DocNappers
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[1.9.x - 1.12.x] Camera Tools continued v1.35.0 [2024-09-07]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
In stationary camera mode the options for moving the camera with the mouse are: right click and move mouse = rotate camera (if no target is selected; if a target is selected, the camera will always point towards it) middle click and move mouse = translate camera position scroll mouse = up/down translation Left click is for interacting with the menu, e.g., selecting a target, etc.- 190 replies
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[1.9.x - 1.12.x] Camera Tools continued v1.35.0 [2024-09-07]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
Version 1.17.0 is now released. Changelog: Bugfixes Only activate the camera when changing modes if it was already active. Don't automatically start playing a path when adjusting it or creating a new one and stop it if keyframes or the path is deleted. Start playing a path when it's loaded if camera tools is active. Adjust ordering of stationary path updates to avoid jitter. Improvements Automatically disable TimeControl's camera zoom fix as it breaks CameraTools when slow-mo is enabled (sorry @ntwest). Switch stationary and pathing cameras to run in Update instead of FixedUpdate as they aren't sensitive to physics updates. Switch pathing camera to use unscaled time so that it works while paused. Add option of cubic spline interpolation to pathing mode positions based on https://en.wikipedia.org/wiki/Cubic_Hermite_spline#Interpolation_on_an_arbitrary_interval. Add option of Slerp and cubic spline interpolation to pathing mode rotations. Note: the interpolation method is used from the keypoint it's set in until the next one, so different parts of the path can use different interpolation methods. Rework stationary camera to actually make the camera stationary when below maxRelV. Jumps due to CoM changes (e.g., launch clamp detachment) should not affect the camera position unless maxRelV is extremely low (e.g., <1 in most cases). Option to save the previously used rotation in stationary camera mode when no target is selected (prevents semi-random initial views, default: disabled). Add keybinding options for free move keys (escape cancels keybinding).- 190 replies
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[1.9.x - 1.12.x] Camera Tools continued v1.35.0 [2024-09-07]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
So, I've looked into what's going on with the doppler effect and from what I can tell, the issue lies with the build of KSP itself and isn't something that I can fix in CameraTools. The problem (I think) is that KSP seems to have disabled the audio spatializer plugin (https://docs.unity3d.com/2019.4/Documentation/ScriptReference/AudioSettings.GetSpatializerPluginName.html returns an empty string and the corresponding SetSpatializerPluginName function doesn't appear to be available outside of the editor in this version of Unity, despite being in the documentation) or it's simply not available in that version of Unity, which is odd since it was supposedly introduced in 2017.2 and this video (https://coding.degree/unity-doppler-effect-tutorial/) demonstrates it being used in 2020.1. So, basically, I think the appropriate settings are being applied to the audio sources, but without an audio spatializer, the doppler effect isn't being applied. (I think what I heard before was simply an engine spooling down as it went past, which sounded like a doppler effect.) Edit: What I might be able to do instead is to manually adjust the pitch of the audio sources based on their relative velocity to the camera position. I'm thinking to clean up what I've got now and release it as v1.17 and then try to do something like this for the doppler effect.- 190 replies
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[1.9.x - 1.12.x] Camera Tools continued v1.35.0 [2024-09-07]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
I've heard it work a few times, but it seems to stop working fairly quickly. I think the audio is a bit messed up at the moment. I'll look into it.- 190 replies
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[1.9.x - 1.12.x] Camera Tools continued v1.35.0 [2024-09-07]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
The keyboard and mouse input are independent, so if each are working separately, they ought to work together too. If they're not, then it's an issue with Joystick-to-Mouse doing something weird. (Note: I've tested using two mice in Linux and it works fine, so unless Windows handles them significantly differently, that shouldn't be an issue.) The relevant section of code for mouse input is: if (camTarget == null && Input.GetKey(KeyCode.Mouse1)) { flightCamera.transform.rotation *= Quaternion.AngleAxis(Input.GetAxis("Mouse X") * 1.7f, Vector3.up); //*(Mathf.Abs(Mouse.delta.x)/7) flightCamera.transform.rotation *= Quaternion.AngleAxis(-Input.GetAxis("Mouse Y") * 1.7f, Vector3.right); flightCamera.transform.rotation = Quaternion.LookRotation(flightCamera.transform.forward, cameraUp); } if (Input.GetKey(KeyCode.Mouse2)) { manualPosition += flightCamera.transform.right * Input.GetAxis("Mouse X") * 2; manualPosition += forwardLevelAxis * Input.GetAxis("Mouse Y") * 2; } manualPosition += cameraUp * 10 * Input.GetAxis("Mouse ScrollWheel"); So, right click and move mouse = rotate camera (if no target is selected), middle click and move mouse = translate camera, scroll mouse = up/down translation.- 190 replies
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[1.9.x - 1.12.x] Camera Tools continued v1.35.0 [2024-09-07]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
Good idea. I've added it for the next release. I'm just trying to finish the various interpolation modes for position and rotation before releasing the next version.- 190 replies
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[1.9.x - 1.12.x] Camera Tools continued v1.35.0 [2024-09-07]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
I believe I've found the cause of the jump. It's due to the CoM of the vessel shifting when the launch clamps are released (not related to the "Vessel Center of Mass" option). The way the stationary camera is currently compensating for the movement of the vessel doesn't take this into account. The effect was barely noticeable with the stock launch clamps, but I managed to make a large sideways jump by attaching a bunch of ore containers to one side of the launch clamps to trigger this effect. I'm going to change the way the stationary camera maintains its position, which works better and negates this effect. However, I'm not sure of the intended difference between the various "frame of reference" modes. From what I can see of what the code's doing, these are just using different velocities in the calculation for trying to maintain the stationary camera's position, which aren't needed for the way I intend to change this to work.- 190 replies
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[1.9.x - 1.12.x] Camera Tools continued v1.35.0 [2024-09-07]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
I'm not really sure what "jump" you're referring to. I haven't noticed any such jumps. Which camera mode(s) did it occur with?- 190 replies
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[1.9.x - 1.12.x] Camera Tools continued v1.35.0 [2024-09-07]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
I've made the following changes in the dev branch: I think it'd be good to switch the pathing mode to use or have the option of using splines before releasing the next version.- 190 replies
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[1.9.x - 1.12.x] Camera Tools continued v1.35.0 [2024-09-07]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
I haven't started on it yet, I've been busy with work and other stuff. If you've got experience with programming in C#/Unity, feel free to make pull requests. When I first took over the mod, I did initially try switching the updates to Update instead of FixedUpdate to try to have the camera only being updated once each rendered frame, but the issue with vessels jumping back and forward giving a double image comes about because (at least for the dogfight mode) the camera position is updated based on a Lerp to the current vessel's position (plus some offsets) and due to the inconsistent number of updates between physics and rendered frames that Lerp would cause the camera position to jump to two different positions depending on whether 1 or 2 physics updates had occurred. I'm not sure if the stationary and pathing modes are affected by this as the Lerps used there aren't directly relative to a position that's being updated in FixedUpdate ( I think). It they aren't affected, then an option would be to split the update behaviour such the stationary and pathing modes update in Update and only dogfight mode updates in FixedUpdate. Using Time.unscaledTime in pathing mode when Time.timeScale is 0 would probably be sufficient for most cases. The main issue I can see would be a bit of a jump in playback speed if the path is already playing when the game gets paused. This could be worked around though by keeping track of the last non-zero Time.timeScale and scaling Time.unscaledTime - pausedTime by this while paused (where pausedTime = Time.unscaledTime when initially paused).- 190 replies
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[1.9.x - 1.12.x] Camera Tools continued v1.35.0 [2024-09-07]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
Yeah, I've notice the auto-enabling behaviour when switching modes too. I'll switch it to only starting that mode if camera tools is already active. Looking at the code for how the camera is positioned and oriented during pathing mode, it's just doing linear interpolation between the keyframes for where the camera ought to be and how it ought to be oriented according to the path, and then doing linear interpolation between its current position and the target position and spherical linear interpolation for the orientation. Switching to using some form of splines (e.g. cubic Hermite polynomials) and directly positioning the camera instead of Lerp'ing would probably make it look nicer. In the summary of the function you linked to it says What are these odd effects? I see there's other rotation types too, do you know how they behave? In order to get smooth interpolation of the camera position and orientation between frames, all the camera updates are currently performed in the physics update step (FixedUpdate, which has a constant time-step). Without this the interpolation goes all wonky and you end up with a double image of all the vessels whenever the non-physics update time-step (TimeWarp.deltaTime) is not close to a multiple of the physics update time-step (TimeWarp.fixedDeltaTime) due to it being updated an inconsistent number of times each physics update. This is why the camera doesn't update when the game is paused (either with the escape menu or by pausing with Time Control) as pausing sets the Time.timeScale value to 0, which means no physics updates are being called and the in-game timers are frozen. A potential approach for playing paths when the game is paused is to specifically check for this condition in the non-physics update step (Update) and call the appropriate camera update functions from there with appropriately adjusted time-step values and timers (if needed), but those new time-step values and timers would then be independent of any in-game timers, so it'd likely cause problems. As for the behaviour of the various cameras when time is slowed down by Time Control, I'm not sure why that's happening, as the updates are done in the physics updates using the physics time-step. I will need to investigate further as to why it gives weird offsets. I checked with Time Control's slow-motion enabled at 100% and it still gives weird offsets in Dogfight mode, so I'll need to see exactly what Time Control is doing (other than adjusting Time.timeScale) to figure out what's going on.- 190 replies
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[1.9.x - 1.12.x] Camera Tools continued v1.35.0 [2024-09-07]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
If you have ideas on how to improve it, I can try to implement them. I haven't really done much with the Pathing mode since I took over the mod other than fix some minor bugs in it. Most of my time is spent working on BDArmory instead.- 190 replies
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This isn't working for me (on Ubuntu 20.04.2). I'm getting Could not load symbol mono_unity_class_is_open_constructed_type : (null) (Filename: ./Runtime/Modules/LoadDylib.cpp Line: 199) mono: function mono_unity_class_is_open_constructed_type not found Could not load symbol mono_unity_managed_callstack : (null) (Filename: ./Runtime/Modules/LoadDylib.cpp Line: 199) mono: function mono_unity_managed_callstack not found mono: function lookup failed Failed to load mono in my ~/.config/unity3d/Squad/Kerbal Space Program/Player.log file. It was working prior to 1.12. Any thoughts?
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[1.9.x - 1.12.x] Camera Tools continued v1.35.0 [2024-09-07]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
v1.16.4 is now released. Changelog: Recompiled with KSP 1.12 assemblies.- 190 replies
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[1.9.x - 1.12.x] Camera Tools continued v1.35.0 [2024-09-07]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
v1.16.3 is now released. Changelog: Bugfixes: Fix potential NRE when enabling IVA mode. Abort trying to enter IVA mode if KSP throws an exception. Don't add atmospheric controllers to objects that already have one.- 190 replies
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[1.9.x - 1.12.x] Camera Tools continued v1.35.0 [2024-09-07]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
v1.16.2 is now released. Changelog: Bugfixes: Respect random mode when manually activating the camera. Exit IVA mode more reliably to avoid broken flickering camera. Performance optimisations to avoid GC allocations.- 190 replies
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We're using AP+ as one of the few required mods in Scott Manley's Runway Project (it's basically the only required mod other than what's needed to run BDArmory). Participation has been a bit low lately, so if anyone is interested in participating in some less-than-serious competitions, come join us on Scott's discord: https://discord.gg/mHF4mmY Here's some video from the last round where control surfaces other than A.I.R.B.R.A.K.E.S. and S.P.O.I.L.E.R.S. were not allowed: The current round is flying trucks.
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[1.9.x - 1.12.x] Camera Tools continued v1.35.0 [2024-09-07]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
Of course, immediately after releasing v1.16.0 I found a bug. v1.16.1 is now released. Changelog: Bugfixes: Fix NRE when vessel is destroyed before switching to IVA mode. Don't immediately re-enter IVA mode if manually switched out of it.- 190 replies
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[1.9.x - 1.12.x] Camera Tools continued v1.35.0 [2024-09-07]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
v1.16.0 is now released. Changelog: Bugfixes: Try to reacquire a dogfight target if reverted due to a null dogfight target and Auto-Enable for BDArmory is enabled. Limit the type of vessels atmospheric audio gets added to to avoid saturating KSP's SoundManager channels unnecessarily. Fix indexing bug in 'pathing mode' (note: the example path is still weird). Improvements: Add sliders for configuring chances of 'random mode'. Add IVA view to 'random mode' (if the vessel has a cockpit, otherwise it counts as dogfight mode). In 'random mode', use the stationary camera when switching to views of a target that is close to the ground or about to crash. Improve the positioning of the stationary camera when switching to views of a target that is close to the ground or about to crash. Recover better from something else stealing the camera parent.- 190 replies
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OK, no worries. Since you can't adjust the model, an alternative fix is to replace "smokePoint" with "thrustTransform" in the part.cfg file. I think those two transforms are typically the same or very close to each other anyway. Edit: I asked amongst the BDArmory modellers and SuicidalInsanity added the transform to the model for me. I've added the model to the issue on github so you can just grab it from there.
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@blackheart612, I've submitted an issue on the github repo of this mod (https://github.com/blackheart612/AirplanePlus/issues/12), but I'm not sure if you've seen it or not, so I just wanted to bring it to your attention here. Basically, the raptorjet model (GameData/AirplanePlus/Parts/Engine/Modern/raptorjet/model.mu) lacks the smokePoint transform that the part.cfg references. This is giving errors in the KSP.log file of the type [ERR 00:27:27.813] PrefabParticleFX: Cannot find transform of name 'smokePoint' Any chance you could fix the model? Thanks!
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[1.9.x - 1.12.x] Camera Tools continued v1.35.0 [2024-09-07]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
OK, v1.15.4 is released with that fix and the settings.cfg and paths.cfg in the PluginData folder (they should migrate automatically).- 190 replies
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[1.9.x - 1.12.x] Camera Tools continued v1.35.0 [2024-09-07]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
Can do. Are there any other audioSources that ought to be excluded? Also, I didn't know about the PluginData folder affecting start-up times. I'll add that in too (also in BDArmory). Edit: The ones that showed up when switching through camera modes for a test probe were kerbalEVA (Elsen Kerman), kerbalEVA (Elsen Kerman), probeCoreOcto2.v2 (_SpawnProbe), probeCoreOcto2.v2 (_SpawnProbe), PartActionController(Clone), StageManager(Clone), EVA Construction Mode, MusicLogic, MusicLogic, FX Sound, FX Sound, FX, FX Sound, FX Sound, FX Sound, airspeedNoise New Game Object, New Game Object, New Game Object, New Game Object, New Game Object, New Game Object, New Game Object, New Game Object, kerbalEVA (Elsen Kerman), kerbalEVA (Elsen Kerman), probeCoreOcto2.v2 (_SpawnProbe), probeCoreOcto2.v2 (_SpawnProbe), PartActionController(Clone), StageManager(Clone), EVA Construction Mode, MusicLogic, MusicLogic, FX Sound, FX Sound, FX, FX Sound, FX Sound, FX Sound, airspeedNoise- 190 replies
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[1.9.x - 1.12.x] Camera Tools continued v1.35.0 [2024-09-07]
DocNappers replied to DocNappers's topic in KSP1 Mod Releases
Version 1.15.3 is now on SpaceDock. Bugfixes: Disable slider discretisation when keypad control is enabled. Properly correct for time-warp under almost all conditions for dogfight mode. (It only gets the offset wrong between 70km and 100km above Kerbin and similarly on other bodies.) Eliminate pretty much all graphical glitches caused by floating origin and Krakensbane velocity shifts in dogfight mode. Improvements: Change the keypad move/zoom speeds to sliders for easier access. Add option to turn on lots of debugging.- 190 replies
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