Trueborn Posted July 30, 2013 Author Share Posted July 30, 2013 @Raelsmar: There is a throttle indicator on the Maneuver Node gauge (blue arrow along the left). Link to comment Share on other sites More sharing options...
m4v Posted July 30, 2013 Share Posted July 30, 2013 The mod fails to load on Linux due to its filesystem being case sensitiveI had to go through the source for check the correct names of the files before I could get it to load successfully. The "node_*.png" files are the ones that need renaming.Nice mod overall The only detail I have is that the times of the node gauge seems to be off even for short burns, but I'm not too concerned. Link to comment Share on other sites More sharing options...
ymir9 Posted August 1, 2013 Share Posted August 1, 2013 I love this mod.Any future plans for a g-meter? Link to comment Share on other sites More sharing options...
Trueborn Posted August 2, 2013 Author Share Posted August 2, 2013 @ymir9: Not an analog one, no. I think the built in version is sufficient. The next version will have a G meter integrated in one gauge though.@m4v: Thanks. I've been trying to keep things consistent, but I guess I missed those. Fixed for the next version. Also, I'm looking at another method of getting burn times.I'm also expecting another beta release in the next day or two, which I think you guys will enjoy. Link to comment Share on other sites More sharing options...
Trueborn Posted August 3, 2013 Author Share Posted August 3, 2013 There is a new beta release available in the beta thread. Version 1.3b features much improved HUD functionality, as well as bug fixes for a couple things mentioned above. Enjoy! Link to comment Share on other sites More sharing options...
m4v Posted August 4, 2013 Share Posted August 4, 2013 What is the license of this mod? it doesn't seem to be one anywhere. Link to comment Share on other sites More sharing options...
Trueborn Posted August 5, 2013 Author Share Posted August 5, 2013 Licensed under Attribution-NonCommercial-ShareAlike 3.0 Unported, and updated on the first page. Also for you m4v, the latest beta should load under Linux now. If I don't get the final version nailed down in the next few days, I'll release an update to the stable version with that fix (as well as a couple others). Link to comment Share on other sites More sharing options...
wiz0floyd Posted August 7, 2013 Share Posted August 7, 2013 The radar altimeter is pretty inaccurate sometimes, and perfectly accurate othertimes. I haven't quite figured out what causes it to go out of whack. I've seen it work fine with multi-pod rockets no problem, and other times it goes nuts. Same for single pod ships. Link to comment Share on other sites More sharing options...
Trueborn Posted August 7, 2013 Author Share Posted August 7, 2013 Its inaccurate when flying over the ocean. Or rather, its too accurate. It reads the distance to the terrain, which is the bottom of the sea. It should be fixed in the next release. Link to comment Share on other sites More sharing options...
Trueborn Posted August 13, 2013 Author Share Posted August 13, 2013 Beta 1.4 is now available in the development thread, here. In addition to many HUD improvements, the radar altimeter now works over the ocean, it should run under LINUX, and there is an option to use KSP's calculated burn times for maneuver nodes. Link to comment Share on other sites More sharing options...
Trueborn Posted August 16, 2013 Author Share Posted August 16, 2013 Version 1.2 is now available from the spaceport. It has fixes for the radar altimeter, should run under Linux, and also the HUD! Although currently tailored towards spaceplane operations, it should also be useful for conventional rockets. More vectors and a vertical ascent mode are still in the pipes, but I thought you all would appreciate the various bug fixes as well. Link to comment Share on other sites More sharing options...
CoriW Posted August 21, 2013 Share Posted August 21, 2013 Hey Trueborn, really great job on the plugin, I've been enjoying it a lot! Link to comment Share on other sites More sharing options...
Trueborn Posted August 21, 2013 Author Share Posted August 21, 2013 Thanks CoriW!Due to some excellent input from a.g. you can all expect a new beta release soon, now with vectors! That being said, the next full version will probably be a little while still, as there are some more things I want to do (like clamp the pitch ladder so it doesn't rotate over the altitude/speed tapes, and the orbital reference mode). Link to comment Share on other sites More sharing options...
MrHanMan Posted August 21, 2013 Share Posted August 21, 2013 It might be obvious or I missed it in the docs, but how do you move the tiny menu button? Link to comment Share on other sites More sharing options...
a.g. Posted August 21, 2013 Share Posted August 21, 2013 The tiny menu button has a tiny border that you can drag it by. You need to aim really well with your mouse though. Link to comment Share on other sites More sharing options...
kookoo_gr Posted August 24, 2013 Share Posted August 24, 2013 A small suggestion. Is it possible to enter a time to Ap/Pe value at the orbital gauge, or at least have it as an option to change it form the advanced settings menu? I hardly use the map during the ascent with the use of the orbital gauge but it lacks this critical info (i don't think that the period is very useful). Link to comment Share on other sites More sharing options...
Trueborn Posted August 25, 2013 Author Share Posted August 25, 2013 You can change the burn window setting in the advanced settings window. This will give you an alert at a specific time until Ap/Pe (by illuminating the B next to the appropriate readout). For more precision, you can use the HUD (always displays time to Ap/Pe above 10km). I'll look at fitting two times in the gauge, or perhaps time to next node (Ap, Pe, An, Dn). Link to comment Share on other sites More sharing options...
Themorris Posted August 26, 2013 Share Posted August 26, 2013 Would it be possible, to make them available as internal props?So, that the values are konverted into animation keyframes?I'd love to see them as 3D-props in an internal.greetingsThemorris Link to comment Share on other sites More sharing options...
Trueborn Posted August 26, 2013 Author Share Posted August 26, 2013 I haven't done any work, or even investigation on how to do 3D gauges in KSP. For now, I will keep working on the current design. I also don't want to build an entire 3D cockpit, which would probably be required to fit all these gauges into a ship. Link to comment Share on other sites More sharing options...
Dilin Posted October 17, 2013 Share Posted October 17, 2013 I'm assuming this is being updated for .22? Link to comment Share on other sites More sharing options...
MOARdV Posted October 18, 2013 Share Posted October 18, 2013 I'm assuming this is being updated for .22?I'm using it just fine without an update. Granted, I only use two of the dial gauges (fuel / monopropellant gauge, power / charge gauge). Link to comment Share on other sites More sharing options...
Trueborn Posted October 18, 2013 Author Share Posted October 18, 2013 Sorry for everyone who may have been waiting for updates, but I've recently had an attack of Real Life that has taken up a lot of my time. I do have some updates in the works, and I'll roll in 0.22 compliance with them. Most of the gauges should still be working, though. Link to comment Share on other sites More sharing options...
mrfox Posted October 18, 2013 Share Posted October 18, 2013 (edited) Hi trueborn, just want to point out that the speedtape on all real HUDs flow the other way, with smaller values on the bottom, larger values on top. Edited October 18, 2013 by mrfox Link to comment Share on other sites More sharing options...
Dilin Posted October 18, 2013 Share Posted October 18, 2013 I'm using it just fine without an update. Granted, I only use two of the dial gauges (fuel / monopropellant gauge, power / charge gauge).Yea, I just noticed this. Sweet. Link to comment Share on other sites More sharing options...
Trueborn Posted October 19, 2013 Author Share Posted October 19, 2013 Hi trueborn, just want to point out that the speedtape on all real HUDs flow the other way, with smaller values on the bottom, larger values on top.Actually, its based off of my personal favorite HUD, the C-17's. I don't know why its backwards, but since its the one I actually fly around with, I'm unlikely to change it any time soon. Link to comment Share on other sites More sharing options...
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