Papa_Joe Posted March 23, 2018 Share Posted March 23, 2018 (edited) Kerbal Flight Indicators Note: @DaMichel has given me his permission to maintain this mod in his absence. I have forked the Repository and will continue support going forward, or until he returns to continue support. I have cloned his page to note the change in mod support. I'm not renaming the mod to make it easier to keep track of it. What is Kerbal Flight Indicators? It draws a couple of markers directly in your field of view. It shows Horizon Attitude Velocity Vertical direction You can turn it on/off with the toolbar button. Download Release Page on GitHub (Source code on Github) Installation: Extract the contents of the zip file into the GameData directory. Note: I have added support for KSP-AVC version file now included. Configuration: Is done by editing settings.cfg in GameData\KerbalFlightIndicators\Plugins\PluginData\KerbalFlightIndicators. To change colors, you'll see lines like "horizonColor = 0,0.5,0,0.8". The numbers represent Red, Green, Blue and Alpha components, going from 0 to 1. Alpha means opaqueness, where 0 is completely transparent. New values should take effect on the next flight scene. To let indicators appear on top of the IVA cockpit again, change drawInFrontOfCockpit = False to drawInFrontOfCockpit = True. Mod Recommendations If you want to see more information, have a look at SteamGauges and RasterPropMonitors (IVA) and NavHud Renewed. Mouse Aim Flight Supports Blizzys Toolbar. The KSP app toolbar is supported since KFI R11. Picz My Imgur account is almost full of images so i'm probably going to delete the previous sequence. Have this instead. Changelog on GitHub Known Issues * This release has the potential to cause strange issues with other mods, like HUD elements or use custom cameras. Please report odd issues. Acknowledgements Current mod maintainer: Papa_Joe I've only continued maintenance on this mod. All credit is due to the original mod author. Original mod author: @DaMichel Original Mod Post: https://forum.kerbalspaceprogram.com/index.php?/topic/72595-13-kerbal-flight-indicators-release-15-2017-08-14/ @DaMichel originally acknowledged the following: * I used some code from SteamGauges http://forum.kerbalspaceprogram.com/threads/40730-0-23-SteamGauges-V1-5-Analog-Radar-Altimeter-and-More! by Trueborn. Thanks for putting it under a not too restrictive license. * Thanks to Blizzy for his Toolbar. * I would also like to thank Pizzaoverhead (KerbTrack) and Navyfish (DockingPortAlignment) for their plugins from which i learned how to do things. License http://creativecommons.org/licenses/by-nc-sa/3.0/ Edited February 11, 2022 by Papa_Joe New Release for KSP 1.12.3. Add CC-NC-SA license text to release Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted March 24, 2018 Share Posted March 24, 2018 Yes! My *other* favorite indicators mod... I usually this alternately with navhud, since they're useful in different situations. Thanks for the maintenance/rescue! Quote Link to comment Share on other sites More sharing options...
rozmetal Posted March 24, 2018 Share Posted March 24, 2018 Thank you so much PapaJoe. While NavHud filled the gap, it came with more features I never needed that I had to turn off with each passing update. Thank you again. Quote Link to comment Share on other sites More sharing options...
DaMichel Posted April 10, 2018 Share Posted April 10, 2018 Hey Papa_Joe! I approve of this. I don't feel like playing a whole lot at the moment. So, thank you for you initiative. I'm cool with compatibility updates. Anything else, depends. I'll let you know when/if I'm ready for pull requests. Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted April 10, 2018 Author Share Posted April 10, 2018 11 hours ago, DaMichel said: Hey Papa_Joe! I approve of this. I don't feel like playing a whole lot at the moment. So, thank you for you initiative. I'm cool with compatibility updates. Anything else, depends. I'll let you know when/if I'm ready for pull requests. Works for me. You da man! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 28, 2018 Share Posted June 28, 2018 On 4/10/2018 at 3:54 PM, Papa_Joe said: Works for me. You da man! Would you like me to update CKAN to point to this page and your release? Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted June 29, 2018 Author Share Posted June 29, 2018 Yes please! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 29, 2018 Share Posted June 29, 2018 CKAN is now updated Quote Link to comment Share on other sites More sharing options...
Benabik Posted July 3, 2018 Share Posted July 3, 2018 Despite the version being "R16-KSP1.4.1-recompile", CKAN has ksp_version set to 1.3 so it doesn't show up when I searched for it. https://github.com/KSP-CKAN/CKAN-meta/blob/master/KerbalFlightIndicators/KerbalFlightIndicators-R16-KSP1.4.1-recompile.ckan Quote Link to comment Share on other sites More sharing options...
MOARdV Posted July 4, 2018 Share Posted July 4, 2018 KFI markers are visible on the displays of MAS MFDs: From a skim through the KFI source, it looks like it uses layer 30 for the markers (same as MAS MFDs). However, KFI doesn't switch its game objects off in an OnPostRender() call, so they persist through other cameras' render cycles. I think the solution (in KFI) would be something like void OnPostRender() { for (int i=0; i<(int)Markers.COUNT; ++i) { markerScripts[i].gameObject.SetActive(false); } } in the CameraScript class. Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted July 6, 2018 Author Share Posted July 6, 2018 On 7/4/2018 at 5:33 AM, MOARdV said: KFI markers are visible on the displays of MAS MFDs: From a skim through the KFI source, it looks like it uses layer 30 for the markers (same as MAS MFDs). However, KFI doesn't switch its game objects off in an OnPostRender() call, so they persist through other cameras' render cycles. I think the solution (in KFI) would be something like void OnPostRender() { for (int i=0; i<(int)Markers.COUNT; ++i) { markerScripts[i].gameObject.SetActive(false); } } in the CameraScript class. I hadn't seen that issue come up in my testing, but I hadn't looked. Thanks! Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted September 10, 2018 Author Share Posted September 10, 2018 New Release. R17, 10 Sep, 2018 * New * Recompiled for KSP 1.4.5 * Renamed project to reflect Mod Name (generally accepted practice with KSP mods) * Reorganized code to follow current mod structure best practices. Split classes into separate files for improved visualization of the code. * Config files moved to PluginData to prevent ModuleManager from needlessly invalidating its part cache. * Added Build/deploy automation to reduce labor, testing and reduce deployment errors. * Added change log to distribution. * Fixes * Per forum post by MOARdV, added an OnPostRender event handler to prevent game objects from persisting through other cameras' render cycles. Problem noticed in MAS MFDs Enjoy. Let me know if you find issues. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 15, 2019 Share Posted February 15, 2019 (edited) For anyone who is interested, I have an unofficial build which fixes an issue with this mod making parts semitransparent in certain circumstances. Available here: https://github.com/linuxgurugamer/KerbalFlightIndicators/releases/tag/R18.1 I made a PR to the original repo on Github. I do not intend to adopt or maintain this mod, since it duplicates the functionality of NavHud Edited February 15, 2019 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted February 15, 2019 Share Posted February 15, 2019 (edited) 3 hours ago, linuxgurugamer said: For anyone who is interested, I have an unofficial build which fixes an issue with this mod making parts semitransparent in certain circumstances. Available here: https://github.com/linuxgurugamer/KerbalFlightIndicators/releases/tag/R18.1 I made a PR to the original repo on Github. I do not intend to adopt or maintain this mod, since it duplicates the functionality of NavHud Slick! TY for this. Before I try it out--does this also affect the strange "brightening" effect (such as on runway lights) that happens when toggling the markers on? Maybe related to the transparency. I don't know why, but I still run both mods. Just like the looks of these markers more sometimes. Edited February 15, 2019 by Beetlecat Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 15, 2019 Share Posted February 15, 2019 9 minutes ago, Beetlecat said: Slick! TY for this. Before I try it out--does this also affect the strange "brightening" effect (such as on runway lights) that happens when toggling the markers on? Maybe related to the transparency. I don't know why, but I still run both mods. Just like the looks of these markers more sometimes. I have no idea, please let us know what you see Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted February 15, 2019 Share Posted February 15, 2019 9 minutes ago, linuxgurugamer said: I have no idea, please let us know what you see Okay -- it happened with NavHud as well, so I was assuming it's related to some sort of 'overlay" layer conflict. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 15, 2019 Share Posted February 15, 2019 Just now, Beetlecat said: Okay -- it happened with NavHud as well, so I was assuming it's related to some sort of 'overlay" layer conflict. No idea, but I fixed Navhud earlier this evening Quote Link to comment Share on other sites More sharing options...
kurtu5 Posted May 5, 2019 Share Posted May 5, 2019 I wanted to not use the stock toolbar and use blizzy's toolbar instead. So I edited the config thusly; useToolbar = True useAppLauncher = False I does show up on Blizzys, but its still displaying on the stock toolbar after a restart. I though my edit may have reverted on restart, but it hasn't. Any ideas? Quote Link to comment Share on other sites More sharing options...
sibaar Posted July 15, 2019 Share Posted July 15, 2019 Has this been discontinued? Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted September 6, 2019 Share Posted September 6, 2019 On 7/14/2019 at 5:47 PM, sibaar said: Has this been discontinued? I'd say no-- they still work fine Quote Link to comment Share on other sites More sharing options...
Gavin786 Posted August 19, 2020 Share Posted August 19, 2020 Just want to say what an amazing mod this is. Could not imagine flying without this. Should be stock for sure, need to see vector and AoA of aircraft, its a no-brainer, especially for landing when you want to have a high AOA, vector down, nose up to land on rear wheels. More modern version of this mod is : NavHud but that unfortunately does not show the horizon/orientation properly in the beautiful way this does, so this is what I use and recommend and could not play without. Anyway, 100% recommended mod, thank you. Should be a stock part of the UI. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted September 9, 2020 Share Posted September 9, 2020 Whilst this mod is toggled on, does anyone else experience translucent parts? Seems like there may be some funky shader shenanigans going on. Quote Link to comment Share on other sites More sharing options...
ValiZockt Posted September 9, 2020 Share Posted September 9, 2020 33 minutes ago, Poodmund said: Whilst this mod is toggled on, does anyone else experience translucent parts? Seems like there may be some funky shader shenanigans going on. Yes, there's an unofficial build from LGG that fixes that issue: On 2/15/2019 at 2:22 AM, linuxgurugamer said: For anyone who is interested, I have an unofficial build which fixes an issue with this mod making parts semitransparent in certain circumstances. Available here: https://github.com/linuxgurugamer/KerbalFlightIndicators/releases/tag/R18.1 I made a PR to the original repo on Github. I do not intend to adopt or maintain this mod, since it duplicates the functionality of NavHud Quote Link to comment Share on other sites More sharing options...
DaMichel Posted March 16, 2021 Share Posted March 16, 2021 Hi there! Thank you @Papa_Joe for all the work you did on the mod. Now I updated it by myself again. https://github.com/DaMichel/KerbalFlightIndicators/releases/tag/R19 I merged the patch by @linuxgurugamer. Thank you, too. Otherwise, was just checking it still builds. Also bumped the KSP version. @Papa_Joe are you still around? Do you want to keep maintaining it? Please let me know. Otherwise I will make a PR for ckan in the next days to have it point to my repo. Quote Link to comment Share on other sites More sharing options...
Rocketology Posted May 2, 2021 Share Posted May 2, 2021 Thanks for the update on this! This is definitely one of my must have mods for flying planes! Quote Link to comment Share on other sites More sharing options...
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