MOARdV

Members
  • Content Count

    2,006
  • Joined

  • Last visited

Community Reputation

2,163 Excellent

About MOARdV

  • Rank
    IVA Scientist

Recent Profile Visitors

11,598 profile views
  1. If you do replace these textures in ASET, please be aware that 1) if an RPM update is released that fixes the other bugs in KSP 1.8, you will have to re-install the original textures for ASET, and 2) the textures will be upside down for any MAS mods that uses them.
  2. I know that OpenGL uses a right-handed coordinate system, and DX9-DX11 (and maybe DX12, I don't recall) uses left-handed coordinate systems. Beyond that, I don't know what Unity is doing (the only experience I have with it is modding KSP - I use other engines for my day job). One weakness in RPM is that it does a lot of things using Unity functions that are closer to API level, instead of higher-level entities, so it is more likely to be affected by rendering API changes. That's one of the reasons I started over with MAS - it was much, much easier to design it from the ground up than it was to try to shoehorn the changes into RPM.
  3. I appreciate the effort. However, the code in RPM should be fixed correctly. You noted that the external camera renderer and the graph renderer are still wrong. They're upside down for the same reason the MFD textures appear upside down. I would strongly recommend that you don't replace ASET textures - they'll be upside down when RPM is fixed, but, more importantly, those textures aren't part of the RPM distribution. Whoever puts in the effort to fix the RPM code is going to have to deal with people who report bugs because they had replaced ASET textures with upside-down textures. It would be far better to use a Module Manager patch to update the props to use different textures so that you're not overwriting assets outside of the RPM folder. Unfortunately, the render code is where the problem is. I had to make changes last May (11 May 2018 to 23 May 2018, per GitHub) to deal with the previous y-flip problem. The new Unity update probably made some or all of those work-arounds irrelevant.
  4. https://github.com/MOARdV/AvionicsSystems/wiki/Installation is the installation guide I wrote. It's not much different than any other manual installation, I think. That would require updating RPM. At which point, whoever does that will probably fix the problems RPM is having.
  5. It's been available for adoption for quite some time, but no one has stepped forward. My follow-on mod, MAS, received some notice, but not much. There are other creative projects that I'd like to dedicate my free time towards. It's a question of whether I spend my free time modifying someone else's creative works or working on my own.
  6. Okay, folks. I've published MAS v1.1.0 on GitHub. This is a recompile to work with KSP 1.8.1, although there are still some things that need updated for the new Unity (it works as-is, but the next Unity update will probably break it). I am officially winding down active development of this mod, since I don't have the time to dedicate to updating all of the ASET props to MAS configurations, and the work I need to put in even to automate the process is excessive. For that reason, I'm not going to bother with moving this mod to the Add-on Releases forum. I'd rather have something that has MAS equivalents to the RPM props and MM configs needed to update RPM IVAs to use MAS, first.
  7. One feature request I've seen several times over the last couple of years was a way to tie Aviation Lights to the Lights action group by default. This last release (4.1.0) includes that feature, although I forgot to mention that in the release note. Check in the VAB that the Aviation Lights aren't in your Lights action group.
  8. One of the features in DOE is a "distant vessel" mode, where DOE creates an image of a vessel to show when it's far away (instead of a simple flare / dot). The feature is probably broken to some degree or another, mainly because I've never used it when playing (it was part of the original mod, and it was convoluted enough I didn't want to mess with it). Actually, it looks like I opened a bug about problems with the distant vessel renderer back in January of 2017, so this is probably a known issue Maybe to answer your question: It means that some distant vessels that DOE tries to render could appear to be missing pieces. You may or may not notice the problem, depending on how large the missing pieces are and whether the 'missing' parts are actually used on your vessels. It's safe to ignore. If you enable DOE's debug mode from the DOE settings dialog, the log will include all of the parts that it had trouble loading.
  9. @Stone Blue - Don't say bad things about the Ford Pinto... One almost identical to that pic in Wikipedia was the first car I had, and I was rear-ended *twice*. And the car never exploded! @john1978 - I understand that it's frustrating that RPM isn't working correctly. However, as I've stated a number of times in various places, I can't maintain two complex mods at the same time. I don't have a testing staff to help me check everything that can be done in these mods, and I don't have the time to do all of the testing myself. RPM has a permissive license, so *anyone* could pick it up, fix it so it works for KSP 1.8.0, and keep it going. However, I won't be the person who does that - KSP is no longer my top priority when I have spare time, and I have postponed other projects for too long to work on KSP modding, so once a KSP 1.8.x compatible version of MAS is out (hopefully, this weekend), I don't expect I'll be doing a lot of updates beyond critical rebuilds for a while.
  10. The stuff in MAS is basically all of it. Alexustas had hundreds of props, and converting them all, even with the tools I wrote, is a slow, tedious process. And I don't have the time and energy to do it all by hand. Are these your own CRT prop configs? If so, can you provide me the config file(s) for them? I don't remember seeing those errors before. I don't see anything obvious in the message - fc.TargetBodyName() should be a valid function.
  11. Here's one I just tripped over: PartLoader appears to be instantiating PartModules during loading: [LOG 13:14:02.326] PartLoader: Compiling Part 'Squad/Parts/Utility/dockingPort/dockingPort/dockingPort2' [EXC 13:14:02.337] ArgumentNullException: Value cannot be null. Parameter name: shader UnityEngine.Material..ctor (UnityEngine.Shader shader) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) AvionicsSystems.MASCamera..cctor () (at <6048b14068c14d96bb3951cfc97dbda9>:0) Rethrow as TypeInitializationException: The type initializer for 'AvionicsSystems.MASCamera' threw an exception. UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String, Boolean) Part:AddModule(ConfigNode, Boolean) PartLoader:ParsePart(UrlConfig, ConfigNode) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [EXC 13:14:02.338] NullReferenceException: Object reference not set to an instance of an object PartModule.Awake () (at <5b6ca6486e0b47a1bce39cde5a91b986>:0) UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String, Boolean) Part:AddModule(ConfigNode, Boolean) PartLoader:ParsePart(UrlConfig, ConfigNode) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ERR 13:14:02.338] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at PartModule.ApplyUpgradeNode (System.Collections.Generic.List`1[T] appliedUps, ConfigNode node, System.Boolean doLoad) [0x00029] in <5b6ca6486e0b47a1bce39cde5a91b986>:0 at PartModule.Load (ConfigNode node) [0x000f9] in <5b6ca6486e0b47a1bce39cde5a91b986>:0 at Part.AddModule (ConfigNode node, System.Boolean forceAwake) [0x0006f] in <5b6ca6486e0b47a1bce39cde5a91b986>:0 at PartLoader.ParsePart (UrlDir+UrlConfig urlConfig, ConfigNode node) [0x00e3f] in <5b6ca6486e0b47a1bce39cde5a91b986>:0 at PartLoader+<CompileParts>d__56.MoveNext () [0x005cd] in <5b6ca6486e0b47a1bce39cde5a91b986>:0 [ERR 13:14:02.338] PartCompiler: Cannot compile part ... but MAS doesn't load asset bundles until we reach the main menu (after the LOADING phase), so of course the shader is going to be null. And, even better, the other module that MAS adds to the docking ports spams NREs during FixedUpdate throughout the rest of the loading cycle (because it assumes it's only going to exist in editor or flight scenes). The NREs stop at some time around the transition to MAINMENU. I guess I need to check against the Loading scene on top of the other ones. EDIT: Actually, it's less obvious what's going on - the MASCamera module that's throwing an exception is checking HighLogic.LoadedScene at Start() to prevent launching outside of editor and flight, and it doesn't have an explicit constructor, so I don't understand what there's an AvionicsSystems.MASCamera constructor in the call stack. EDIT 2: NVM - I've got a shader initialized in-line private static readonly Material fovRendererMaterial = new Material(Shader.Find("Particles/Additive")); that needs updated. Maybe it's time for me to stop playing with C# and return to C++. At least I understand C++ idiosyncrasies.
  12. So, KSP 1.8.0 happened today. Over on Github, I've posted Aviation Lights 4.1.0, which is recompiled for KSP 1.8.x / .NET 4.0. It includes the editor PAW changes I posted a couple of months ago. Currently, I don't plan on releasing future updates for Aviation Lights - I've got other things I need to spend my spare time on, and I honestly don't know what else this mods needs besides some localization files.
  13. The original did not have lights or animations. There was an unofficial modified version that had pod window lights that I used a couple of years ago. I had a MAS version, but it was mostly 1960's tech, and it was more of a test platform. If I get to where I can spend time on IVAs, I'd be willing to refresh this pod. I honestly don't know when that will be, though. I've got some other things going on that are chewing up my spare time.
  14. This has been near the top of my favorite 2.5m command pods list for a long time. Mainly because the IVA has one of the best layouts I've seen for adding instrumentation, while still having usable windows. With a couple of tweaks, it'd be my hands-down favorite IVA to work with. Most of my early development of MAS was within this command pod. I hope you have better luck contacting Yarbrough08 than I did - I sent a PM a year or more ago, but never got a response.