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LomasAtorian

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Everything posted by LomasAtorian

  1. Has anyone told you recently you're awesome? Seriously...adding one million mods to ksp is addicting (ok not that many mods but still...). Thanks for this mod!
  2. Here is a pic: This should hold you over until when/if the mod authors want to change the wall camera/map displays to multiple functions. The keyboards sticking out are only because that's the way the DeskScreen model is done. I don't have a modelling program, otherwise I'd be tempted to change them. @Albert: If you could recommend a model editing program for KSP I'd probably be happy to give it a shot in order to make these screens a bit more aesthetically fitting on the wall.
  3. Ok for those who are interested in replacing your camera monitors with Desk Screens: copy/paste into config file named "MissionControl". Put this in GameData\ProbeControlRoom\Spaces\MissionControl INTERNAL { name = MissionControl MODEL { model = ProbeControlRoom/Spaces/MissionControl/MissionControl } PROP { name = AbortButton position = -0.07868934,0.3266176,-0.2779789 rotation = 0,0,0,1 scale = 0.4,0.4,0.4 } PROP { name = throttle position = -0.08911409,0.3145442,0.2524545 //OLD position = -0.06911409,0.3145442,-0.1472232 rotation = 0,-0.7071068,0,0.7071068 scale = 0.5,0.5,0.5 } PROP { name = MainKeyBoard position = -0.05098461,0.308185,-0.04486959 rotation = 0,0,0,1 scale = 1,1,1 } PROP // NEW Monitor Upper Left { name = DeskMonitor position = 2.778075,1.765765,1.540995 rotation = 0,-0.12,0.25,1 scale = 3.2,3.2,3.2 } //PROP OLD Camera Upper Left //{ // name = CameraMonitor // position = 2.978075,1.765765,1.540995 // rotation = 0,0,0,1 // scale = 1,1,1 //} PROP // NEW Monitor Lower Left { name = DeskMonitor position = 2.778075,0.726841,1.440995 rotation = 0.01,-0.12,0.1,1 scale = 3.2,3.2,3.2 } //PROP OLD Monitor Lower Left //{ // name = CameraMonitor // position = 2.978075,0.916841,1.540995 // rotation = 0,0,0,1 // scale = 1,1,1 //} PROP // NEW Monitor Lower Right { name = DeskMonitor position = 2.778075,0.726841,-1.759309 rotation = -0.01,0.12,0.1,1 scale = 3.2,3.2,3.2 } //PROP OLD Camera Lower Right //{ // name = CameraMonitor // position = 2.978075,0.916841,-1.959309 // rotation = 0,0,0,1 // scale = 1,1,1 //} PROP // NEW Monitor Upper Right { name = DeskMonitor position = 2.778075,1.765765,-1.959309 rotation = 0,0.12,0.25,1 scale = 3.2,3.2,3.2 } //PROP OLD Camera Upper Right //{ // name = CameraMonitor // position = 2.978075,1.765765,-1.959309 // rotation = 0,0,0,1 // scale = 1,1,1 //} PROP { name = DeskMonitor position = 0.1022738,0.3429039,0.1662014 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = DeskMonitor position = 0.07912356,0.3429039,-0.4949669 rotation = 0,0.1305262,0,0.9914449 scale = 0.9999996,1,1 } PROP { name = DeskMonitor position = 0.1022738,0.3429039,-0.1652111 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = DeskMonitor position = 0.07912356,0.3429039,0.4820604 rotation = 0,-0.1305262,0,0.9914449 scale = 0.9999997,1,0.9999999 } //New Middle Display PROP { name = DeskMonitor position = 2.901475,0.846285,-0.166285 rotation = 0,0,0.15,1 scale = 5,5,7.2 } // Old Map Screen //PROP //{ // name = MapMonitor // position = 2.901475,1.296285,0 // rotation = 0,0,0,1 // scale = 1,1,1 //} PROP { name = TopMonitor position = 2.86691,2.45358,0.4559102 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = TopMonitor2 position = 2.86691,2.45358,-0.8171447 rotation = 0,0,0,1 scale = 1,1,1 } MODULE { name = JSIInternalFlagDecal transformName = Plane } MODULE { name = JSIInternalFlagDecal transformName = Plane_001 } }
  4. PROP { name = throttle position = -0.08911409,0.3145442,0.2524545 //OLD position = -0.06911409,0.3145442,-0.1472232 rotation = 0,-0.7071068,0,0.7071068 scale = 0.5,0.5,0.5 } puts the throttle on the left hand side of the main keyboard and keeps it clear of any buttons. I also changed out the map screen with another deskscreen because...I could and I wanted to be able to use it even if I didn't want to put a maptraq on my satellite. Here's the location info for the swap: //New Middle Display PROP { name = DeskMonitor position = 2.901475,0.846285,-0.166285 rotation = 0,0,0.15,1 scale = 5,5,7.2 } // Old Map Screen //PROP //{ // name = MapMonitor // position = 2.901475,1.296285,0 // rotation = 0,0,0,1 // scale = 1,1,1 //}
  5. The only way to fly is to abuse yourself to no end....absolutely a blast...pun somewhat intended.
  6. Hey, Excellent job on the Mission Control! I was tinkering around and here are a couple minor things that might throw off some of the users: D menu (target), the Target and Intrc button don't have a key map legend (keys 9 & 0 respectfully). Same with B menu (resource) the Helper and Total buttons. On the beta release, older Hyomoto version, new version is out, minor tweaks (ground and orbital velocities were swapped). You seem to be using the modded Hyomoto in the screenshot above so it should be fixed in that version (I use that one as well). These were only really minor visuals that more experienced users won't have a problem with. I do have a couple of requests though: 1) The keyboard for 3rd monitor on the left has the 9 and 0 keys obscured by the throttle handle when at full throttle, moving the throttle towards the users might alleviate the problem (well throttling back does, so the user can work around it while also displaying a screen that doesn't require the 9 & 0). 2nd request: I was looking at putting a vessel viewer screen on the Big Screen, but all the buttons on the big screen are in use. Would it be possible to add one more "Auxiliary" button so we can switch between Big Map and (insert another screen of choice)? If done right the user could just flip between say...Big Map, Vessel Viewer, and maybe that orbital graph request on of the other posters had mentioned above. I suppose I could try and re-route the "T" (track) button to the "back" button, but I kind of like it the way you put it in. Thanks for listening to the suggestions, and the mod is extremely well done! Later, like a few hours....Ok I'm a bit confused on how to implement changing the "T" button to do a context redirect. I tried to make it go to the Vessel View plugin (I copied/pasted and edited the VV plugin Page from the deskscreen to the mapmonitor file), but I can't get the T-button to do anything other than its intended purpose. As for the throttle thing, is the format for moving it in the internal spaces file is z, y, x?
  7. @MeCripp: Yea I had a lot of mods too so I tried troubleshooting using a clean install. The hang was not as noticeable with just Probe Control Room (PCR), but slightly there. I might look into your fix, thanks for the idea as I really want the whole "super-Kerbal" mode. Makes it really interesting to wonder why you're tumbling instead of seeing it via 3rd person view that your staging didn't occur optimally. @ Albert VDS: Great to hear that the next version addresses this. I must say it looks real nice. I noticed the PCR Mission Control room is headed towards utilizing Hyomoto's mod of RPM, will his mod be optional or could we still use base rpm? Thanks for all the work your contributing to make this mod, and thanks out to Tabakhase for making the mod. (I hope I spelled his name right)
  8. Hey, Wanted to say, good job on the mod, but I was coming across an interesting problem. When I EVA a Kerbal, then re-enter a command module on a craft with a probe attached, there seems to be a minor game freeze (maybe 2-4 seconds) before the kerbal enters the EVA. The big problem occurs if I have multiple probes on a ship and I EVA and then re-enter (think space station with docked unmanned parts and Jeb goes for a spacewalk and re-enters), there seems to impart some sort of "phantom" forces on the spacecraft that tears it apart. I duplicated with a clean install with just this mod. There is no problem if it is just an unmanned probe by itself (no EVA possible, mod works as intended) or if I'm using manned craft with no probe attached (No hang time and no ship tearing itself apart). I've tried the EVA routine with probes without this mod and everything is fine. I didn't see any threads of this occurring with anyone else, so I'm not sure if I'm just really unlucky =( The Mission Control room looks like it's coming along nicely from the pics, and I'm looking forward to using the mod without my problem. I'll keep trying to figure out what the issue might be, but I'm not sure where to begin. Could the problem be in the ../GameData/ProbeControlRoom/Spaces/ProbeControlRoom_SpaceMini folder?
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