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Hippodingo

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Everything posted by Hippodingo

  1. Thank you very much for your help, I'm going to see what I can do. This is by far the most advanced thing I've ever tried to do with KSP mods until now!
  2. Line 804 in VesselRadarData.cs, isn't it where BDA draws the radar window?
  3. Hello, do you know if there is a simple way to send textures to RPM screens? I would like to have the BDA radar window directly on a screen in IVA. I saw that I can copy what is done with external cameras, I tried to figure out how external cameras send textures to RPM but I'm a bit lost. Thanks for your help!
  4. Hello, Is there a way to attach parts to the all moving wing, and have them moving with it ? Thanks for your help
  5. Hello, I'm using the FAR's flap function as a trim. I put flaps on my aircraft main wing, then I set the elevators as reversed flaps, so that when I increase flap deflection, the pitch-down moment of the flaps on the main wing is balanced by the elevator pitch-up moment. Quantitatively speaking, how can I know how much trim (that is to say reversed flap deflection) I should apply to my elevators to properly balance the pitch-down moment of the main wing flaps? I guess the stability derivatives window has the answer somewhere but I don't know what number exactly I should look at neither what criterium I should apply. Thanks for your help!
  6. Ok, I'll try to rotate the space then! Thank you @neistridlar.
  7. Hello, thank you for maintaining this mod! Small question: do you know why when one tries to edit one of the cockpits' IVA with Unity, props will be completely out of place in-game? I can share you some screenshots if needed.
  8. Thank you @610yesnolovely! Meanwhile, I built an IVA from the Mk3 Airliner's space with action group buttons that control Atmosphere Autopilot through kOS, so I can use this mod without the GUI. It's pretty simple if you use this:
  9. You didn't! The simple SAS script makes me think that I could interact with kOS through action group buttons, I am going to try something! I am already on the kOS Discord, they helped me finding how to interact with Atmosphere Autopilot with kOS
  10. No problem, I am going to see what I can do myself I knew the 2 first ones (I needed the kOS to AA interface to make Baker nearly work) but not the last one! Thank you
  11. Hello, I added it in an IVA with Unity and put a KAL9000 unit on my test ship but I can't reach the kOS terminal, I tried all buttons (clicked several times on each because I know kOS terminal might be hidden somewhere) but I can't find it I only get these choices: https://www.dropbox.com/s/p4mpim1vbxhvewc/Capture d'écran 2023-03-17 175816.png?dl=0 Is there something more to do than just adding the kOSTerminal in the space? Edit: I checked the \Kerbal Space Program\GameData\ASET\ASET_Props\MFDs\kOSTerminal.cfg file, there different page definitions which correspond to what I've seen in-game but no kOS page. Am I missing something?
  12. Hello, I'm getting much closer to make an aircraft autopilot work in IVA. I'm using a kOS script for this: This script is able to interact with Atmosphere Autopilot mod. I end up with this window: https://www.dropbox.com/s/t00gb7zccscw080/Capture d'écran 2023-03-16 233416.png?dl=0 This is the ASET MFD called ALCORMFD40x20 and the IVA space is from DE_IVA extension. However, nothing happens when I press the MFD buttons. Are there some better/more up-to-date MFDs to interact with kOS? Here are my logs if it can help: https://www.dropbox.com/s/ngvd6cmeqq11ogn/KSP.log?dl=0 The .ks script is here: https://www.dropbox.com/s/xrwresspkygia8k/Baker.ks?dl=0, the function interacting with Atmosphere Autopilot is called bakeraa, it notably defines what MFD buttons do.
  13. Thank you! I just looked at it, it seems that the functions in the error messages are all defined in the Baker.ks script itself. So I guess it is not a dependency issue. I'm beginning with kOS, but I found out that functions can be either local or global. Could it be that the script tries to call local functions and it doesn't find them because they are not global? Edit: if you want to test it, add "@CLOBBERBUILTINS on." at the beginning (I guess you know this, but it could save you a little bit of time ). Edit 2: my Script folder if it can help: https://www.dropbox.com/s/t79f1ubczg8z3p4/Script.zip?dl=0 Edit 3: some other functions seem to work normally. I have atmosphere autopilot mod installed. Edit 4: I just learnt how to scroll in terminal. I found this error message: https://www.dropbox.com/s/lpvpnb6crs49ljm/Capture d'écran 2023-03-16 231701.png?dl=0 Edit 5: I installed this: https://github.com/RCrockford/kOS-AtmosphereAutopilot and now AA interface shows up properly! https://www.dropbox.com/s/t00gb7zccscw080/Capture d'écran 2023-03-16 233416.png?dl=0 However, I can't interact with this page, no matter what MFD button I press nothing happens. Maybe are there some MFDs that work better with kOS than others?
  14. Thanks for your answer! Same thing happens if I try to launch the script in archive: SWITCH TO 0. RUN BAKER. But you're talking about a dependency, maybe I should recheck that baker.ks doesn't call something that is not where it is expected to be.
  15. Hello, I would like to access and use MechJeb2's aircraft autopilot in IVA with RPM's MFDs. However, I only have those choices when I go in the MJ menu: https://www.dropbox.com/s/99gf6gofwulld8u/Capture d'écran 2023-03-15 101651.png?dl=0 Is there a way to tell RPM that I would like it to show me instead the MJ's aircraft autopilot menu? I asked this in MechJeb2 thread and Sarbian told me that it is RPM which handles this. Here are logs in case they can help: https://www.dropbox.com/s/ngvd6cmeqq11ogn/KSP.log?dl=0
  16. Hello, I would like to use the aircraft autopilot of MechJeb2 in full IVA flights. However, when I go in the MFD MechJeb2 menu, I only get these choices: https://www.dropbox.com/s/99gf6gofwulld8u/Capture d'écran 2023-03-15 101651.png?dl=0 I tried to click all buttons but I can't reach the aircraft autopilot menu. Here are the logs if it can help: https://www.dropbox.com/s/ngvd6cmeqq11ogn/KSP.log?dl=0 Thanks in advance!
  17. Hello, I would like to run Baker's kOS script: I put the Baker2.2.0.ks in my /Ships/Script folder and rename it simply baker.ks. Then I Iaunch KSP, make a test vessel with one cockpit and one kOS computer (with enough disk space to handle baker.ks). I launch it and type in kOS terminal: Did I do something wrong installing/launching this script? I'm a begginer with kOS and it's my first time using a heavy .ks like this. Thanks in advance for your help!
  18. Thank you Manul, indeed it was the missing RasterPropMonitorComputer module missing in the config file! Now all props work normally. One last question: is there a way to build an aircraft atmospheric autopilot (heading, vertical speed, altitude...) with the ASET/MOARDV props? I mean like IRL ones, you push a button to activate autopilot then you turn a button and it changes the target value, then this value is transmitted to an aircraft autopilot mod, for example MechJeb2 or Atmospheric Autopilot. The closest thing I found is to use RPM screens as an interface with Baker's kOS script.
  19. I just checked that colliders are fine by making the flap control literally levitate in the cockpit, far away from anything else. The problem unfortunately persists... Could it be that some spaces can't handle certain props? Because once again flap controls work perfectly fine in spaces where they are there by default like in SRS cockpit. Ok guys, I just created a space for MK3 stock cockpit and put just one flap control and it worked. So it seems that, for some reasons I ignore, MK3 Airliner mod's cockpit can't handle properly some props (sorry for not mentioning before what space I was using, maybe it could have been a clue for you). Perhaps is it a known issue among modder community? EDIT: I tried to edit an Airplane Plus IVA and once again, flap control doesn't work. Feels like it works only in stock cockpits... Quite weird. EDIT 2: at the end of the day, Unity just creates a .cfg file so thinking twice about it, it is probably not linked to my way of using Unity.
  20. Yes sure, myself I can't reproduce this in pre-existing IVA (I tested flap lever in SRS cockpit and it worked very well). It happens that these levers (and ASET knobs too) don't work only in my own IVAs. This is the case only for some MOARDV and ASET props by the way, for example RPM screens work normally. I don't intent to write the prop config indeed, but I guess this is what I'm actually doing unfortunately. The procedure I use to make my own IVA is: 1) I open KSP Part Tools. 2) I set GameData directory as working directory. 3) I load the space I want to edit. 4) I click on Props and I spawn them. Then I put them as child of the space by dragging them below it in the left-hand panel that lists all the items of the scene. I can see these props ingame, they are all there and for most of them working well. Even the flap control is there, the only issue is that it doesn't move neither trigger the flaps. If I get it well, I should not set the whole GameData as working directory but only the directory that contrains the .cfg of the IVA ? So Unity doesn't try to touch the ASET props?
  21. Hello, I made an IVA with flap control lever (ASET_FlapsCtrl). I found out I can't use them in-game, they just won't move neither have effect on flap deflection. However, they do move and work in other IVAs I didn't make myself. So it seems that the problem comes from my way of using Unity rather than an issue with my KSP game. I notably get around 10 messages like this when I click Save to Config in Unity Editor: I am beginning with Unity so I don't know how to interpret this. I tried to fix my problem by reinstalling ASET and its dependancies with the newest versions available for each one, but it didn't solve the problem.
  22. Hello, I followed all the steps (actually the FOR loop didn't work but as I understand it, it's only to have textures in Unity so it's not a big issue) and I can open a space and add some props. However, this space - which is supposed to be already populated with some props (because it's a space from DE_IVA mod) - is empty, just like the stock space is. Did I do something wrong? I set the folder to be my modded GameData, which includes DE_IVA and its dependancies. Moreover, when I'm done modifying a space, where is the file to put in the Space folder supposed to be? The file where there are all the PROP { BLAHBLAHBLAH } I am a total Unity newbie, sorry if I'm asking stupid questions. I can provide more info which could help you to help me. EDIT: I just noticed this error message: Unloading broken assembly Assets/Plugins/KSPAssets/KSPAssetCompiler.dll, this assembly can cause crashes in the runtime Maybe can it explain my problem? EDIT2 : accordingly to I didn't install TextMeshPro. Thanks for your help!
  23. Hello, Is there a way to access the airplane autopilot module in IVA (with RPM) and to change for example heading or speed directly from IVA with the screen buttons? Thanks for your help!
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