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dsonbill

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Everything posted by dsonbill

  1. I'm currently researching a way to run kOS scripts from C#, which I think is what you're really after. So you can run a script on start of the prop, or on button push. Unfortunately this is going to be a bit more complex than I would have liked, but I think it's possible. As for getting the active page, I'll look into it. The main issue is it would require a hard-link to RPM, which would break future MAS compatibility.
  2. You need to add a MASFlightComputer to the command module: MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 rate = 0.025 RPM_COLOROVERRIDE { COLORDEFINITION { // 'white' label unlit color name = ASET_SWITCHER_NAME_ZEROCOLOR color = 213, 213, 213, 255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_GHOSTCOLOR color = 0, 255, 0, 31 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_POSITIVECOLOR color = 0, 255, 0, 255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR color = 0, 0, 0, 0 } } }
  3. There are two fonts I've been looking at - Unifont (GPL), which you've seen above, and UbuntuMono Nerd Font Mono (Ubuntu Font License) which is shown below: These are the closest to looking like they're supposed to, so they're the ones I've brought to your attention. Unifont is probably more desirable - it not only has probably the most glyphs of any font (not sure but this seems accurate), but it has a style that isn't quite the same as InconsolataGO, so it can fill a gap. On the other hand, UbuntuFont is very clean, and the version I've linked to supports many glyphs. If I had to pick one, I'd say Unifont is the winner considering all of the above. As far as backgrounds go, I may end up writing a special backgroundhandler for kPM - I still haven't decided exactly. Here's some more examples for reference, using Unifont, 32pt, normal style:
  4. Thank you - it's greatly appreciated. Since my end goal is to have IVAs where people can program their own MFDs entirely, I figured the calligraphy glyphs are particularly important. I ended up replacing mas-font.assetbundle to test out some fonts - Unifont gets a lot closer, though it's against the aesthetic I think you want with the new MFDs, which is a very clean font. I'm going to be playing around some more with settings and such to see if I can get it even closer to how it's supposed to look. Edit: I'm guessing there's some line spacing going on in the above?
  5. Ha thank you, I am definitely stupid at times. The error is still confusing as a whole, but I guess I'll learn to live with the vague outputs of Moonsharp. I actually didn't see it when I was looking around - I'll probably finish porting it over, then take a look at your implementation to see how you've done it, which is likely much more efficient. Hopefully I can see more how you do things, as the Clock/Timer isn't exactly simple. Lastly, it looks like there's no way to add new fonts via asset bundles. Is this planned at all? I'd rather like to use unicode for certain things, and porting things over with CBFG is a huge pain. There's also BMFont, but it doesn't look like MAS supports its file format fully. I'd really like to solve this: and I was hoping a new font might do the trick.
  6. I now have another problem. I'm trying to port the ASET Clock/Timer, but I'm running into a strange error: [ERR 18:04:06.382] [MASComponent] Error in ANIMATION_PLAYER Timer Button Push: [ERR 18:04:06.385] [MASComponent] System.ArgumentException: Error parsing variable "SUP_TimerButtonPushed()" ---> MoonSharp.Interpreter.SyntaxErrorException: ')' expected (to close '(' at line 1) near 'Space' My animation component looks like this: ANIMATION_PLAYER { name = Timer Button Push animation = TestTimerButton animationSpeed = 1.0 variable = SUP_TimerButtonPushed() } Link to the full config and script: https://gist.github.com/dsonbill/4f59dea3cf15bbf38b066778d4333ac8 Also, I am aware that there may be a better way to do some of what I'm doing - I'll clean up the way it works and use more efficient variable processing as I go along. Edit: I even tried being silly: variable = SUP_TimerButtonPushed()) ...to no avail.
  7. I mostly figured out how to do what I wanted - the seat just needs to be back in the default height before moving to the second position. Is there any way to make a script wait and come back? I have an idea of how to do this with a trigger component already. Skip to 1:00 to see the seat in action: For anyone wondering how I did this: https://gist.github.com/dsonbill/3d74d6d860ad75c56425bf55f0dab46
  8. @MOARdV @Manul Is there a way to set startTranslation and endTranslation in the translation node with a script? I want to move a prop with 2 different translations, but the second translation is overwriting the current position of the first. I wrote two small functions to take care of this, but startTranslation seems to be read directly as a Vector3. Is there any way to accomplish what I'm after here? Edit: I think I figured out how to do what I wanted to do. I'll update this post later.
  9. I've honestly never really supported CKAN. I'll look into what's going on later tonight. Sorry about that. Edit: You'll have to ask the CKAN guys. I have no idea why 1.5.1 is the latest version of the mod on there.
  10. For anyone that uses this, please let me know what you think. The whole thing with the labels was more of a proof of concept, and I saw a few people complain about it being useless, so I made this the stock setup instead: The label and flag panels are still there - they're just made for other things than a basic terminal (I.E. IVA makers who want to do something special). Since everyone thinks I programmed this in a way that the labels can't be removed, I'll just do it like this. If you're an IVA developer, check out the old terminal templates if you want to use some of those fancy features. For now, I'll be working on a release of the above. If anyone has any other complaints about this, please let me know. It will be taken into heavy consideration. This is a half-width version. This will make the console effectively 80x19. Let me know what you guys think. Color support is a bit screwy. If you guys would rather have to do it all yourself, let me know - it'll make doing your own colors much easier. Also, let me know what you guys think the default color should be. Terminal green isn't bad, but white is easier to read. Here's the results: Hopefully people feel this is a bit more of what they were expecting out of the default terminal. Again if anyone has any suggestions, it would be greatly appreciated. Note: Released on SD.
  11. Major thanks to @JonnyOThan for updating this in my absence. I'm going to be updating this a little bit, hopefully working on some things for it. I'm currently trying to change the button processing to use kOS delegates rather than bools, which would make a lot more sense. Then you could just set the label state separately if that's the behaviour you want. I have a couple of things planned for RPM in general too, now that development has stopped. I should have an official release for the latest KSP ready soon as well. Thanks again to everyone who's helped out and everyone who's used this mod. It means a lot to me.
  12. Am I to understand I cannot redistribute compiled binaries of KIS, even without the models/textures? So even if I make all my own parts to replace the originals? This is probably the worst time to ask this, seeing as you guys are looking into building a new version now.
  13. I'm still going to work on it since I have nothing better to do. I do look forward to the day we have proper kOS integration, though.
  14. Updated to version 1.5.1. Added color terminal config Added optional patches to remove flag panel/terminal colors or both
  15. I got an idea of what you mean after looking at some of the mentioned interfaces. I can see a few ways I could hook things up, though I'm not sure I have access to everything I need to do that - still need to look around a bit more. It seems you've set many things as internal - it's almost as if you knew there were sneaky programmers like me out there! I just finished the old kOS/RPM mod and I'm going to start work on the MAS version very soon. Cheers.
  16. Updated for kOS 1.1.7.0 / KSP 1.6.1. Let me know if you guys have any issues. I'll be working on moving this over to MAS now. This mod definitely does this, heh. That's the size of the terminal available to kOS in kPM. This mod connects directly to the kOS monitor, and uses it for scrolling/moving the cursor. If people want a bigger screen (get rid of the flag panel, for instance) I can make a simple patch that does that. Just a note that this does seem to work on 1.7, but it was built against 1.6.1 as that is the last version RPM will officially support.
  17. That's excellent. Switches and labels were actually the first thing I ever thought about integrating with kOS, besides the monitor. And I'll probably end up doing just that with the rack-mounted... I didn't even think about it. I'll definitely get started with the RPM interface then. Drawing graphics on the screen from kOS one day will be really, really cool. (One kOS processor is your gpu? Hue hue hue.) One question about the RPM interface - do the page classes still get remade every time you switch vessel? I remember that being fun to deal with - I had to set up another class to track states in-between vessel changes, as I had monitor assignments and didn't want them to change every time. This is what I'd like to aim for, I just don't know where to start exactly. I did dig through RPM code a bit a few years ago (I even made a striped-down version with only the MFD functionality once), but I haven't played with MAS much at all - I just barely skimmed the source when I first saw it years ago, and I went over your IVAs yesterday. I need to go through and figure out how you've done props and information gathering to get an idea of how information may be able to be used between both systems.
  18. Thank you for the replies, guys. Keep in mind that I haven't installed MAS yet, or even launched KSP in over a year, so anything that will be self evident when I do, feel free to ignore. I'm honestly not surprised kOS was never integrated. Drama aside, it was fairly complex to do in the first place. My goal is to resurrect my old kOS <-> RPM mod and port it for MAS. I'd also like to add a lot of functionality that I didn't the first time around. I have it built with the button/page processor from RPM, so if it's just as easy with MAS, that will be easy enough to port over. Some of the things I'd like to implement are: Switches, labels, and lights for programmable things in-game. I don't expect to be able to check the state of all switches (more expecting to make my own props with the models you guys made), though that would be kind of cool too. Displays. I'll make my own models if nothing is suitable, but I'd like to use what you have available if it is. I'd like to have one for the main kOS terminal integrated into an MFD, and 1 - 2 for extra data. Edit: Looks like you have this idea too with the way you were explaining your usage of the MFDs. A nice prop to "house" a pod's built-in kOS module. Maybe with a little screen and some power/control buttons, a la the old RPM props in Alexustas' pod (server rack looking thing). Looks like you're using this (and well), but I'll come up with something. It'd be very, very cool to get the graphical capabilities of the MFDs to work with kOS, rather than just text and switches. This was my big dream back when I was first making this. (I almost took over RPM after you started working on MAS for this) Overall, I'd say that's about it. I can't think of anything else people want with the kOS integration. If anyone has any ideas, feel free to stop by my thread and leave them. I'll be updating kOSPropMonitor one last time, then (hopefully) getting started on moving over to MAS. After it's ported and functional, I'll start to add cool functionality to it. Also, I'd like the displays to be able to have different text sizes on different screens, or even better, the ability to change the text density on-the-fly. Is this possible? I booted up MAS and, suffice to say, you have the text situation figured out. I'm very flexible when it comes to this - if you have any ideas you would suggest that you think would fit MAS better, I'm very open to hearing and implementing them.
  19. I have a couple of questions: Were MFDs ever finished? Did you integrate kOS into MAS, or have plans to do so? I see some references to kOS in the configs but no actual linking. Is integrating from another mod going to be a PITA? Not that I'm not used to such pains. If there's no official way I'll just hack my way in.
  20. Thank you both for posting! I had originally intended to abandon this as MAS was in development at the time and I expected RPM to be phased rather fast. That, however, does not seem to be the case! So, I may come back and fix this up a bit soon.
  21. I read that shortly before you posted it. I'll have to think about all of this for a while.
  22. Nice timing, I decided to drop by today. I'm thinking about picking this thing back up a little bit. Isn't RPM being phased out by something else though?
  23. Please, be my guest. If anyone would like to take this over, I'd be more than happy to give you my official seal of approval, though given the license you can do whatever you want with it. I have no interest in programming things of this nature any longer. Do with it as you please.
  24. @MOARdV Is there any intended path for external libraries to write page components in MAS? I modified MASPage to load components dynamically by class name so I can mess with things a little bit in the mean time. Here's the commit: https://github.com/dsonbill/AvionicsSystems/commit/bdfaa2c367609b865c7f8aa6443dd74e4ea4bcd2 Are you planning on building a public API for basically everything or something?
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