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


linuxgurugamer

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Just thought I'd share a runway config I've created for RSS. Has the default KSC Cape Canaveral runway if CanaveralHD is not installed or the three CanaveralHD runways:

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These were surveyed using Vessel Mover to place a pod at the centre of either end of the runway.

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  • 3 weeks later...

Did some further surveying. With all the RSS KSCSwitcher launch site runways:

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There might be something wrong with KSC Switcher (or possibly my install of it) since all the runways are aligned 90/270 and I could have sworn that the different launch sites were at various different orientations the last time I played RSS a couple of years ago.

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  • 1 month later...

Hey all, not sure if it's just my own install or some other issue, but the Making History Desert Runway doesn't show up, despite having the DLC installed.

The current release does have the incorrect ConfigNode names, but even after correcting the node name it still fails to load.

Moving the corrected cfg file to the ModuleManagerCfgs folder does work, so possibly it may be an issue in the ConfigLoader.

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@linuxgurugamer  If possible could you add a short audio warning similar to the outer marker alert when the value of the DME to the target, runway or runway, is 100? or the value of the distance to runways that you need to be within to select a nearby runway? 

It would be a nice to have.   

 Issue 7 raised on GitHub

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I haven't used the approach functionality in some time but, is there not an inner marker sound already, and isn't that close enough?  I guess it would depend on how realistic one wants the ILS functionality but the inner marker is supposed to be at the beginning of the runway threshold.  The middle marker is supposed to be 1 km out.

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  On 9/5/2022 at 4:02 PM, Darkfedor said:

or at least the proper instruction do to one ?

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The following is the method I use

  1. Start in the GUI from the Custom Rwys button in settings
  2. You need to position a probe or kerbal in the center of the runway at the end you want to land at.
  3. Give the runway a unique identifier 
  4. Enter the heading of the path to land on the runway from your position (or select auto is you are facing it already)
  5. Enter the altitude of the runway above sea level  (or select auto)
  6. Select maker radio button if you want warnings, and edit the distances of each maker
  7. Create the runway 

Rinse and repeat from the other end of the runway if you want both directions for landing available.

I did this for Kerbin Side Remastered and JNSQ, however I don't play an instance of RSS RO/RP1, otherwise I would have made one for that as well.  

 

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  • 3 months later...
  • 4 weeks later...
  On 12/31/2022 at 6:05 AM, Theesteban 667 said:

Hello, I have an error here, right-clicking on the button does not open the corresponding options menu.

As a detail, the button is blurred, and left click works perfectly

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No idea without the log file.  You didn't even say which version of KSP you are using, or which version of the mod

  On 12/31/2022 at 6:06 PM, LTQ90 said:

Hi. You should post your log for help.

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I'd prefer the Player.log file, if you can

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Hi, sorry for the lack of information, I'm using version 1.12.4.

  On 12/31/2022 at 7:19 PM, linuxgurugamer said:

No idea without the log file.  You didn't even say which version of KSP you are using, or which version of the mod

I'd prefer the Player.log file, if you can

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I attached my player.log file.

https://drive.google.com/file/d/1M9_SeIpPuMaBu00uyJehrDyqlnNwXRqV/view?usp=sharing

As for the log file that you ask for, I don't know how to create it

  On 12/31/2022 at 6:06 PM, LTQ90 said:

Hi. You should post your log for help.

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Edited by Theesteban 667
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  On 1/1/2023 at 2:07 AM, Theesteban 667 said:

As for the log file that you ask for, I don't know how to create it

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Read this topic for more info about how to report problems.  It's pretty much the gold standard.

KSP log files (KSP.log and player.log) are always created when you run the game unless something is seriously wrong.  Sometimes, mods create their own logs and they, generally, can be found in the mod's GameData folder but not always.

Edited by Brigadier
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ah ok then it would be done, well player.log, replace the old output_log.txt

  On 1/1/2023 at 3:38 AM, Brigadier said:

Lea este tema para obtener más información sobre cómo informar problemas.  Es más o menos el estándar de oro.

Los archivos de registro KSP ( KSP.log y player.log ) siempre se crean cuando ejecutas el juego a menos que algo esté muy mal.  A veces, los mods crean sus propios registros y, en general, se pueden encontrar en la carpeta GameData del mod, pero no siempre.

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  • 3 months later...

I'm trying to write a ModuleManager patch that removes one of the runways from "defaultRunways.cfg". However, since this otherwise-static data is being stored in `PluginData`, MM can't touch it.

Additionally, the Making History runways aren't being loaded; I don't know if this has a similar cause (being in `PluginData` and not getting loaded by the game's module loader).

KSP.log, Player.log

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  • 5 months later...

The way this mod is presented makes me think that there's a bunch of background info that I should have about how to read these instruments that I don't have, because I have no idea how to make sense of these instruments

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Agreed, there is a fair amount of knowledge assumed but OTOH this mod isn't really the place to teach you about standard aircraft navigation instruments.  I'd recommend you google Horizontal Situation Indicator (HSI) and Instrument Landing System (ILS) for a bit of self-help.  If you still have questions, I'm sure we can provide some answers.

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  On 10/1/2023 at 7:20 PM, Brigadier said:

Agreed, there is a fair amount of knowledge assumed but OTOH this mod isn't really the place to teach you about standard aircraft navigation instruments.  I'd recommend you google Horizontal Situation Indicator (HSI) and Instrument Landing System (ILS) for a bit of self-help.  If you still have questions, I'm sure we can provide some answers.

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Thank you. Yes, I searched for a video after your suggestion and now the instruments makes a lot more sense. One thing I was actually wondering though, is about the mod itself. Apparently I can select runways that don't actually... exist. For example, in the runway list, there's a runway called "KSC VAB West" which seems to be the stretch of rail that goes from the VAB to the launchpad. Is this expected behavior? If so, how can delete it so it won't show on the list?

Edited by AnFa
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  • 4 months later...

Anyone still using this mod to fly ILS at runways? Do you have the DLC?

If you said yes to both of these, I've generated the elevation data for the 3 degree GS for the "36" Dessert Airfield runway.
(Yes I know I'm nuts in that it's reading right to left - it's all still in test while I use the Waypoint Manager mod to manually generate 300 data points for each runway terrain profile - this is the first pass)

Looking at it, I can only conclude that Jeb :cool: must of nominated the runway location when construction was first planned during DLC development.

With the 3 degree GP, there's only a 14m clearance from terrain for a nominal approach :o

yvcB2jS.jpg

While I've been  mucking around at the Dessert Runway, I've tested alignment.
With a line drawn 30km from either end and still seeing it bang down the middle, I can say that the angle is 1 degree off North.

(Config file shows 0.4 degrees - probably doesn't make that much of a difference)

Edited by cyberKerb
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  • 2 months later...
  On 4/18/2024 at 1:07 AM, METHUSMIT said:

Hi, I saw in the description that it was possible to change the glideslopes in configs files but when i tried adding custom glideslopes in the file glideslopes.cfg it didn't seem to add custom glideslopes but just copied a default one.  Am I doing something wrong here ? 

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There are two glideslopes.cfg files, the mod used to use the one in GameData/NavInstruments/PluginData but was updated a while ago to use the one in GameData/NavInstruments/ModuleManagerCfgs instead. Make sure you are modifying the correct one.

Or you can add your own custom glideslopes.cfg anywhere in GameData and put just the new glideslope nodes in there. (This is the method the Kerbinside Remastered GAP contract pack uses [see Github])

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  • 4 weeks later...
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