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SteamGauges Beta release 1.6.1b [27 Dec]


Trueborn

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I have a simple request would it be possible to add in an option to lock the gauges where there set to ? I have a bad habit of going to pan my camera around accidently clicking on the edge of a gauge ( ussly the hud) and flinging it off to who knows where then needing to scramble to set it back into its original position. Failing that would it be possible to only be able to move them when the options menu is open (IE the menu where you can turn on/off certain gauges).

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New beta release!

As promised in the stable release thread, here is the beta with full FPV, target, and maneuver node indicators in the HUD. Again, thanks to a.g. for his invaluable assistance. The main additions for this version are the vectors, an the ability to lock window positions so you don't drag them around accidentally.

The FPV currently mimics the behavior of the NavBall's, so it changes from surface velocity to orbital velocity and target relative velocity when the NavBall does. The target and node markers do not look the same, however. The target indicator is a square, and anti-target is a square with most of an X drawn through it. The maneuver node indicator is a diamond, and the anti-maneuver node marker is a diamond with an X through it. The main limitation of the indicators for now is the rather limited field of view of the HUD. It is harder to stumble upon them than with the NavBall for now. In the stable release, however, I will have them clamped to the edge of the HUD so you can steer towards them. As usual, just unzip into your GameData directory. The download is here, and the file is SteamgaugesV1.3b1 (I think I've settled into something of a numbering scheme now, so ignore the fact that the last beta was 1.4).

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  • 2 months later...

A new beta release of SteamGauges is now available. Version 1.3 Beta 2 adds several improvements, most notably to the HUD. The pitch ladder now clamps to it's section of the HUD, and will not overwrite the speed/altitude tapes. The FPV and other markers also clamp to the pitch ladder much better. In the spirit of 0.22, the HUD is disabled until you research Electronics. The other gauges are available from the beginning. There is also a new "Vertical Ascent" mode that you should notice the next time you launch a rocket. This allows much better control at attitudes above 70 degrees. Additionally, Orbital mode is now available. When a vessel is in a stable orbit, the HUD changes to a relative indication of your velocity. In other words, the pitch ladder and compass now represent how far the ship's nose is from the FPV. To burn prograde, just set 0 pitch and heading 0. To burn retrograde set the heading to 180. This mode can be disabled through the advanced menu. And the final addition is mouse input for fine control. Also enabled through the advanced menu, you can click in the center of the HUD and drag to make fine attitude adjustments. Useful to get a burn just right, or if your vessel has a bit too much control authority.

rXpHXpM.png

Download link: https://skydrive.live.com/redir?resid=131B3D0DB2B5645E!118

Edited by Trueborn
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  • 2 weeks later...
  • 2 weeks later...

Thanks for the support guys.

There is a new beta version available! Version 1.3 Beta 3 includes several tweaks and bug fixes, and one new feature.

- Scrolling digits should now scroll better

- The vertical descent mode works, and orients correctly to compass headings

- Mouse Input mode has a new icon to help identify the dead zone before input is accepted

- The HUD now displays a warning when electrical charge, total fuel, or monopropellant falls below 5% remaining. Remember to deploy your solar panels, kids.

This should be a fairly stable release, and assuming no major bugs are reported will probably get released as version 1.3. Currently my only plan for 1.4 is to double the width of the pitch ladder (should make finding nodes and vectors easier), but really good suggestions might still be accepted.

Download link: https://skydrive.live.com/redir?resid=131B3D0DB2B5645E!118

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Short turnaround here. Another beta release, featuring a bug fix an update.

Version 1.3 Beta 4

* Fixed a bug in the electric gauge that caused high discharge rates to appear as a charge

* Changed the charge/discharge scale to better show low rates.

* HUD warnings for low quantities are now at 10%

Same download link as the above post.

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Short turnaround here. Another beta release, featuring a bug fix an update.

Version 1.3 Beta 4

* Fixed a bug in the electric gauge that caused high discharge rates to appear as a charge

* Changed the charge/discharge scale to better show low rates.

* HUD warnings for low quantities are now at 10%

Same download link as the above post.

Absolutely loving the HUD, but one thing irritates me, that moving your head around the cockpit miss aligns the HUD and requires moving back to the center (which can be difficult during flight). Is there anyway it could be fixed to the front so it remains relevant even when looking around the cockpit from IVA??

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Just use the lock gauges in position option from the main window. Now you can move the camera all you want, and click through the HUD to get at ship components as well.

But what I mean is, turning your head sideways in IVA, the HUD with stay in the center of the monitor and so will move out of alignment relative to where the plane/rocket is actually pointing. As I'm not aware of any shortcut key to center the cockpit IVA view you're forced to manually center your view each time :/

Edit: I'm not referring to the HUD's position on the screen (my/your monitor) but instead to its position relative to the space planes direction... As if it were attached to the front of the cockpit.

Edited by pingopete
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New stable version released!

Version 1.3 is now available for download from Kerbal SpacePort.

Release Thread

Changes:

Stable release with several HUD updates and various bug fixes.

The HUD now displays current Mach number in atmosphere.

The HUD will now display a warning when total fuel, monopropellant, or electrical charge is below 10% of max value.

The HUD will now display a warning when intake air is running low. Depending on how many intakes you have, this should give you a few seconds of warning to descend or throttle back to prevent a flameout.

The HUD will now display a warning when an engine is over 85% of its maximum temperature.

The Electric Gauge now correctly reports large draws, instead of showing a charge. The gauge has also been re-scaled to show small draws or charges better.

Mouse input is now available through the HUD. Just click into the center of the HUD to fine tune your vessel's trajectory.

The HUD will not display in career mode until "Electronics" is researched. All other gauges are available at the beginning.

The HUD throttle gauge only appears when the throttle is above 0%.

And many more!

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  • 2 weeks later...

Version 1.4 Beta 1 release now available!

- The HUD can now be toggled by pressing the 'H' key. This is bound in the config file so you can change it, but not currently within the game.

- The Radar Altimeter now has some additional functionality. There is a Time to Impact counter in the lower left corner that will display how much freefall time before surface impact.

- There is also a new pointer indicating suicide burn altitude. Start a full burn no later than this altitude and you should survive. Along with this are two new switches on the RA panel. The top switch, labeled "AUTO BURN" arms logic to automatically throttle up to 100% at the indicated suicide altitude. Note: This will not activate or stage anything, so make sure all the motors you want are ready to go. The bottom switch, labeled "AUTO CUTOFF" arms logic to automatically cut the throttle at 3 meters above the surface. This is also bound in the config file, but not yet changeable in game.

All of this new RA functionality is only available on bodies without an atmosphere. Also, both modes will disarm themselves after activation to prevent an inadvertent re-ignition.

ATVyG9B.jpg

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Continuing off topic, I've generally been pleased with 8.1 (it is way more stable than the beta was for me). Still, there are a few odd things like the skydrive integration and photos no longer pulling from Facebook.

Back on topic, I would appreciate feedback on the auto-burn and auto-cutoff functions. The next release will probably allow auto-cutoff to trigger on any burn instead of just the automatically initiated one.

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@Trueborn

I took a look through the source for 1.4b1, and I was wondering why you did the suicide burn calculations the way you did (in orders of magnitude of precision, I think)? I'm only asking because it seems inefficient to me and I've recently had an interest in suicide burns. I've worked out some equations that might be useful (some basic physics), unless your method does something I'm not realizing?

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