Open MOARdV opened 8 years ago
ARRT should use APPROACHSPEED
instead of TRGTSPEED
. The x-pointer provides lateral velocity, and I think ARRT should show change in range (like a doppler radar). TRGTSPEED shows lateral movement, and is never negative, so there is no way to know if the velocity is approach or departure on that instrument.
ARRT should use APPROACHSPEED instead of TRGTSPEED
as I remember, we have already discussed this issue previously. even so I stick to the current version. I found it very convenient to have a high resolution on the scale near zero when you zeroed relative speed at the time of the approach to the target. the relative velocity is extremely necessary at this point. in addition, "approach speed" may be shown on the DSKY
First change: FI_ARRT-ERROR does not have a label in JSIVariableLabel (ARRT ERR). FI_X-Pointer01-Error also does not have a label (X-PTR ERR).
Oh yeah. in my test capsule, these labels are not visible, and I forgot to write them in the config file Thank you!
as I remember, we have already discussed this issue previously.
Oh, yeah, you're right. And, yes, DSKY shows approach speed.
I do not see ASET_ClockTimer in the props pack. Is that on purpose?
For ASET_AnalogSpeedIndicator, maybe OUTER variableset uses maxRateChange=0.1
so it does not snap when changing? It will spin quickly, and not take too long to go from orbital speed to zero.
That, or maybe add a config option so the rotation animation will wrap around automatically, instead of you having to use a start of 0,0,0
and an end of 0,3600,0
.
or maybe add a config option so the rotation animation will wrap around automatically, instead of you having to use a start of 0,0,0 and an end of 0,3600,0.
Could you explain what you mean, please?
I do not see ASET_ClockTimer
oh, it's in "aircraft" pack and I did not update this yet
or maybe add a config option so the rotation animation will wrap around automatically, instead of you having to use a start of 0,0,0 and an end of 0,3600,0.
Could you explain what you mean, please?
For example: ASET_AnalogSpeedIndicator OUTER has these values:
scale = 0,10000
variableName = SELECT_ANALOGSPEEDINDICATORVALUE
localRotationStart = 0,0,0
localRotationEnd = 0,3600,0
because the rotation goes around 10 times to go from minimum to maximum. Maybe I can add a parameter modulo
that tells JSIVariableAnimator the scale of one rotation, so you can say something like this:
scale = 0,10000
variableName = SELECT_ANALOGSPEEDINDICATORVALUE
module = 1000
localRotationStart = 0,0,0
localRotationEnd = 0,360,0
and JSIVariableAnimator will know that the variable counts 0-1000 for each rotation. The benefit comes if the variable changes abruptly, it does not have to "unwind" back to zero. Maybe an example will help me explain:
Right now, in low orbit, the speed indicator shows 2300 m/s. If I switch it from ORBIT to TARGET when there is no target, the outer hand circles around 2.3 times to reach zero. If I add this modulo
parameter, it would unwind like it was going from 300 to 0 (0.3 circles). You still have the same scale, so if the value > 10000, the needle stops moving.
This may not work correctly, so I will need to do some experiments with it.
O! I like it!
Prop RNDZ_RadarSignalIndicator has mis-spelled texture (says SIGNAL STRENGHT
, not SIGNAL STRENGTH
).
Impact Speed Indicator has a spelling mistake in the name.
"ASET_ImapactSpeedIndicator" should be "ASET_ImpactSpeedIndicator"
Love the props!
I don't know if MOARdV is having this problem but when I try and load certain parts into Unity, it causes a memory leak that eventually freezes my computer to the point where I can only turn it off by disconnecting the battery. Most props work but some do not for me.
IMO, Prop names aren't important, since they're not facing the user. Changing them now breaks any IVAs already using them (like mine :) )
The only props I had trouble with were the ones I tried loading in Unity 4. With Unity 5, I have not seen a problem yet.
Fixed texture on dropbox, if you like. Just a simple moving the last two letters in paint.net
"RNDZ_Rad_Signal" texture was modified since last dev update
I'm not quite sure what "TARGET BEHIND" the correct term. there may be a more appropriate notation in English?
"RNDZ_Rad_Signal" texture was modified since last dev update
Oh, well, have to update that texture, then. :)
I'm not quite sure what "TARGET BEHIND" the correct term. there may be a more appropriate notation in English?
Means "target is not in front of your vessel, but it is behind it"? You could also add "TARGET AHEAD" on the other side of the gauge.
Looks good - change "STRENGHT" to "STRENGTH" and it is perfect
Now it's perfect. :)
I also did "CHARGE RATE" indicator in the same manner
I corrected a typo in the name of the "ASET_ImpactSpeedIndicator".
Changing them now breaks any IVAs already using them (like mine :) )
long way:
OR
fresh version of ASET stuff https://www.dropbox.com/s/3hr1xjtya1bbvm6/ASET_Dev-14-05-2016.rar?dl=0
I like the charge rate indicator. I was just thinking I needed one.
Looking awesome!
I want to propose some configuration changes on some of the new props you are introducing. Instead of many issues, I will put them all in one issue.
First change:
FI_ARRT-ERROR does not have a label in JSIVariableLabel (
ARRT ERR
).FI_X-Pointer01-Error also does not have a label (
X-PTR ERR
).