Jump to content

[WIP] Vessel View: v0.4


PeteTimesSix

Recommended Posts

Found an issue, pWings ( http://forum.kerbalspaceprogram.com/threads/29862-0-23-Procedural-Dynamics-Procedural-Wing-0-7 ) doesn't show up in VV

http://i.imgur.com/O2U1c06.jpg

vs

http://i.imgur.com/BZUOI1k.jpg

Asked DYJ about it on the IRC and he said: "Probably because it only works with meshrenderers and not skinnedmeshrenderers" not sure if that helps, would be nice if pWings worked with VV. :)

I'm wondering if this is the same issue VV has with Infernal Robotics - I can take some pics but it's basically the same- pieces of a few of the parts don't render, though it updates the view with the pieces that are visible perfectly. The default refresh rate is set (I assume) low enough not to lag everything down, but I think I'd like it higher when using it to monitor the movements of robotics parts. Maybe I can work in a toggle when you're controlling a part vs the main view.

If you're up for requests, I'd like to be able to configure the background handler from the config file, so I wouldn't have to use the page handler to control it, and I could put my own text over the display. Or, if you're open to code drops, I can update the source and bounce that back to you.

I second that request, 'cause I'm trying to build an RPM plugin for Infernal Robotics and overlaying text over this display would work better than trying to integrate robotics controls into your existing pages. BTW,

Important note: the RPM version overwrites the monitor screen .cfg files directly. Im sure there is a better way to do it, but hey, work in progress. In the meantime, if youre not comfortable with that you can add the page definition to whichever screen youd like yourself:

iirc the way to do it (says Mihara) is with ModuleManager, the same way the default props are replaced; instead you're replacing individual pages. This way VV can be installed in GameData and replace the page definitions if it's installed, and deleting the entire directory (basically uninstalling VisualViewer) doesn't leave you with anything missing. I'm working on using modulemanager so I can create some plugins and add interfaces to both the 'stock' RPM monitors, the ALCOR monitors (though I guess I should leave that to Mihara) and the KSI MFDs without overwriting anything and allowing for easy uninstall if it borks.

Link to comment
Share on other sites

I'm wondering if this is the same issue VV has with Infernal Robotics

Apparently not - Ive just fixed pWings and Infernal Robotics parts remain partially invisible. More research required.

Oh, yeah, Im not dead. I was just busy. Sometimes even with things that are actually important (the rest of the time was spent battling the Year Beast ^^)

For The Request, I took MOARdV up on his offer, so Im waiting to hear back on that for now. Ive also left it on the bottom of my todo-list if it comes to it though.

Link to comment
Share on other sites

I tried to take pictures of my favorite launcher in plan form to make a desktop and I noticed the whole rocket was a useless mass of the same color in stage view. I realize that engines and possibly other parts are best color coded according to the stage they activate in but fuel tanks don't do anything but fall off so they should have the color of their decoupler.

EDIT: rereading that I realize it might come off as rude to someone who can't hear the tone of my voice, it is meant to be a polite feature request that would make it prettier.

0NFVt84.png

Edited by breakthrough
It didn't sound that mean in my head
Link to comment
Share on other sites

I tried to take pictures of my favorite launcher in plan form to make a desktop and I noticed the whole rocket was a useless mass of the same color in stage view. I realize that engines and possibly other parts are best color coded according to the stage they activate in but fuel tanks don't do anything but fall off so they should have the color of their decoupler.

-snip-

Hm. Thing is the way it works is it simply asks KSP what stage an individual part belongs to - if it doesnt bother assinging fuel tanks and such an appropriate stage (since it isnt in the staging diagram anyway) - or actually since its left with the default stage because the player cant edit it...

I might be able to hack something together manually, possibly by traversing the part tree and limiting any parts behind a decoupler to that decouplers stage or higher.

Submeshes with a SkinnedMeshRenderer will have empty (unused) MeshFilters. My money's on that
What about engine shrouds - any chance on getting those to render..?

Ive got SkinnedMeshRenderers working now. I (looking at the Infernal Robotics code) suspect engine shrouds and IR parts do something odd where they attach meshes directly to AttachNodes (or their transforms), or something? Im not really sure yet. Itll probably take me a bit to do anything more though - I sort of have a more important problem to deal with at the moment.

Link to comment
Share on other sites

Ive got SkinnedMeshRenderers working now. I (looking at the Infernal Robotics code) suspect engine shrouds and IR parts do something odd where they attach meshes directly to AttachNodes (or their transforms), or something?

I can't speak to the IR code, but in the case of engine fairings they're attached as children of the part's transform. You can get their MeshFilters with a Part.FindModelComponents<MeshFilter>() call. The gameObjects they're attached to will have the tag "Icon_Hidden". I forget if their renderers are disabled or if the GO they're attached to is inactive but it shouldn't be too hard to figure out

Link to comment
Share on other sites

I can't speak to the IR code, but in the case of engine fairings they're attached as children of the part's transform. You can get their MeshFilters with a Part.FindModelComponents<MeshFilter>() call. The gameObjects they're attached to will have the tag "Icon_Hidden". I forget if their renderers are disabled or if the GO they're attached to is inactive but it shouldn't be too hard to figure out

Its what I was using until now, actually, but I wasnt getting engine fairings and such meshes back. Getting them from the transform via GetComponentsInChildren<MeshFilter> works fine, as it turns out. (And now, I have a Year Beast to battle...)

Link to comment
Share on other sites

1qTyB

(http://imgur.com/a/1qTyB)

Ok, documented my problem.

LOG 21:08:48.656] [FLIGHT GLOBALS]: Switching To Vessel Untitled Space Craft ---------------------- 
[LOG 21:08:48.656] setting new dominant body: Kerbin
FlightGlobals.mainBody: Kerbin
[LOG 21:08:48.656] Reference Frame: Rotating
[LOG 21:08:48.934] stage manager resuming...
[LOG 21:08:48.934] FF: EventObserver:: onVesselChange Untitled Space Craft
[LOG 21:08:48.934] FF: EventObserver:: checkArchivements for vessel state
[LOG 21:08:48.935] FF: EventObserver:: checkArchivements done
[LOG 21:08:48.935] Vessel assembly complete!
[LOG 21:08:48.935] stage manager starting...
[LOG 21:08:48.935] all systems started
[LOG 21:08:48.951] AGM : Setup root !
[LOG 21:08:48.975] Parsing bool
[LOG 21:08:48.975] Parsing bool
[LOG 21:08:48.975] Parsing bool
[LOG 21:08:48.975] Parsing bool
[LOG 21:08:48.975] Parsing bool
[LOG 21:08:48.975] Parsing float
[LOG 21:08:48.975] Parsing float
[LOG 21:08:48.975] Parsing float
[LOG 21:08:48.975] Parsing float
[LOG 21:08:48.975] Parsing float
[LOG 21:08:48.975] Parsing float
[LOG 21:08:48.975] Parsing float
[LOG 21:08:48.976] Parsing float
[LOG 21:08:48.976] Parsing float
[LOG 21:08:48.976] Parsing float
[LOG 21:08:48.976] Parsing float
[LOG 21:08:48.976] Parsing float
[LOG 21:08:48.976] Parsing float
[LOG 21:08:48.976] Parsing float
[LOG 21:08:48.976] Parsing float
[LOG 21:08:48.976] Parsing float
[LOG 21:08:48.976] Parsing float
[LOG 21:08:48.976] Parsing float
[LOG 21:08:48.976] Parsing float
[LOG 21:08:48.976] Parsing string
[LOG 21:08:48.976] Parsing string
[LOG 21:08:48.976] Parsing string
[LOG 21:08:48.976] Parsing string
[LOG 21:08:48.976] Parsing string
[LOG 21:08:48.976] Parsing string
[LOG 21:08:48.976] Parsing string
[LOG 21:08:48.976] Parsing string
[LOG 21:08:48.976] Parsing string
[LOG 21:08:48.976] Parsing string
[LOG 21:08:48.976] Parsing string
[LOG 21:08:48.976] Parsing string
[LOG 21:08:48.976] Parsing string
[LOG 21:08:48.976] Parsing float
[LOG 21:08:49.056] Parsing vector3
[LOG 21:08:49.056] Parsing vector2
[LOG 21:08:49.057] FF: adding toolbar buttons
[LOG 21:08:49.057] [ProbeControlRoom] refreshVesselRooms() - scanning vessel: mk1pod (Vessel)
[LOG 21:08:49.057] [ProbeControlRoom] refreshVesselRooms() - scanned vessel: mk1pod (Vessel) - rooms: 0 - stockIVAs: 1
[LOG 21:08:49.058] RemoteTech: NetworkManager: SatelliteRegister(Mission Control)
[LOG 21:08:49.058] RemoteTech: LoadImage(RemoteTech2/Textures/texTimeQuadrant)
[LOG 21:08:49.058] RemoteTech: RTCore loaded successfully.
[LOG 21:08:49.058] RemoteTech: SatelliteManager: RegisterProto(Untitled Space Craft Debris, d658071b-1762-480d-9726-6f0bfe0d189d)
[LOG 21:08:49.058] RemoteTech: GetSignalProcessor(Untitled Space Craft Debris): Check
[LOG 21:08:49.059] RemoteTech: AntennaManager: RegisterProtos(Untitled Space Craft Debris, d658071b-1762-480d-9726-6f0bfe0d189d)
[LOG 21:08:49.059] RemoteTech: SatelliteManager: RegisterProto(Untitled Space Craft Debris, ce2065ae-d117-4646-a9a2-29253d0205a7)
[LOG 21:08:49.059] RemoteTech: GetSignalProcessor(Untitled Space Craft Debris): Check
[LOG 21:08:49.059] RemoteTech: AntennaManager: RegisterProtos(Untitled Space Craft Debris, ce2065ae-d117-4646-a9a2-29253d0205a7)
[LOG 21:08:49.059] RemoteTech: SatelliteManager: RegisterProto(Untitled Space Craft, d612b1ef-fe48-445c-9ea1-584edeeb6c78)
[LOG 21:08:49.059] RemoteTech: GetSignalProcessor(Untitled Space Craft): Check
[LOG 21:08:49.059] RemoteTech: AntennaManager: RegisterProtos(Untitled Space Craft, d612b1ef-fe48-445c-9ea1-584edeeb6c78)
[LOG 21:08:49.060] Tac.FuelBalanceController[FFC91F2E][627.43]: Start
[LOG 21:08:49.064] Tac.FuelBalanceController[FFC91F2E][627.40]: Rebuilding resource lists.
[ERR 21:08:49.122] Invalid boolean value
[ERR 21:08:49.137] Invalid value length for Vector2
[ERR 21:08:49.139] RasterPropMonitor: Overlay texture could not be loaded.
[ERR 21:08:49.154] Invalid boolean value
[ERR 21:08:49.167] Invalid value length for Vector2
[ERR 21:08:49.169] RasterPropMonitor: Overlay texture could not be loaded.
[ERR 21:08:49.184] Invalid boolean value
[ERR 21:08:49.198] Invalid value length for Vector2
[ERR 21:08:49.200] RasterPropMonitor: Overlay texture could not be loaded.
[LOG 21:08:49.278] LazorSystem : RuntimeLogic : OnVesselChange()
[LOG 21:08:49.279] [CHATR] aae_wind.Play()
[LOG 21:08:49.279] 02/11/2014 21:08:49,KerbalAlarmClock,Active Vessel unreadable - resetting inqueue flag
[LOG 21:08:49.282] GUI Started? False
[LOG 21:08:49.282] mk1pod (Part): -1 FULL
[LOG 21:08:49.285] Command Pod Mk1: FAR drag model added; Size: (1.3, 1.1, 1.3), LD (1.3, 1.3, 0.0), UD (0.5, 0.6, 0.0)

Surface area: 3.215508

Fineness Ratio: 0.8925359

TaperRatio: 0.4244643

Cross Sectional Area: 1.264568

Major-minor axis ratio: 1
[LOG 21:08:50.802] 02/11/2014 21:08:50,KerbalAlarmClock,Adding DrawGUI to PostRender Queue
[LOG 21:08:50.802] 02/11/2014 21:08:50,KerbalAlarmClock,Skipping version check
[LOG 21:08:50.815] Look rotation viewing vector is zero
[LOG 21:08:50.815] Look rotation viewing vector is zero
[LOG 21:08:50.836] Look rotation viewing vector is zero
[LOG 21:08:50.836] Look rotation viewing vector is zero
[LOG 21:08:50.864] [PlanetariumCamera]: Focus: Untitled Space Craft
[LOG 21:08:50.882] Look rotation viewing vector is zero
[LOG 21:08:50.882] Look rotation viewing vector is zero
[LOG 21:08:50.896] 02/11/2014 21:08:50,KerbalAlarmClock,Vessel Change from 'No Vessel' to 'Untitled Space Craft'
[LOG 21:08:50.897] Look rotation viewing vector is zero
[LOG 21:08:50.897] Look rotation viewing vector is zero
[LOG 21:08:50.916] Look rotation viewing vector is zero
[LOG 21:08:50.916] Look rotation viewing vector is zero
[LOG 21:08:50.929] Look rotation viewing vector is zero
[LOG 21:08:50.929] Look rotation viewing vector is zero
[LOG 21:08:50.946] Look rotation viewing vector is zero
[LOG 21:08:50.946] Look rotation viewing vector is zero
[LOG 21:08:50.963] Look rotation viewing vector is zero
[LOG 21:08:50.963] Look rotation viewing vector is zero
[LOG 21:08:50.979] Look rotation viewing vector is zero
[LOG 21:08:50.979] Look rotation viewing vector is zero
[LOG 21:08:50.995] Look rotation viewing vector is zero
[LOG 21:08:50.995] Look rotation viewing vector is zero
[LOG 21:08:51.014] Look rotation viewing vector is zero
[LOG 21:08:51.014] Look rotation viewing vector is zero
[LOG 21:08:51.029] Look rotation viewing vector is zero
[LOG 21:08:51.029] Look rotation viewing vector is zero
[LOG 21:08:51.044] Look rotation viewing vector is zero
[LOG 21:08:51.044] Look rotation viewing vector is zero
[LOG 21:08:51.064] FF: EventObserver:: OnGameStateSaved: game saved Trident TEK (CAREER)
[LOG 21:08:51.065] FF: saving hall of fame to /Users/Obujen_Family_iMac/Library/Application Support/Steam/SteamApps/common/Kerbal Space Program/KSP.app/Contents/../../saves/Trident TEK/halloffame.ksp
[LOG 21:08:51.065] FF: writing logbook to file /Users/Obujen_Family_iMac/Library/Application Support/Steam/SteamApps/common/Kerbal Space Program/KSP.app/Contents/../../saves/Trident TEK/halloffame.ksp
[LOG 21:08:51.065] FF: logbook file /Users/Obujen_Family_iMac/Library/Application Support/Steam/SteamApps/common/Kerbal Space Program/KSP.app/Contents/../../saves/Trident TEK/halloffame.ksp created
[LOG 21:08:51.065] FF: writing of logbook finished
[LOG 21:08:51.067] FF: EventObserver:: OnGameStateCreated 968.824738769245, game status: ONGOING
[LOG 21:08:51.067] FF: loading hall of fame from /Users/Obujen_Family_iMac/Library/Application Support/Steam/SteamApps/common/Kerbal Space Program/KSP.app/Contents/../../saves/Trident TEK/halloffame.ksp
[LOG 21:08:51.067] FF: loading logbook
[LOG 21:08:51.067] FF: read line: 46.5400000000017 DE Jebediah Kerman
[LOG 21:08:51.067] FF: read line: 71.6200000000029 L+ Jebediah Kerman
[LOG 21:08:51.067] FF: read line: 71.8400000000029 L1:Kerbin Jebediah Kerman
[LOG 21:08:51.067] FF: read line: 183.96000000002 S1 Jebediah Kerman
[LOG 21:08:51.067] FF: read line: 183.96000000002 V1:Kerbin Jebediah Kerman
[LOG 21:08:51.067] FF: read line: 748.784738769445 W Jebediah Kerman
[LOG 21:08:51.067] FF: creating hall of fame from logbook
[LOG 21:08:51.067] FF: emptying Final Frontier hall of fame
[LOG 21:08:51.067] FF: adding known kerbals
[LOG 21:08:51.067] FF: add known kerbal Jebediah Kerman
[LOG 21:08:51.067] FF: add known kerbal Bill Kerman
[LOG 21:08:51.067] FF: add known kerbal Bob Kerman
[LOG 21:08:51.067] FF: add known kerbal Thompdos Kerman
[LOG 21:08:51.067] FF: add known kerbal Samburry Kerman
[LOG 21:08:51.067] FF: resolving logbook
[LOG 21:08:51.067] FF: new ribbon for kerbal Jebediah Kerman: Dangerous EVA Ribbon
[LOG 21:08:51.067] FF: new ribbon for kerbal Jebediah Kerman: First Landing on Kerbin Ribbon
[LOG 21:08:51.067] FF: new ribbon for kerbal Jebediah Kerman: First Kerbal in Space Ribbon
[LOG 21:08:51.067] FF: new ribbon for kerbal Jebediah Kerman: First Kerbin EVA Ribbon
[LOG 21:08:51.067] FF: new ribbon for kerbal Jebediah Kerman: Splashdown Ribbon
[LOG 21:08:51.068] FF: new hall of fame created
[LOG 21:08:51.069] Flight State Captured
[LOG 21:08:51.069] Saving Achievements Tree...
[LOG 21:08:51.069] Saving Achievements Tree...
[LOG 21:08:51.073] FF: EventObserver:: OnGameStateSaved: game saved Trident TEK (CAREER)
[LOG 21:08:51.073] FF: saving hall of fame to /Users/Obujen_Family_iMac/Library/Application Support/Steam/SteamApps/common/Kerbal Space Program/KSP.app/Contents/../../saves/Trident TEK/halloffame.ksp
[LOG 21:08:51.073] FF: writing logbook to file /Users/Obujen_Family_iMac/Library/Application Support/Steam/SteamApps/common/Kerbal Space Program/KSP.app/Contents/../../saves/Trident TEK/halloffame.ksp
[LOG 21:08:51.073] FF: logbook file /Users/Obujen_Family_iMac/Library/Application Support/Steam/SteamApps/common/Kerbal Space Program/KSP.app/Contents/../../saves/Trident TEK/halloffame.ksp created
[LOG 21:08:51.073] FF: writing of logbook finished
[LOG 21:08:51.076] Game State Saved as persistent
[LOG 21:08:51.114] Look rotation viewing vector is zero
[LOG 21:08:51.114] Look rotation viewing vector is zero
[LOG 21:08:51.119] [CHATR] GUI styles set
[LOG 21:08:51.134] Look rotation viewing vector is zero
[LOG 21:08:51.134] Look rotation viewing vector is zero
[LOG 21:08:51.145] Look rotation viewing vector is zero
[LOG 21:08:51.145] Look rotation viewing vector is zero
[LOG 21:08:51.163] Look rotation viewing vector is zero
[LOG 21:08:51.163] Look rotation viewing vector is zero
[LOG 21:08:51.178] Look rotation viewing vector is zero
[LOG 21:08:51.178] Look rotation viewing vector is zero
[LOG 21:08:51.195] Look rotation viewing vector is zero
[LOG 21:08:51.195] Look rotation viewing vector is zero
[LOG 21:08:51.211] Look rotation viewing vector is zero
[LOG 21:08:51.211] Look rotation viewing vector is zero
[LOG 21:08:51.231] Look rotation viewing vector is zero
[LOG 21:08:51.231] Look rotation viewing vector is zero
[LOG 21:08:51.245] Look rotation viewing vector is zero
[LOG 21:08:51.245] Look rotation viewing vector is zero
[LOG 21:08:51.262] Look rotation viewing vector is zero
[LOG 21:08:51.262] Look rotation viewing vector is zero
[LOG 21:08:51.279] Look rotation viewing vector is zero
[LOG 21:08:51.279] Look rotation viewing vector is zero
[LOG 21:08:51.296] Look rotation viewing vector is zero
[LOG 21:08:51.296] Look rotation viewing vector is zero
[LOG 21:08:51.311] Look rotation viewing vector is zero
[LOG 21:08:51.311] Look rotation viewing vector is zero
[LOG 21:08:51.329] Look rotation viewing vector is zero
[LOG 21:08:51.329] Look rotation viewing vector is zero
[LOG 21:08:51.345] Look rotation viewing vector is zero
[LOG 21:08:51.345] Look rotation viewing vector is zero
[LOG 21:08:51.364] Look rotation viewing vector is zero
[LOG 21:08:51.364] Look rotation viewing vector is zero
[LOG 21:08:51.379] Look rotation viewing vector is zero
[LOG 21:08:51.379] Look rotation viewing vector is zero
[LOG 21:08:51.396] Look rotation viewing vector is zero
[LOG 21:08:51.396] Look rotation viewing vector is zero
[LOG 21:08:51.410] Look rotation viewing vector is zero
[LOG 21:08:51.410] Look rotation viewing vector is zero
[LOG 21:08:51.429] Look rotation viewing vector is zero
[LOG 21:08:51.429] Look rotation viewing vector is zero
[LOG 21:08:51.445] Look rotation viewing vector is zero
[LOG 21:08:51.445] Look rotation viewing vector is zero
[LOG 21:08:51.464] Look rotation viewing vector is zero
[LOG 21:08:51.464] Look rotation viewing vector is zero
[LOG 21:08:51.479] Look rotation viewing vector is zero
[LOG 21:08:51.479] Look rotation viewing vector is zero
[LOG 21:08:51.495] Look rotation viewing vector is zero
[LOG 21:08:51.496] Look rotation viewing vector is zero
[LOG 21:08:51.511] Look rotation viewing vector is zero
[LOG 21:08:51.511] Look rotation viewing vector is zero
[LOG 21:08:51.530] Look rotation viewing vector is zero
[LOG 21:08:51.530] Look rotation viewing vector is zero
[LOG 21:08:51.546] Look rotation viewing vector is zero
[LOG 21:08:51.546] Look rotation viewing vector is zero
[LOG 21:08:51.563] Look rotation viewing vector is zero
[LOG 21:08:51.563] Look rotation viewing vector is zero
[LOG 21:08:51.579] Look rotation viewing vector is zero
[LOG 21:08:51.579] Look rotation viewing vector is zero
[LOG 21:08:51.596] Look rotation viewing vector is zero
[LOG 21:08:51.596] Look rotation viewing vector is zero
[LOG 21:08:51.614] Look rotation viewing vector is zero
[LOG 21:08:51.615] Look rotation viewing vector is zero
[LOG 21:08:51.629] Look rotation viewing vector is zero
[LOG 21:08:51.629] Look rotation viewing vector is zero
[LOG 21:08:51.646] Look rotation viewing vector is zero
[LOG 21:08:51.647] Look rotation viewing vector is zero
[LOG 21:08:51.663] Look rotation viewing vector is zero
[LOG 21:08:51.663] Look rotation viewing vector is zero
[LOG 21:08:51.680] Look rotation viewing vector is zero
[LOG 21:08:51.680] Look rotation viewing vector is zero
[LOG 21:08:51.696] Look rotation viewing vector is zero
[LOG 21:08:51.696] Look rotation viewing vector is zero
[LOG 21:08:51.711] Look rotation viewing vector is zero
[LOG 21:08:51.711] Look rotation viewing vector is zero
[LOG 21:08:51.729] Look rotation viewing vector is zero
[LOG 21:08:51.729] Look rotation viewing vector is zero
[LOG 21:08:51.745] Look rotation viewing vector is zero
[LOG 21:08:51.746] Look rotation viewing vector is zero
[LOG 21:08:51.763] Look rotation viewing vector is zero
[LOG 21:08:51.763] Look rotation viewing vector is zero
[LOG 21:08:51.780] Look rotation viewing vector is zero
[LOG 21:08:51.780] Look rotation viewing vector is zero
[LOG 21:08:51.797] Look rotation viewing vector is zero
[LOG 21:08:51.797] Look rotation viewing vector is zero
[LOG 21:08:51.812] Look rotation viewing vector is zero
[LOG 21:08:51.812] Look rotation viewing vector is zero
[LOG 21:08:51.830] Tac.FuelBalanceController[FFC91F2E][628.44]: Rebuilding resource lists.
[LOG 21:08:51.831] Look rotation viewing vector is zero
[LOG 21:08:51.831] Look rotation viewing vector is zero
[LOG 21:08:51.846] Look rotation viewing vector is zero
[LOG 21:08:51.846] Look rotation viewing vector is zero
[LOG 21:08:51.865] Look rotation viewing vector is zero
[LOG 21:08:51.865] Look rotation viewing vector is zero
[LOG 21:08:51.881] Look rotation viewing vector is zero
[LOG 21:08:51.881] Look rotation viewing vector is zero
[LOG 21:08:51.897] Look rotation viewing vector is zero
[LOG 21:08:51.897] Look rotation viewing vector is zero
[LOG 21:08:51.913] Look rotation viewing vector is zero
[LOG 21:08:51.913] Look rotation viewing vector is zero
[LOG 21:08:51.929] Look rotation viewing vector is zero
[LOG 21:08:51.929] Look rotation viewing vector is zero
[LOG 21:08:51.946] Look rotation viewing vector is zero
[LOG 21:08:51.946] Look rotation viewing vector is zero
[LOG 21:08:51.963] Look rotation viewing vector is zero
[LOG 21:08:51.963] Look rotation viewing vector is zero
[LOG 21:08:51.980] Look rotation viewing vector is zero
[LOG 21:08:51.980] Look rotation viewing vector is zero
[LOG 21:08:51.998] Look rotation viewing vector is zero
[LOG 21:08:51.998] Look rotation viewing vector is zero
[LOG 21:08:52.013] Look rotation viewing vector is zero
[LOG 21:08:52.013] Look rotation viewing vector is zero
[LOG 21:08:52.029] Look rotation viewing vector is zero
[LOG 21:08:52.029] Look rotation viewing vector is zero
[LOG 21:08:52.047] Look rotation viewing vector is zero
[LOG 21:08:52.047] Look rotation viewing vector is zero
[LOG 21:08:52.064] Look rotation viewing vector is zero
[LOG 21:08:52.064] Look rotation viewing vector is zero
[LOG 21:08:52.079] Look rotation viewing vector is zero
[LOG 21:08:52.079] Look rotation viewing vector is zero
[LOG 21:08:52.096] Look rotation viewing vector is zero
[LOG 21:08:52.096] Look rotation viewing vector is zero
[LOG 21:08:52.114] Look rotation viewing vector is zero
[LOG 21:08:52.114] Look rotation viewing vector is zero
[LOG 21:08:52.115] [Untitled Space Craft]: ground contact! - error: 0.166m
[LOG 21:08:52.115] Unpacking Untitled Space Craft
[LOG 21:08:52.665] Look rotation viewing vector is zero
[LOG 21:08:52.665] Look rotation viewing vector is zero
[LOG 21:08:52.682] Look rotation viewing vector is zero
[LOG 21:08:52.682] Look rotation viewing vector is zero
[LOG 21:08:52.698] Look rotation viewing vector is zero
[LOG 21:08:52.698] Look rotation viewing vector is zero
[LOG 21:08:52.715] Look rotation viewing vector is zero
[LOG 21:08:52.715] Look rotation viewing vector is zero
[LOG 21:08:52.730] Look rotation viewing vector is zero
[LOG 21:08:52.730] Look rotation viewing vector is zero
[LOG 21:08:52.748] Look rotation viewing vector is zero
[LOG 21:08:52.749] Look rotation viewing vector is zero
[LOG 21:08:52.764] Look rotation viewing vector is zero
[LOG 21:08:52.764] Look rotation viewing vector is zero
[LOG 21:08:52.781] Look rotation viewing vector is zero
[LOG 21:08:52.781] Look rotation viewing vector is zero
[LOG 21:08:52.797] Look rotation viewing vector is zero
[LOG 21:08:52.797] Look rotation viewing vector is zero
[LOG 21:08:52.816] Look rotation viewing vector is zero
[LOG 21:08:52.816] Look rotation viewing vector is zero
[LOG 21:08:52.829] Look rotation viewing vector is zero
[LOG 21:08:52.829] Look rotation viewing vector is zero
[LOG 21:08:52.847] Look rotation viewing vector is zero
[LOG 21:08:52.847] Look rotation viewing vector is zero
[LOG 21:08:52.864] Look rotation viewing vector is zero
[LOG 21:08:52.864] Look rotation vi

Link to comment
Share on other sites

Hi there.

I'm wondering if it's possible to add some interface like: SetDefaultColorForMode(String mode) & SetPartColorForMode(Part part, Color color, String mode)?

What I want to request is that the VV can provide multiple customize-able color modes, and other plugins will interface with it to set certain parts with the color they want.

So basically you can store these information brought by SetPartColorForMode() calls into a Dictionary<String, Dictionary<Part, Color>> structure, and store information brought by SetDefaultColorForMode() calls into a Dictionary<String, Color> structure.

After that when users switch ColorMode in the menu, it can switch to these additional modes and apply color according to the default color of the mode & the Dictionary<Part, Color> for specified parts.

Edited by HoneyFox
Link to comment
Share on other sites

SWEEEEEEEEET.

And on a side note...what the hell is that craft?

A little bit of everything. Some pWings to test pWings, some pistons to test Infernal Robotics, engines to test engine fairings...

Also:

Javascript is disabled. View full album

Release away! Now with a part selector/activator. Main post for links.

Edited by PeteTimesSix
Link to comment
Share on other sites

Hey, when modulemanager support comes for this, do you think you could do integration with the KSI MFDs, which redo both the screen and button layout of RPM to make it look nicer.

Quite. I use those screens myself after all, would be kind of silly if I didnt.

Link to comment
Share on other sites

A little bit of everything. Some pWings to test pWings, some pistons to test Infernal Robotics, engines to test engine fairings...

Also:

http://imgur.com/a/Rszc6

Release away! Now with a part selector/activator. Main post for links.

That's wonderful.

Some question about this: how do we select parts? and is there any highlight/twinkle way to indicate what part(s) is/are currently selected? Perhaps by "dull"ing unselected parts or so? Otherwise it will be quite hard to judge by users.

Link to comment
Share on other sites

Just me or does VV patch RPM files directly by replacing them? Which is kinda a problem each time RPM gets updated, updating RPM makes VV stop working, and re-adding VV can cause issues if the files aren't updated?

Hyomoto's RPM MFD mod has changed folder name from "menus" to "pages" in a recent update. Perhaps that's the reason.

Link to comment
Share on other sites

I made a module manager config for KSI screens.

You can drop this into notepad, save it where you want and change the extension to .cfg


@PROP[HyomotoMFD]{
@MODULE[RasterPropMonitor]:Final{

// ---VesselView----------
@PAGE[menuPlugin]{
@CONTEXTREDIRECT{
redirect = btn3, pluginVesselView
}
}
@PAGE[pluginScanSAT]{
@CONTEXTREDIRECT{
redirect = btn3, pluginVesselView
}
}
@PAGE[pluginSmartASS]{
@CONTEXTREDIRECT{
redirect = btn3, pluginVesselView

}
}

PAGE
{
name = pluginVesselView
PAGEHANDLER
{
name = InternalVesselView
method = ShowMenu
buttonClickMethod = ButtonProcessor
buttonUp = 0
buttonDown = 1
buttonEnter = 2
buttonEsc = 3
buttonHome = 7
pageTitle = ---------- Vessel Viewer ----------
multiHandler = true
}
BACKGROUNDHANDLER
{
name = InternalVesselView
method = RenderViewer
pageActiveMethod = PageActive
multiHandler = true
}
disableSwitchingTo = btn1, btn2, btn3, btn4, btn5, btn6, btn7, btn8, btn9, btn10, up, down, enter, escape, home
CONTEXTREDIRECT
{
redirect = btn1, pluginScanSAT
redirect = btn2, pluginSmartASS
redirect = escape, menuPlugin
redirect = home, menuDefault
}
}

}
}

I also added a bigger orbital view and HUD/PFD screens to KSI if you are interested

Edited by Read have Read
V4: Fixed SASS back button redirect, VV back should go to plugins. Change 3, no @ for redirect, added :Final
Link to comment
Share on other sites

Im semi-back maybe!

Hmm so I installed the standalone version... how do I get it to pop up? Do I need the plugin toolbar?

Yup. One thing to note though, I havent touched the standalone code in a while so some of the features arent present (namely the part selector).

-snip-

Awesome. Im gonna stea-appropriate that for the next release if thats okay with you.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...