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Runway lights at level 3


Droa

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so i was thinking 1 of the biggest things currently missing for planes, is a way to proper navigate to a waypoint, with the mods fint print added, giving alot of survey missions for planets, its really hard to use the navball as a waypointer, without a distance.

And about the ability to upgrade runways, i would love the ability to add lights to my runway (maby at level 3, for the roleplay?)

however is it posable to add lightsources to the building models for this type of thing?

for the purpose of not crashing unity, i guess it wouldn't be able to use that many lightsources, and simly needs to be textures with brightness

c4ViHcr.jpg

v0RZHCs.jpg

Edited by Droa
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If you look closely, the runway does have lights (given, they aren't very powerful lights, but they are just enough to make a night landing). I believe that, yes, they are earned at level three. It's possible to add light sources to buildings somehow, although I don't know how. But unless your KSP is experiencing some sort of glitch, the buildings do light up at night.

I think it would be nice, however, if you could set your target as a point on the ground. It would definitely make navigating easer.

Edited by SpaceLaunchSystem
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If you look closely, the runway does have lights (given, they aren't very powerful lights, but they are just enough to make a night landing). I believe that, yes, they are earned at level three.

Those are runway lights. I believe OP is referring to landing lights:

HhCWtFn.jpg

I think it would be nice, however, if you could set your target as a point on the ground. It would definitely make navigating easer.

For now you could just use MechJeb which enables ILS and landing guidance.

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Those are runway lights. I believe OP is referring to landing lights:

http://i.imgur.com/HhCWtFn.jpg

For now you could just use MechJeb which enables ILS and landing guidance.

oh yes! give me that! :D yeah i am talking about runway lights, for navigation at night, i guess i havn't seen them, or noticed them, they seem to not work for me at all :/

as for mechjeb, i am more for the hands on approach as i like flying my planes, i know ksp aint mean't to be a flightsimulator, but i like the idea of flying my own inventions :)

and it would be nice for a better navigation overall..

i've tryed to make runways on diffrent planets, as i was making remote base camps for my cerbals to do missions from, having a place to land my SSTO, would have been awesome, as it is right now, i normally use 2 beacons (a flags) to indicate my runway point a and b, it makes it easier to target.. main problem is the survay missions, you have no idea how fare you are from the point, until the text pop up on your screen

Edited by Droa
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as for mechjeb, i am more for the hands on approach as i like flying my planes, i know ksp aint mean't to be a flightsimulator, but i like the idea of flying my own inventions :)

I only use the spaceplane guidance to hold altitude and heading for long flights, and I enable ILS just for the navball marker. I don't like to autoland.

i've tryed to make runways on diffrent planets, as i was making remote base camps for my cerbals to do missions from, having a place to land my SSTO, would have been awesome, as it is right now, i normally use 2 beacons (a flags) to indicate my runway point a and b, it makes it easier to target.. main problem is the survay missions, you have no idea how fare you are from the point, until the text pop up on your screen

If you use the landing guidance module, you can pick a landing target and just use the data readouts to guide you in. You don't have to enable the autopilot. It will also add a navball marker just like the spaceplane ILS.

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It's a good idea , i was struggling with night landing to. I have some experience with Unity / modes so i will try to make something like this via a mode and let's see how Unity will handle a bunch of lighted objects definitely i will need to use light textured objects , no chance to use default lighting, you get a nasty lag from 10 lights on a vessel neither a bunch of them.

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It's a good idea , i was struggling with night landing to. I have some experience with Unity / modes so i will try to make something like this via a mode and let's see how Unity will handle a bunch of lighted objects definitely i will need to use light textured objects , no chance to use default lighting, you get a nasty lag from 10 lights on a vessel neither a bunch of them.

You don't need the lights to actualy ILLUMINATE anything. They just need to be visible in the dark. That should save on the CPU load.

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You don't need the lights to actualy ILLUMINATE anything. They just need to be visible in the dark. That should save on the CPU load.

Yes , i was thinking the same thing. Anyway illumination should be proccessed on the GPU ( CUDA ) it's more efficent and faster than on the CPU. The biggest problem of unity is the crapy PhysX 2.8 , there is already PhysX 3.3 much faster , multi-core support , etc .... but it seem's that only Unity 5 will use it.

I was thinking to create new 3D object or use a bunch of unity engine sphere.

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so i was thinking 1 of the biggest things currently missing for planes, is a way to proper navigate to a waypoint, with the mods fint print added, giving alot of survey missions for planets, its really hard to use the navball as a waypointer, without a distance.

And about the ability to upgrade runways, i would love the ability to add lights to my runway (maby at level 3, for the roleplay?)

however is it posable to add lightsources to the building models for this type of thing?

for the purpose of not crashing unity, i guess it wouldn't be able to use that many lightsources, and simly needs to be textures with brightness

Take a look here , i think you want something like this :

http://forum.kerbalspaceprogram.com/threads/104916-WIP-Runway-illumination-Flight-instruments

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