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Zanaten

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Everything posted by Zanaten

  1. @Stone Blue Huge thanks for directing me to that file, I've got it all figured out now. The offset isn't as straightforward as I had hoped, zeroing the Female offset out doesn't automatically match the Male Kerbal viewpoint.However, I have it set so that the viewpoints are practically identical, with just the tiniest height difference between the two but it's close enough for my needs. While I mentioned previously how to adjust the viewpoint in IVA, if you're wanting to match the location of the female and male viewpoints, you need to adjust the Y Offset and set the Offset Scale to 1. Here are the settings I used in the settings.cfg file: A side note about the camera clipping with Kerbal's heads: When going from an external view to an IVA, the Kerbal's head is unloaded. When in IVA and switching seats/command parts the Kerbal's head is NOT unloaded, so you can sometimes see the model for the pupil floating in front of the camera. This is hidden by hitting C to go back to external view, then C again to re-enter IVA which will unload the Kerbal's head.
  2. Thanks for sharing that, some bad news regarding what I'm trying to do, I just realized that the viewpoint for female Kerbal's is lower than the male's, which means that all the adjustments I made are obsolete if it's a female Kerbal. The good news is if I have the kids use female Kerbal's: 1. It's better for representation as the number of women in aviation/aerospace is a tiny percentage compared to men. 2. The viewpoint is already lower, which is what I was generally adjusting anyway. So I wanted to take note of that in case others ever want to shift the default view around. It's possible to do through config's, but be aware that it will adjust the view for both female and male Kerbal's which is different between the two.
  3. I've done some 3D Modeling in the past, so I'm familiar with the backface of models not being rendered by games. It actually seems like the head is unloaded when I switch between the exterior view and IVA because if I turn the view full left or right, I can see the head for just a brief moment when entering IVA before it disappears. If it didn't get unloaded I'd still see the inside of the mouth, and I think also the Kerbal's pupils which I believe are a fully enclosed mesh clipping with the eyeball. So the main thing I was wondering @Stone Bluewas if the "hideKerbal = head" text string is something supported by stock Kerbal or if that relates to the mods you discuss in the other thread. It seems like the game is unloading the Kerbal's head anyway, but if the text string does force that state I'm definitely keeping it in the configs.
  4. Okay, so I wanted to follow up on this because I got it working well enough for my own purposes and wanted to share what I did. Thanks to @Stone Blue sharing a post they helped with previously, I was able to find the internal.cfg config files that control the IVA's for different parts in \Kerbal Space Program\GameData\Squad\Spaces. I noticed in some of the internal.cfg files there was a line "kerbalEyeOffset" in the InternalSeat Module. By adjusting those Offset values you can move the camera around relative to the cockpit. I had also noted Stone Blue included a "hideKerbal = head" line though I have no clue if that's actually needed for the stock game, as the game seems to hide the head by default if your camera is far enough back. Here is an excerpt from the Mk1 Cockpit internal.cfg file where I modified the kerbalEyeOffset = X (left-right), Y (up-down), Z (forward-back) values to change the camera position. Original IVA viewpoint for Mk1 Cockpit: Adjusted IVA viewpoint for Mk1 Cockpit: Now when entering IVA view the user is able to see their instruments without needing to make any adjustments to their view, just press C and the view is automatically in the right spot. I'll be adjusting some of the other part's IVA's and doing further testing to make sure the Kerbal heads don't load and cause any issues. Thanks all for your input and help in getting me to this point, it will make using interiors a lot more fun and less work for the kids I'm building missions for!
  5. Not sure if this is the right place to post this, but I need some assistance in creating a basic mission in the Mission Builder. I'm trying to build a mission where users can learn about traffic patterns around airports, and I'd like them to be able to fly the pattern as many times as they'd like, then end the mission by landing and coming to a stop. The hope is that they could practice touch-and-go's, go-around's, or just fly the pattern to get familiar with it. What I have so far is the bare bones version of what I'm trying to create, as I wanted to be sure I could get the core functionality working before I started in on messages and scoring and things like that. I have each Fly-Through "Turn" objective set so that it won't activate just once, but the issue I'm running into currently is that after I Fly Through "Final Turn" all four of the Fly Through objectives start cycling rapidly one after the other. I've tried having them all marked as "Activate Once Only" which stops that endless looping, but doesn't let me pass any of the Fly Through objectives again (obviously). I tried to add in an Always True in a couple spots but couldn't get it to work like I wanted to. Does anyone have any recommendations for how I could get this to work? Thanks in advance.
  6. Edit: Nevermind, it seems like the kerbalEyeOffset is now working correctly for me. Thanks for all your help! @Stone Blue Sorry I had missed that, that's unfortunate as I'm trying to not use any mods. I appreciate you helping me sort that out though. One final related question which you might know the answer to, in the internal.cfg for some of the IVA's there's a kerbalEyeOffset value (kerbalEyeOffset = 0, 0.02, 0 for mk1CockpitInternal). I had tried adjusting that in hopes it would give me the effect I'm looking for but nothing I change in the internal.cfg seems to change things in the game. Do I have to use the ModuleManager even to make value changes in the config? I just can't figure out why none of the changes I'm making in the .cfg seem to be going through. Thanks.
  7. @Stone Blue So I had time to test this today, but wasn't able to get any noticeable change in either the Mk1 Cockpit or the Cupola. Here's what I tried: I found the internal.cfg files for every (non-DLC) stock IVA here: \Kerbal Space Program\GameData\Squad\Spaces I modified both the cupolaInternal as well as the mk1CockpitInternal internal.cfg files with the changes you mentioned in the other IVA thread. Excerpts from the config files are below, text I added is shown in red (I only did the FOV change since I don't need to change how far the camera can turn): mk1CockpitInternal: cupolaInternal: Then I loaded up the game and put a Mk1 Cockpit and Cupola on the runway with no difference to IVA viewpoint, even after changing the fov to 90 in the config (and restarting the game). In the Mk1 Cockpit internal.cfg I changed the kerbalEyeOffset values to see if any changes were coming through, but even changing all three values to 2 resulted in no notable change. Double checked to see if any changes are coming through by changing the position values for the Navball to 10 each and saw no notable change in-game (after a restart) After those 5 tests I'm left wondering if the change is actually being pushed through, based off what I saw in the other thread it seems like I'm modifying the correct file, but I'm not seeing any difference when comparing to screenshots of the default view. If there's some other file I should be modifying please let me know.
  8. That sounds promising actually, I can't test it tonight but can look at it tomorrow. Two questions: Using a completely stock game, does the game recognize the module you wrote out in that other thread? I just want to be sure before I try adding that in it's not mod-specific. I can edit text files but I don't know all the parameters that KSP recognizes on its own. MODULE { name = JSISetInternalCameraFOV fov = 50 } In order to test that in something like the Mk1 cockpit, would testing internal.cfg changes require a game restart? Or would the game re-check the internal.cfg on part loading instead of game loading, allowing me to keep the game open to tweak the config more quickly? Thanks for the quick reply!
  9. Hey everybody, I work with a non-profit that's setting up a computer lab specifically for Kerbal to help kids learn about aviation/space using a Rotational Hand Controller (Logitech Extreme 3dPro Joystick) and Translational Hand Controller (3D Mouse). With the kids in mind I'm trying to simplify things as much as possible in terms of getting things set up in-flight with minimal adjustment. When using a 3D Mouse in Kerbal (which is actually natively supported) the default state for the device is to control the camera so that you can fly the camera around your craft instead of using the mouse to control it. By hitting Scroll Lock you can toggle the control state to instead control the craft itself, this gives you full control of not only the craft's orientation, but also it's translation using RCS in space. The issue I have is that the default state is set to control the camera when loading up KSP. I'm trying to keep things simple for the kids so that they don't have to know a certain procedure just to get the hardware working correctly. I've actually completely nullified the camera control with the 3D Mouse so kids don't send the camera flying all over the place, but it also makes it seem like the controller doesn't do anything until Scroll Lock is hit. So is there any way to invert the default state, so that Flight Control is what the game starts with instead of Camera Control? I haven't seen anything for it in the game configs, but thought I'd take a long shot and ask here. Any assistance would be appreciated, thanks!
  10. Hey everybody, I work with a non-profit that's setting up a computer lab specifically for Kerbal to help kids learn about aviation/space using a Rotational Hand Controller (Logitech Extreme 3dPro Joystick) and Translational Hand Controller (3D Mouse). With the kids in mind I'm trying to simplify things as much as possible in terms of getting things set up in-flight with minimal adjustment. When jumping into IVA I'm aware that you can use the scroll wheel to "zoom out" (whether it's sliding the camera back or adjusting the FOV I'm not sure), but I have two questions about how I could adjust this: Is it possible to adjust the default "zoom" value via a config/text file in the games folder structure? That way the view is always "zoomed" out as much as possible in IVA when you first jump into it. Even if the ZoomIn/ZoomOut keybinds are mapped to buttons on the joystick, the view can be zoomed in and out when using the exterior view, but the joystick buttons don't work to zoom the camera when in IVA, is there some way to fix this on my end? For reference, below are two images, one of the Mk1 cockpit at its default zoomed in state, and then what I would like to use as the default with the more zoomed out state: Current Default: Desired Default: Any assistance would be greatly appreciated, thanks!
  11. One of my favorite things in KSP is docking, and one of my favorite ways to do it has been locking the camera, choosing to aim at my front docking port, then zooming all the way in so that the camera clips with the part, giving a stock "first person" view. It's a much faster and more accurate way to dock and doesn't require any mods. In 1.3.1 the near clipping plane was changed (though it seems like the camera just isn't allowed to zoom in as far), so this is no longer possible as the back of the docking port just fills the screen. I would love to see the camera allowed to zoom in farther so that a player could view from directly inside a part. It allows for a first person view for piloting, or also for a more cinematic view from whatever part you choose to aim at. The change implemented in 1.3.1 obviously doesn't prevent docking, it just makes it a more tedious task, or means a player would need to use a mod to have the same effect (something I prefer to avoid).
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