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About MOARdV

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  1. It is entirely possible that the logic used to detect vessel changes is causing multiple scans, which definitely would be noticeable, since MAS has to scan the entire vessel to determine what's still attached to it. I will see if I can find what's happening.
  2. If you convert the images in most software (I use for one-at-a-time conversion), you have to flip it vertically in addition to converting it.
  3. Apple removes the headphone jack from their phones. Beale adds *two* headphone jacks to the Soyuz...
  4. As you imagined, the camera (cameras, in KSP / Unity's case) render to a RenderTexture object. That RT is also used as the texture on a simple mesh, which is how the camera view in the MFD shows up. The source that does (most) of the work in RasterPropMonitor is in FlyingCamera. However, I would recommend basing a design on the MOARdV's Avionics Systems version, MASCamera. MAS has incorporated the things I learned since taking over RPM, and one of those is an improvement to managing the cameras (when they render, how they render).
  5. I'm trying to load some of the newer internal meshes in Unity (2017.1p3 with current Part Tools), and it looks like the new Mk1-3 interior mesh is displaced from where all of the props are rendered, so it looks like the props are floating in space (in Unity). Is there some trick I need to know about to make this work right? FWIW, I can load the old mk1 pod IVA, and many mod IVAs okay. I'd like to experiment with laying out an IVA in the Mk1-3, but it's kind of hard to do when the bulkheads and the props aren't even remotely near each other.
  6. MAS v0.21.1 is now available on GitHub. For those of you wanting to dabble in IVA-only experiences, but not wanting to get buried in the complexity of MFDs and other modern designs, there's a (mostly) basic stock Mk1 Pod included: Note that the DSKY is still a work-in-progress - some modes work, some do not. But it's enough to determine your Ap and Pe and track how much delta-V you have, as well as how soon you hit your apsides.
  7. From a look at the Airplane Plus post, it does not include RPM IVAs. RasterPropMonitor does not automatically create IVAs - someone has to make them. It can take a long time to create a good IVA, so not many modders do. You might try asking on the Airplane Plus thread if anyone has made RPM versions of the IVAs.
  8. MAS v0.21.0 is now available on GitHub. This release introduces a handful of new features, and some further tweaks to the MFDs included in the mod. It is also likely the last release before v1.0.0, since the outstanding issues list is pretty short and there's only one significant feature from RPM that's missing (or incomplete, more accurately) in MAS.
  9. I forgot to mention that RPM feature in the release notes, I guess. As a convention, most modders list versions that a mod is compatible with in the post's title, enclosed in square brackets (eg, "[1.4.x]"). If the last digit is an 'x' or a '*', that means "does not matter what number is here". So, [1.4.x] means "Any version of KSP 1.4 - 1.4.0, 1.4.1, 1.4,2, 1.4.3, or 1.4.4".
  10. It looks like that mod does the same thing - it updates things prior to the camera rendering, but it doesn't shut things off after the camera's done. So if it's also drawing artifacts on MAS displays, that's likely the reason. However, I wouldn't expect to see them anywhere but the camera views on the MFD, since it looks like that mod puts its primitives on layer 7 (KFI draws on the same layer that MAS uses, which is why it shows artifacts on all of the MAS camera views). Also note that I'm not fixing or supporting either mod (KFI or NavHud) - all I did was diagnose the bug vardicd saw and forward it to the current mod maintainer.
  11. It looks like it's currently maintained over here - I posted on that thread about the issue and probable solution, so hopefully it can get resolved.
  12. KFI markers are visible on the displays of MAS MFDs: From a skim through the KFI source, it looks like it uses layer 30 for the markers (same as MAS MFDs). However, KFI doesn't switch its game objects off in an OnPostRender() call, so they persist through other cameras' render cycles. I think the solution (in KFI) would be something like void OnPostRender() { for (int i=0; i<(int)Markers.COUNT; ++i) { markerScripts[i].gameObject.SetActive(false); } } in the CameraScript class.
  13. It looks like the game object used to render those markers isn't switching itself off when its camera(s) aren't in use. I'll take a look at the mod and talk to the mod author to see what we can work out. Nope. I decided I wanted to see if MAS could handle a prop with 70-some colliders, and I thought it'd be nice to have more input options (like being able to type in numbers on the auto-pilot page of the kOS display). I'm sure someone can figure out how to plug kOS into that display, although it probably won't be me (I've never used kOS, and I already do enough programming modding KSP - I don't want to have to do programming to play it, too )
  14. RPM isn't required for the IVA - only MAS is. If you're having lag spikes, please let me know. I've tried to reduce overhead of using MAS during the last two releases, so if MAS v0.20.1 is still a problem, I'd like to hear about it so I can see what I can do to improve it.
  15. MAS v0.20.1 is now available - this update provides a couple of quick fixes for some errors caused by initialization order changing. If you're using the IVA in the KFS Flapjack, I'd recommend updating.