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
v1.19.2 of CameraTools is now released. Changelog: Bugfixes: Check for the flight camera being null on startup (caused by other modules crashing KSP). Fix check for secondary camera target priorities in dogfight mode with BDArmory (incoming missiles are prioritised, then incoming fire, then current vessel's target). Ignore maxRelV when random mode is enabled (should fix badly placed stationary camera on vessel switches). Improvements: Allow the stationary camera to be placed up to 5km higher to avoid potential terrain line-of-sight issues.- 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
OK, fair enough. I don't think I'll add it then.- 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
That should be possible, but I have some questions as how it ought to be implemented: How would such camera shake be simulated to give the feeling of a handheld camera? I'm thinking that Brownian motion with a Gaussian distribution and a bias back to the centre might give the desired effect, but I'm not sure if there isn't a better way. How would it scale with zoom level? Would it be fixed or scale linearly, polynomially or logarithmically with zoom? Would it apply to all camera modes or just some of them? For this, I'm thinking that it only really makes sense in Stationary and Pathing modes.- 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
No, not yet. I've been working on BDArmory lately and other real-life stuff. I did investigate it quite some time ago when I first took over Camera Tools, but didn't manage to figure out why it does that.- 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 just checked CameraTools on KSP 1.11.2 and verified that it does show the icon and work properly on that version of KSP. (There's nothing that CameraTools uses in KSP's API that has changed recently, so even much older versions of KSP should be fine.) Your installation must have been messed up. Make sure you don't have multiple copies of the DLLs lying around your GameData folder.- 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
v1.19.1 of CameraTools is now released. Changelog: Bugfixes: Fix random mode transitions that got broken in the last release. Delay activating the new camera mode on vessel switches until LateUpdate for all camera modes, not just dogfight mode. Reset the zoom slider when resetting the FOV. Auto-switch the auto-zoom to regular zoom when entering pathing mode as pathing only uses the regular zoom. Remove the temporaryRevert code (I think that was a Scott Manley hack). Improvements: Adds autoEnableOverride for BDArmory's tournament inter-round time-warping. Note: I've looked into manually adding in doppler effects (as discussed earlier), but I don't think it's possible to implement it properly. Some issues that prevent it are: Lack of an event for when a new AudioSource appears. The approach I was thinking to use was to directly modify the pitch of AudioSources, but this has two problems: It ought to be modified on the AudioListener instead, since if there's more than one AudioListener then the AudioSources can't be modified for the doppler effect on both listeners simultaneously. There's no event for when the pitch gets modified by some other mod (or KSP itself) and no guarantee that they wouldn't be modifying it based on the value that CameraTools modified it to instead of its original value.- 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
OK, so after a bit of testing, the "Maintain Vel." setting is broken in certain ranges of altitudes for some unknown reason: Below 100km above Kerbin and with "Use Orbital" enabled, it adds some extra velocity to the camera. Between 70km and 100km above Kerbin and with "Use Orbital" disabled, it adds some extra velocity to the camera. The amount of velocity added doesn't seem to correspond to anything, but it does appear to be consistent. There doesn't appear to be any significant change in FloatingOrigin or Krakensbane values between <100km and >100km.- 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
No, the camera parent transform tracks the CoM of the active vessel between physics updates and the local position of the camera transform (i.e., the offset from the parent transform) is adjusted based on this change of CoM (and floating origin changes) to maintain its position, so changes to a vessel's CoM shouldn't affect the positioning of the camera (unless the speed is greater than Max Rel. V, in which case it will be moved to account for this). I'll look into it. It ought to make the "stationary" camera move at the velocity of the craft at the time the stationary camera was started. If "Use Orbital" is selected, then the "initial velocity" is adjusted to follow the orbit. If the craft's velocity (or orbit) isn't changing with respect to its initial velocity (or orbit), then maybe the "Max Rel V." setting is causing the camera to move?- 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
v1.19.0 of CameraTools is now released. Changelog: Improvements Use a more stable direction for dogfight mode when the vessel is bobbing around on the ocean. Auto-Enable for BDArmory when using surface AIs too. Interpolation rate setting renamed to 'Secondary Smoothing', which takes values in the linear range from 0 to 1 to try to give the user a more intuitive understanding of what the setting does. Actual Lerp values are calculated as 10 ^ {-2 * secondary smoothing} (i.e., 1 to 0.01). Old paths are automatically upgraded to use the new variable. The default hotkey for toggling the menu is now [0] (keypad 0) to avoid a conflict with the new AI GUI in BDArmory, which uses [/]. A variety of QoL improvements for pathing mode by HatBat: Keys created during path playback are now automatically inserted at the current path time. Useful for molding paths in to specific shapes. Added a 'Maintain Speed' button to the keyframe editor that adjusts the duration of the current keyframe to approximately match the speed between the previous two keyframes. Useful for smoothly extending paths and correcting speed inconsistencies in complex paths. Camera updates can now be switched between Update or 'Real-time' and FixedUpdate or 'In-Game Time'. 'Real-time' creates smoother paths and works while the game is paused, which helps to reduce lag, while 'In-Game Time' is useful for making sure pathing speed is consistent with game physics and that none of the path is skipped when processing footage to remove lag. See FFmpeg's mpdecimate. New keyframes created while CameraTools is inactive are now correctly started at the current camera position, rather than on top of the vessel facing down or inside the vessel, and use the stock zoom. Path playback now starts from the selected keyframe if one is selected. Useful for previewing small changes to long paths. The flight camera now correctly reverts to its original distance, orientation, zoom state and mode when pathing is deactivated. Camera zoom is now updated immediately rather than gradually when selecting a keyframe or starting a path. [7]/[1] now moves the pathing camera up/down relative to the frame instead of the ground. This functionality was previously on the scroll wheel. Vertical movement with the mouse is now triggered by holding both the middle and left mouse buttons and moving the mouse forward/backward (replaces the previous scroll wheel functionality). Holding keypad Enter (configurable) modifies the reference frame for movement to be relative to the vessel instead of the camera. Also, left/right and forward/backward are reversed for more natural movement when viewing the vessel from the front, which is the typical use-case. The scroll wheel now adjusts the move speed while the pathing camera is active. This is useful for quickly switching between fine adjustments and repositioning of the camera. The default time increment for new keys has been changed back to 10 seconds from 1 second. This is a more practical default path length and makes manually inserting new keys easier. The default rotation interpolation mode is now CubicSpline, was previously Slerp. The last path you used is now remembered between restarts. The GUI no longer closes on pressing save. Replaced by a bit of visual feedback. Useful for habitual save pressers.- 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
OK, thanks! I'll check it out shortly. I'm fairly busy with work and trying to get the next bugfix release of BDArmory sorted out at the moment, but I should have time to look at it within the next week.- 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
Check that you don't have any old dlls lying around that are interfering. There should be only one line in the KSP.log with something like AssemblyLoader: Loading assembly at /######/Kerbal Space Program/GameData/CameraTools/Plugins/CameraTools.dll Also, check that you don't have Random Mode enabled, that's gives the same as "Auto Flyby" when it chooses the stationary camera. Otherwise, I'm not really sure why it's not working properly for you.- 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 stationary camera should do this. Make sure the "Auto Flyby Position" and "Manual Flyby Position" are unchecked, set the camera position with the mouse and target the vessel with "Target Self". The camera position should stay fixed where you placed it and follow the launch. You may need to adjust the zoom.- 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 1.18.2 is now released with the "interpolation rate" parameter added back in. A value of 1 means that the camera follows the defined path precisely. A value less than 1 means that the camera chases the point on the path.- 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
Previously, the way the camera motion worked was that the target position and orientation of the camera was linearly interpolated between the path nodes and then the actual camera position and orientation would be linearly interpolated between its current position and orientation towards this target position by the "interpolation rate". So it was basically interpolating twice to get the smoother effect. This also means that the camera wasn't actually following the defined path, but rather chasing a point that's moving along the path; and the lower the "interpolation rate", the further the camera actually is from where the path says it should be. The new interpolation modes provide better interpolation between path nodes for the position and orientation of the camera. As part of that, I removed the "interpolation rate" so that the camera would actually follow the defined path. I can add a slider for this back in.- 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
Yes, I've just added this and released it as v1.18.1. The min and max values will appear in the settings after the first time the settings get saved: freeMoveSpeedMin = 0.1 freeMoveSpeedMax = 100 keyZoomSpeedMin = 0.01 keyZoomSpeedMax = 10 You can then edit them and hit the "Reload" button to update the values. The min/max values on the slider might be slightly off due to the slider having 100 discrete steps and the displayed number might not fit if it's more than 3 digits, but the numeric fields should be precise.- 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 1.18.0 is now released. Changelog: Improvements: Add option for text input fields instead of sliders. Add 'Maintain Vel.' option, which is the equivalent of the old 'Initial Velocity' reference mode. Make the menu toggle hotkey configurable too. Make loading of paths a bit more fault tolerant. I'm still planning to try to add the doppler effects (as an option). Maybe for 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
Ah, ok. I'll see what I can do.- 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 sure what you mean by this. The "Move Speed" and "Zoom Speed" sliders at the bottom of the settings window control the speed of the keypad move/zoom. For interpolation in the pathing camera, the "Linear" setting in both position ("Pos") and rotation ("Rot") is what was used previously. The "CubicSpline" and "Slerp" interpolation modes were added.- 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
How did it help with departures? Were you using the "Initial Velocity" reference frame? In the code, the frame of reference only seemed to be being used to maintain the position of the stationary camera. The new method of keeping the camera stationary (in 1.17.0) doesn't use the vessel's velocity (except for "Max Rel V." calculations) and as a result is more accurate and accounts for changes in the floating origin, so I removed the now unneeded reference frame option. However, I see now that the "Initial Velocity" reference frame acts a little differently than what I originally thought, so I can add an option for that back in.- 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'll need the KSP.log file to investigate any further into this.- 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 latest version should also work for 1.10.1. I'm reasonably sure that there are no function calls that are specific to 1.11 or 1.12.- 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
OK, it sounds like something else is interfering with the camera or active vessel then. Can you DM me your KSP.log file from a run where this happens (with DEBUG enabled in camera tools)? I can try to see if there's a hint of what's going on in there.- 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
OK, I have a suspicion that it may be the correction in the camera position for the shift in the floating origin being limited by the Max Rel V since it's quite a large shift. Can you try making Max Rel V 100 times bigger and see if it still occurs?- 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 see that you have "Random Mode" enabled, which for the stationary camera does the same thing as having "Auto Flyby Position" selected. Random Mode is for automatically picking a different camera mode whenever the active vessel changes (mostly for use with BDArmory). Try disabling it to see if it still occurs. Enabling the DEBUG variable in the settings prints more than just messages with DEBUG in them (those are mostly just for my own debugging), it includes a bunch of messages starting with "[CameraTools]: ... ", which are the ones to look for.- 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 camera shouldn't be changing position unless you're doing something to cause this. Potential causes are: Manually reverting and activating camera tools. (For auto- or manual-flyby, the camera position will be recalculated each time camera tools is activated.) Switching active vessels (triggers camera tools to restart the current mode if it was active). This could be being triggered by other mods. Too low "Max Rel. V". (The camera will smoothly adjust its position to prevent the distance between the camera and the active vessel changing faster than this). Other mods interfering, e.g., stealing the camera parent transform. (Should cause camera tools to revert without reactivating and a message will appear in the KSP.log file.) You can enable the `DEBUG` variable in the settings.cfg file (in GameData/CameraTools/PluginData, edit it manually) to get more verbose messages in the log file that may help you figure out what's going on. This can be done without restarting KSP by editing the settings.cfg file then hitting the "Reload" button in the camera tools GUI.- 190 replies
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