Jump to content

Hippodingo

Members
  • Posts

    48
  • Joined

  • Last visited

Posts posted by Hippodingo

  1. Hello,

    I made an IVA for an Airplane Plus cockpit with MAS but some props that  used to work (for IVAs I made for other cockpits before) don't anymore. For example, APU knob doesn't work even though my aircraft has an APU (the one from Kerbal Foundries), or same for the flap lever.

    Here is my log file:

    https://www.dropbox.com/s/ngvd6cmeqq11ogn/KSP.log?st=ruwpckyu&dl=0

    I have all dependancies installed.

    Thanks in advance for your help!

    Edit: I tried with an older IVA I made and they do work. So they seem to not work only in this cockpit.

     

     

  2. 8 hours ago, JonnyOThan said:

    Ah yep somehow I missed that...unfortunately it looks like it's drawn incrementally in IMGUI instead of drawing onto a texture and then the window, so it's not directly usable.  But at least it's a template of how it should be done.

    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!

  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,

    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!

  5. 4 minutes ago, Stone Blue said:

    In some recent investigations into *other* stuff, it appears there might be some issues with the kOSTerminal even fully working. 

    No problem, I am going to see what I can do myself :)

    5 minutes ago, Stone Blue said:

    On a side note, i just found at least a couple of older mods, that seem to be doing, or close to doing, what you are talking about, with having an interactive kOS autopilot... i dont kknow if you kknow of them, so:
     

    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 :)

  6. 20 hours ago, Stone Blue said:

    Ahh.. for kOS interaction, you might want to try the kOSTerminal MFD

    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?

  7. 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.

     

  8. 6 hours ago, Zelda said:

    I will also try to take a look at it this evening to see if I can help find the issue. :)

    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?

     

  9. 9 hours ago, Zelda said:

    My guess is copying over to the local drive may be resulting in a path to a dependency being incorrect if an assumption was made in the script that you would be running this from the archive.

    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.

  10. 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

  11. 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!

  12. 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:

    Quote

    SWITCH TO 0.

    COPYPATH("0:/baker.ks","1:/baker.ks").

    SWITCH TO 1.

    LIST FILES.

    Baker.ks shows up as expected.

    RUN BAKER.

    Then I choose to run program 66: atmosphere autopilot. At this moment, it doesn't work as expected and I get a bunch of messages like:

    Called from 1:/baker, line 10572

            menuanswer().

                                        ^

    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!

  13. 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.

  14. 13 hours ago, Manul said:

    Did you add RasterPropMonitor computer  or  MAS Flight computer PartModule to the part you are making an IVA for?

    If indicators work normally but controls don't respond to clicking them, make sure that colliders aren't ostructed. They are shown as green boxes or rectangles in Unity editor.

    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.

  15. 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.

    10 hours ago, Stone Blue said:

    @Hippodingo

    Also, it kinda sounds lie you may be trying to write the *prop* config from ParetTools in Unity.
    You dont need to do that. that is for if you are *making* props.

    You place the prop in your IVA, as a child object of your root IVA space game object. That root should have the PartTools component on it.

    10 hours ago, Stone Blue said:

    @Hippodingo

    You place the prop in your IVA, as a child object of your root IVA space game object. That root should have the PartTools component on it.
    You set up your GameData directory on that component.

    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?

  16. 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:

    Quote

    NullReferenceException: Object reference not set to an instance of an object
    UrlDir+<get_AllConfigs>d__53.MoveNext () (at <dcea13485d92472f825e1b58d58d7e6d>:0)
    UrlDir+<GetConfigs>d__55.MoveNext () (at <dcea13485d92472f825e1b58d58d7e6d>:0)
    System.Collections.Generic.List`1[T]..ctor (System.Collections.Generic.IEnumerable`1[T] collection) (at <9577ac7a62ef43179789031239ba8798>:0)
    KSPPartTools.GameDatabase.GetConfigs (System.String typeName) (at <dcea13485d92472f825e1b58d58d7e6d>:0)
    KSPPartTools.PartToolsWindow.DrawProps () (at <dcea13485d92472f825e1b58d58d7e6d>:0)
    KSPPartTools.PartToolsWindow.OnGUI () (at <dcea13485d92472f825e1b58d58d7e6d>:0)
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <9577ac7a62ef43179789031239ba8798>:0)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <9577ac7a62ef43179789031239ba8798>:0)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <9577ac7a62ef43179789031239ba8798>:0)
    UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at <afa5b9a1793446ff98b741dc036c4c6e>:0)
    UnityEditor.HostView.Invoke (System.String methodName) (at <afa5b9a1793446ff98b741dc036c4c6e>:0)
    UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at <afa5b9a1793446ff98b741dc036c4c6e>:0)
    UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at <afa5b9a1793446ff98b741dc036c4c6e>:0)
    UnityEditor.DockArea.OldOnGUI () (at <afa5b9a1793446ff98b741dc036c4c6e>:0)
    UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
    UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

    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.

  17. 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

    On 1/6/2023 at 6:52 PM, Stone Blue said:

    If you're not making/editing any plugins, and just modelling parts & IVAs, you shouldnt need TextMeshPro *at all*... i havent had it installed for the last few years & versions of Unity. (I wasnt installing it, even when it *was* available/updated)

    I didn't install TextMeshPro.

    Thanks for your help!

×
×
  • Create New...