speed Unit Annex - but the maneuvers finish without issues besides that. Quote Link to comment Share on other sites More sharing options...
flart Posted June 16, 2018 Author Share Posted June 16, 2018 6 hours ago, Gordon Dry said: could be incompatible to Orbital Decay. WhiteCat's Orbital Decay for max KSP 1.1.3? What KSP version do you have? Orbital Decay is not working in the KSP 1.4.3 Looks like Orbital Decay doesn't change text on navball panel, so it is unlikely incompatible with Speed Unit Annex. Also I don't think Speed Unit Annex can interfere with other navball elements, like maneuver dV bar. It just change navball panel text at LateUpdate() time. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 16, 2018 Share Posted June 16, 2018 @flart ofc nope, that one Quote Link to comment Share on other sites More sharing options...
canisin Posted June 19, 2018 Share Posted June 19, 2018 There seems to be an unreleased 1.1.9 incoming according to the changelog and version files on github. But the release itself is not available at https://github.com/yalov/SpeedUnitAnnex/releases or spacedock. Just reminding in case you have forgotten. Quote Link to comment Share on other sites More sharing options...
flart Posted June 20, 2018 Author Share Posted June 20, 2018 (edited) Yes, it is... Desided to wait few days, because there was talking about Chinese translation. Edited June 20, 2018 by flart Quote Link to comment Share on other sites More sharing options...
Yanchen Posted June 21, 2018 Share Posted June 21, 2018 (edited) On 6/15/2018 at 9:24 PM, flart said: Welcome aboard, @Yanchen you can fork repo on github, add translation, and pull-request changes back or just place translation there: Reveal hidden contents Localization { zh-cn { #SpeedUnitAnnex_sec = s #SpeedUnitAnnex_min = m #SpeedUnitAnnex_hour = h #SpeedUnitAnnex_day = d #SpeedUnitAnnex_year = y #SpeedUnitAnnex_ApoapsisTime_prefix = A- #SpeedUnitAnnex_PeriapsisTime_prefix = P- #SpeedUnitAnnex_meter = m #SpeedUnitAnnex_kilo = k #SpeedUnitAnnex_mega = M #SpeedUnitAnnex_giga = G #SpeedUnitAnnex_tera = T #SpeedUnitAnnex_Surf3 = 地面 // shorter abbreviation of Surface (up to 3 chars) #SpeedUnitAnnex_Surf5 = 地面 // longer abbreviation of Surface (up to 5 chars) #SpeedUnitAnnex_Orb = 轨道 // abbreviation of Orbit (up to 3 chars) #SpeedUnitAnnex_Trg = 目标 // abbreviation of Target (up to 3 chars) #SpeedUnitAnnex_kn = kn #SpeedUnitAnnex_knots = knots #SpeedUnitAnnex_kmph = km/h #SpeedUnitAnnex_mps = m/s #SpeedUnitAnnex_mph = mph #SpeedUnitAnnex_mach = Mach <<1>> // settings #SpeedUnitAnnex_navball_info = Additional navball values #SpeedUnitAnnex_surfaceMode = Surface mode #SpeedUnitAnnex_rover_speedometer = rover speedometer: km/h #SpeedUnitAnnex_rover_speedometer_toolTip = Unit of additional rover speedometer:\n km/h or mph #SpeedUnitAnnex_aircraft_speedometer = airplane speedometer: Mach number #SpeedUnitAnnex_aircraft_speedometer_toolTip = Unit of additional airplane speedometer:\n Mach number or knots #SpeedUnitAnnex_aircraft_ias = display IAS for airplanes #SpeedUnitAnnex_aircraft_ias_toolTip = Display Indicated AirSpeed on the _right_ side of the main (bottom) line #SpeedUnitAnnex_altimeter = display radar altimeter #SpeedUnitAnnex_altimeter_toolTip = flying above ground - distance to the ground (AGL)\nflying above water - distance to the water surface\noperate underwater - distance to the bottom #SpeedUnitAnnex_orbitMode = Orbit mode #SpeedUnitAnnex_orbitEVA = display name (EVA) #SpeedUnitAnnex_orbitEVA_toolTip = Display kerbal name for EVA instead of Apoapsis and Periapsis #SpeedUnitAnnex_orbitTime = display time to Ap/Pe #SpeedUnitAnnex_orbitTime_toolTip = Display time to the next apsis (Ap or Pe) #SpeedUnitAnnex_targetMode = Target mode #SpeedUnitAnnex_targetDistance = display distance to target #SpeedUnitAnnex_targetDistance_toolTip = Display distance to target } } Also you can test your translation in game by putting your zh-cn.cfg into GameData\SpeedUnitAnnex\localization folder. (testing mostly about fit inside navball panel) Calculate IAS is possible, @ThirdOfSeven's SpeedUnitDisplay mod is exactly about it. Do you want to see it in the SpeedUnitAnnex as mach or knots or IAS or you want to see mach or knots and IAS ? There is not much space... Can you guys explain why IAS is so helpful in the KSP ? Translation submitted!! Regarding IAS, if there are people like me (I think there are), who want to design aircraft with thinking about efficiency, performance, safety, and making graceful and soft landings. It is important to have those numbers found out such as what speed will the aircraft stall, what the ideal speed is for touch down. They are about how fast the air flows through the wings not how fast the airplane is moving against ground. Perhaps it is not so important to everybody; I have several years of flight simulator experience so I am very sensitive to speed, attitude, landing rate, cockpit instruments, etc. IAS is great and I very appreciate that you offer it. It would be even more exciting if it can be displayed somewhere inside of the cockpit, perhaps on the RPM screen in the future. Edited June 21, 2018 by Yanchen Missing content Quote Link to comment Share on other sites More sharing options...
flart Posted June 21, 2018 Author Share Posted June 21, 2018 (edited) Version 1.2.0 Surface: Indicated AirSpeed (IAS) for airplanes (disabled by default) Orbit: Ap/Pe become a little transparent if they are unstable or negative: smaller than atmosphere height or larger than SOI-radius Chinese localization (thanks to @Yanchen) localization updates Spoiler Edited June 21, 2018 by flart Quote Link to comment Share on other sites More sharing options...
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