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[1.12.x] NavUtilities continued, ft. HSI & Instrument Landing System


linuxgurugamer

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@linuxgurugamer The debug version does not produce the GUI error. The aircraft approaches the outer marker and everything stays on the screen.  The exceptions related to NavInstruments are no longer present.

There are however, two issues not related to the GUI disappearing issue;

  1. The visual marker indicators work correctly. The audio marker indicators are completely silent.
  2. The purple glideslope indicators on the lower left and right of the display do not change to match the flight of the aircraft. If I change the glideslope to a higher setting, the indicators move to different locations, but again no movement corresponding to the aircraft's flight.

aCAI377.png

Log Files

Edited by Caerfinon
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  On 9/27/2021 at 2:31 PM, Caerfinon said:

The visual marker indicators work correctly. The audio marker indicators are completely silent.

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This is what I expectd.  The audio code is broken, I'll have to work on it.

  On 9/27/2021 at 2:31 PM, Caerfinon said:

The purple glideslope indicators on the lower left and right of the display do not change to match the flight of the aircraft. If I change the glideslope to a higher setting, the indicators move to different locations, but again no movement corresponding to the aircraft's flight.

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ok, wasn't aware of them.

And I don't need this log file, so  you can delete it if it's taking space

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  On 9/23/2021 at 12:57 PM, linuxgurugamer said:

The system slows down to system lock up if the NavUtils compass window is open while the secondary mouse button is held.

 it's something to do with the Linux implementation of Unity.  It would be good to get more people testing this

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I am Patient zero of this issue and I just ran a quick test with NavInstuments-0.8.0.5. I still have more or less the same results. That said, I can confirm that reducing system load in minor ways seems to alleviate the issue, and having a lot of GUI elements open (but not NavInstuments Compass specifically) causes a lesser version of this problem with framerate and my system in general. NavInstuments is a big contributor, but that is probably due to the Compass being a bit more graphical than text-boxes used by most mods. It is indeed more a Linux-Unity problem, and is out-of-scope for any mods to fix. I will pursue other solutions to this problem.

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  • 1 month later...
  On 11/5/2021 at 2:37 PM, Fletch4 said:

could this work with kk in the future?

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How do you mean? It just needs definitions for any KK runways that define the approach and different glideslope angles and marker distances.

Also--speaking of that @Caerfinon -- I think the config for the JNSQ island airfield 270 approach is off-center. It's just the one dirt runway, so it should match the latitude as the 90 approach? but it's off a little bit. This made for quite an exciting night landing when stopping there for some fuel and coffee during an evening flight... ;D
 

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Edited by Beetlecat
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  On 11/5/2021 at 7:34 PM, Beetlecat said:

How do you mean? It just needs definitions for any KK runways that define the approach and different glideslope angles and marker distances.

Also--speaking of that @Caerfinon -- I think the config for the JNSQ island airfield 270 approach is off-center. It's just the one dirt runway, so it should match the latitude as the 90 approach? but it's off a little bit. This made for quite an exciting night landing when stopping there for some fuel and coffee during an evening flight... ;D
 

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If someone else could confirm these configs, I'll add them to the mod

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  On 11/5/2021 at 9:09 PM, linuxgurugamer said:

If someone else could confirm these configs, I'll add them to the mod

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Just to confirm--the ones I quoted are from the JNSQ.cfg already distributed with NavInstruments.  I'm guessing the gsLatitude and locLatitude should be closer to matching the opposite direction since the runway is 100% East-west oriented.

I'll try those other values and report back if I get some KSP time in later this evening. 

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  On 11/5/2021 at 7:34 PM, Beetlecat said:

I think the config for the JNSQ island airfield 270 approach is off-center

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I'll take a look. The  kerbal survey team might have been a little off center as they recorded the information. Each end of the runway is surveyed separately so it can "drift" a bit, especially if the runway provides no ground markings to gauge position. 

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  On 11/6/2021 at 4:24 PM, Caerfinon said:

I'll take a look. The  kerbal survey team might have been a little off center as they recorded the information. Each end of the runway is surveyed separately so it can "drift" a bit, especially if the runway provides no ground markings to gauge position. 

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Oh, that's totally fair, and I don't blame them--considering the fantastic work they've done all across Kerbin. The 27 approach is probably a rarely-used one, especially considering the state of the services there. There's not even a functioning washroom!

Anywho, I did a simulated daytime approach to confirm my suspicions, and it is indeed situated a bit to the right/north of the runway:

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I'll try duplicating the latitude #s from the opposite approach (which seems fine).

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  On 11/6/2021 at 8:21 PM, Beetlecat said:

Anywho, I did a simulated daytime approach to confirm my suspicions, and it is indeed situated a bit to the right/north of the runway:

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Definitely something odd going on.  I did a test flight this morning, I'm on JNSQ 10 using the Navinstruments runway files 

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My results are these (The green and red waypoints are the gs and loc locations from the runway file):

Approaching Island ILS 27  

vNcu0TD.png

Lining up for landing; 

TjG8yG1.png

I am not experiencing any offset during the flight. 

My list of installed mods 

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  On 11/7/2021 at 11:59 AM, Caerfinon said:

Definitely something odd going on.  I did a test flight this morning, I'm on JNSQ 10 using the Navinstruments runway files 

  Reveal hidden contents

My results are these (The green and red waypoints are the gs and loc locations from the runway file):

Approaching Island ILS 27  

vNcu0TD.png

Lining up for landing; 

TjG8yG1.png

I am not experiencing any offset during the flight. 

My list of installed mods 

  Reveal hidden contents

 

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Nice. Thanks for helping me do some SCIENCE here -- I've not done a great deal of flying around yet, so it remains to be seen if I somehow have a mis-aligned JNSQ Kerbin. The KSC values seem spot-on, so it's not just a simple global shift.

I didn't think to drop waypoint markers at the actual marker locations like you illustrated, so I'll do that next to better visualize what's going on. 

 

[Edit/Update/Etc.]
So I'm not at all sure what was happening, but I'm not going to rule out pilot error. Plopping down the lat/lon markers show them lined up exactly centerline on the runway.  Manually adjusting the #s to match the 90 approach, even made me come in slightly *south* of intended.

It's entirely possible that the tighter tolerance of the short runway (plus lack of visual distance as with the KSC runway) makes it easier to drift off of center.

Doesn't seem like NavUtils is doing this to me! :D

Edited by Beetlecat
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I am running into an issue with this mod where when I make a custom runway/approach it will work just fine for that entire session.  All the saved runways will always show.  However, when close out KSP and come back in the "custom runways" no longer load and I have to create them all over again.  What is odd is that the file created by the mod with the custom runway info is in the mod folder but it does not load.   The custom file is titled "customRunways.cfg".  I looked in the settings.cfg file and it had a line that says "loadCustom_rwyCFG = True"  

I am running KSP 1.10.1 with an RSS/RP-1 install. 

 

I even tried putting the custom runway data in the defaultRunways.cfg file and that didn't do anything.  

Is the problem due to running in 1.10.1 or is  there somthing else going on.

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  • 2 months later...

Love this mod. Makes flying/landing so much easier. Just installing 1.12.3 again (using CKAN), and this is a must have mod.

Couple of minor bug fixes for @linuxgurugamer which may cause NavUtils to not load or warn, if you're not paying close attention (downside of CKAN):

  • netkan / CKAN is missing depends:
    • Click Through Blocker
    • ToolbarController
    • SpaceTuxLibrary
  • The NavInstruments.version file might need a KSP_VERSION_MAX with 1.12.99
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Edited by 610yesnolovely
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  On 2/4/2022 at 11:21 PM, 610yesnolovely said:

Love this mod. Makes flying/landing so much easier. Just installing 1.12.3 again (using CKAN), and this is a must have mod.

Couple of minor bug fixes for @linuxgurugamer which may cause NavUtils to not load or warn, if you're not paying close attention (downside of CKAN):

  • netkan / CKAN is missing depends:
    • Click Through Blocker
    • ToolbarController
    • SpaceTuxLibrary
  • The NavInstruments.version file might need a KSP_VERSION_MAX with 1.12.99
  Reveal hidden contents

 

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I've  updated CKAN, thanks.  These issues are usually caught fairly early, unusual for it to be missed this log.

Version file does NOT need to be updated, I did tell Spacedock that it was compatible with 1.12.3

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  • 2 months later...

I did a forum search but I don't think anyone has done a KSRSS (possibly RSS might be good enough) configuration?

From what I can tell from @Caerfinon's totally outrageous detailed KSR Gap configs (and Flight Plans for KK) the best technique is to use the in-game Create Runway and derive MM scripts from that. Possibly setting waypoints via Waypoint Manager to help debug?

Edited by 610yesnolovely
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  On 4/22/2022 at 9:17 PM, 610yesnolovely said:

to use the in-game Create Runway and derive MM scripts from that

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Visiting each  site and using the tool to grab the coordinates from the end of the runway worked well. But always copy the results from the custom runway file and put it into your own file in a separate directory. This does the trick. 

(for KK Flight Plans, I had to use python script to create the approaches to each runway, and then test fly them all to ensure the glideslope didn't fly into a hill or something).

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  On 4/23/2022 at 3:39 AM, Caerfinon said:

Visiting each  site and using the tool to grab the coordinates from the end of the runway worked well. But always copy the results from the custom runway file and put it into your own file in a separate directory. This does the trick. 

(for KK Flight Plans, I had to use python script to create the approaches to each runway, and then test fly them all to ensure the glideslope didn't fly into a hill or something).

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Yup, (un)fortunately KSRSS only has the GSC (in Korou, Guiana, S America) and TSC (Vandenberg). I did as you say, copy-pasta from the customRunways.cfg, after making it in game (using HyperEdit and VesselMover to put the plane at either end), into my own MM patch. My assumption is the location you put the plane at is the centre of the threshold markings (end of runway). Works great.

I saw unfortunately because I _really_ miss GAP, Kerbinside GAP, and all the airports. I found 600 airports for RSS but it's no match for your work. Hint. Hint. KSRSS GAP. :P

Here's the MM patch, anyone can use, no rights reserved, free for all, etc.

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Edited by 610yesnolovely
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I was working on doing a config to support the RSS-CanaveralHD mod that is used in RSS/RO builds.  In the config files there is a config for "ident" and "shortID" what are the two used for?  If you build a custom approach the name you give it shows up in the "ident" tag but defaults the shortID tag to "sID4"  

What should be info should be in the two slots?

 

 

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