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RealTimeShepherd

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Everything posted by RealTimeShepherd

  1. Ah, OK. It seems that I had compiled using an out of date version of RasterPropMonitor. I've downloaded the latest version and recompiled. It is now available at the same link. Now, I don't normally use the toolbar, I just use it in IVA so I'm unfamiliar with that. So I've just tested it myself and I see that the buttons do not seem to function. I have to go to work now so I will have to look at that later. Hopefully this version works in IVA at least and I'll see if I can figure out the toolbar button later https://www.dropbox.com/sh/o4rd2db72a8d9x3/AADp-IqD3s0C1lq_XBHGd-TJa?dl=0
  2. No worries! Yeah, yeah I could create a new thread, although I'd at least like to wait and make sure it works for others and not just me.
  3. Hi all I think I've done it (updated the mod to KSP 1.1 compatibility), but I'm quite new to this kind of thing. Here is the link to my version: https://www.dropbox.com/sh/o4rd2db72a8d9x3/AADp-IqD3s0C1lq_XBHGd-TJa?dl=0 Let me know people if it works or if there are any issues with it. If I can help then I'll try!
  4. Thanks for the reply! Well, I have disabled vorpx headtracking in a number of different places, on the general tab of the configuration utility, using the vorpX in game menu, even having it enabled and setting the HT sensitivity to zero as you suggested. Nothing I have tried has allowed the headtracking to work in IVA (Or external, but I'm less interested in that). Interestingly, while vorpX is running, I can't use the mouse to look around the cockpit either. As soon as I run KSP without vorpX running, then headtracking works fine, but of course then it is displayed on my main screen... I am running vorpX 0.9.1.0 beta and Oculus SDK 0.8 Perhaps earlier versions of these would help? Can you tell me which versions you had it running under? Help me FeepingCreature, you're my only hope!
  5. Has anyone actually managed to get this to work with Oculus Rift DK2? I have had a number of attempts using Vorpx, Virieo and TriDef with no success. I can get the head tracking to work without an injector, but if I run it with Vorpx active, the head tracking no longer works. If I use Virieo Perception then KSP.exe won't launch and Tridef no longer supports the latest version of the Oculus runtime, so although I was able to get head tracking working along with TriDef, the image was only displayed on my screen and not on the Rift. Can anyone help me?
  6. I second this. The master alarm sounds continuously during re-entry. I would like a button to acknowledge/silence it as it is driving me crazy
  7. The reason that the ALCOR navball doesn't work is that it has not been updated to use the latest version of RasterPropMonitor. You can revert to an older version of RPM (0.20.0 for example) to restore the functionality.
  8. I see that alexustas has a Mk2 command pod IVA being worked on: It has got to the point that I actually can't play KSP until I have one of Alexustas IVAs. I can't even fly using the external view any more and wouldn't want to. Dude, can you tell me when you are releasing the Mk2 pod IVA? I would be more than happy to have it in its current state.
  9. Many thanks! I've shot a quick video of the head tracking working in the external view and not in the IVA view. I press escape in IVA so you can see the x,y,z values changing, but the only motion is the roll axis. KSP.log is here, it contains a large number of entries that read: EntryPointNotFoundException: wrapper_get_quat_rotation OVRTracker.GetQuatData (UnityEngine.Quaternion& res) KerbTrack.Update () output_log.txt is here, it contains a large number of entries that read: EntryPointNotFoundException: wrapper_get_quat_rotation at (wrapper managed-to-native) OVRTracker:wrapper_get_quat_rotation (intptr) at OVRTracker.GetQuatData (UnityEngine.Quaternion& res) [0x00000] in <filename unknown>:0 at KerbTrack.Update () [0x00000] in <filename unknown>:0 I have a fresh KSP install for troubleshooting purposes and the only mod installed is KerbTrack. I'm using Vireio for the Rift display warping. All help gratefully received (My dream is to fly to the moon 100% IVA in the Rift)
  10. Hi, I'm trying to get this on my DK2 using TriDef 3D. The headtracking seems to work in the external view, but it motionless in the IVA view. Does anyone know what I am doing wrong? Many thanks Edit: If I press escape, I can see all of the x,y,z co-ords and they all respond perfectly to the movement of the rift, but it is not translated into any IVA motion. I have enabled and disabled with Scroll lock to no avail. I am dying to use the Rift IVA in KSP. Any help would be most appreciated Regards
  11. @MOARdV On another note, is it possible to capture fuel levels when using Nathan Kell's 'real fuels' mod. As soon as I use real fuels, the liquid fuel gauges stop working (for obvious reasons). Does real fuels introduce new variable names, and if so, what are they? Your kindness in responding is noticed and appreciated!
  12. Ah, that is a shame. The swift response is appreciated though. Many thanks!
  13. @MOARdV Hi, I'm trying to use RPM and some ALCOR props to mock up an Orion style control panel This is my WIP effort so far Because it is going to involve a lot of switches, I want to utilise Action Groups Extended So, in the cfg file for each prop, I can currently use action = custom01 to custom10 for the first ten action groups, but if I go beyond that to the additional action groups from AGX, then it just disables the prop. Is there any way around this? Kind Regards! RealTimeShep
  14. Hi, I wonder if you can help. I am trying to use this mod with IVA props. Without the mod, I can assign the action of the prop to a custom action within the cfg file of the prop (Say custom01) but with the mod, if I try to use custom actions beyond the default first ten (Say custom26) it just disables the prop. Any idea what I need to do? Many thanks
  15. Hi MasseFlieger I'm a big fan, those flight cockpits look so professional. I know you must get a ton of requests, but if you can't do the MK3 command module due to lack of 3D model, are you able to import the ALCOR props into Bobcat's fantastic NASA Orion Module from his American pack (http://forum.kerbalspaceprogram.com/threads/81754-Release-BobCat-Ind-Space-Planet-products) Honestly, that would be amazing. Even if you can't manage it, are you able to provide a tutorial/procedure regarding how to manipulate the objects in Unity? I've never done 3D work, but I have designed UI's professionally, so I'm not completely without know-how, a detailed tutorial might give me enough pointers to do it myself. I have flown a 100% IVA manned lunar landing and return mission entirely from within the ALCOR lander, but it isn't really suitable for the launch and re-entry. I would love a properly kitted out command module for the launch and re-entry, and NASA's latest command module, designed for a real-life manned Mars mission seems like the ideal candidate. Keep up the good work dude
  16. Romfarer, I am loving your camera mod, but is there any way to make the camera window larger? I have an enormous window size (1920x2160) and would *really* like the camera view to be increased in size. I just have the Lazor cam itself, I have spent some time searching through all the editable text files, but I'm not able to make the window any larger. Surely there is a simple way of increasing the resolution??? Many thanks! A grateful fan...
  17. Hi, I am wondering if there is any way to increase the default or expanded resolutions of the lazor camera views? I want to pilot craft using the camera and the current window is too tiny!
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