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JonnyOThan

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Everything posted by JonnyOThan

  1. I just published kos-stockcamera v0.2.0.0 which adds support for interacting with the mapview camera. Try it out and let me know what you think!
  2. Not dumb at all. Yes, you need to add cameras. Note that the page setup for the ALCOR MFD only includes the ExtCam1 camera (and the ones from the ALCOR capsule) but you could add more with a MM patch.
  3. Er, the exception isn't being thrown from TweakScale's event handler, it's being thrown from TweakScale.TweakScale.IPartMassModifier.GetModuleMass That is to say, just because TweakScale's event handler doesn't throw an exception doesn't mean that it isn't to blame, if it doesn't call GetModuleMass. The _BuildManager exception is benign; everyone gets that one. Lots of parts have drag cube issues; are you sure TweakScale can't be more robust against whatever is going wrong here? I don't fully understand it but there were two different people on the discord with this issue today.
  4. (this a how-to, not a question - hope that's ok, or I can move this elsewhere!) If your game is crashing or hanging, or if anything else isn't working correctly, the log files usually have the answer. But reading them is a bit of a black art. Where are the logs? What program should I use? What should I look for? B9PartSwitch Errors ...more to come...
  5. Probably not related to your issue, but it looks like you're using the wrong version of RasterPropMonitor. You can find the new one here:
  6. I'm not great at planes, but the one thing that sticks out to me here is that your CoM is closer to the tail than the nose. This is the opposite of what you want for stable flight. Ideally it would be near the center of your craft, but if it's closer to the nose then it will be more passively stable. The reason is that even though you have draggier parts at the tail, the torque caused by drag is the force of the drag multiplied by the distance to the center of mass (more specifically, the distance to the axis of rotation). So a part that is half as draggy but twice as far away will torque the plane just as much. I suspect something around the nose of the plane (or maybe the canards) is creating enough drag to flip you around. Similarly, since the airbrakes aren't very far behind the CoM then they don't do much to stabilize the ship.
  7. If you really want to, you can make some simple modulemanager patches to either un-deprecate the old parts or insert the old IVAs into the new parts (accepting that windows etc might not line up). Also I would not characterize DE_IVAExtension as “incomplete” or “hyper complicated.” If you want to use IVA in stock pods, start there. In fact I’d say they’re a little *too* simple as there are a number of props that I’d normally use that aren’t in there.
  8. If someone wants to send me one I’ll do whatever it takes to get it hooked up
  9. I had a little time so I figured I'd dig into this...you wouldn't believe it but KSP actually has these backwards internally. I'll get this fixed up for the next RPM release. https://github.com/KSP-KOS/KOS/blob/4121b1c2c979773386ca18148c7ebde68ecc6d64/src/kOS/Binding/FlightControlManager.cs#L194
  10. I'm adopting a collection of extensions to kOS that I've found useful and fun: kOS-StockCamera (Adopted from @hvacengi) Allows kOS to control the flight camera and map camera. Documentation: https://github.com/JonnyOThan/KOS-stockcamera#description Download: https://github.com/JonnyOThan/KOS-StockCamera/releases License: GPLv3 kOS-EVA (Adopted from @Ger_space) Allows kOS to control kerbals on EVA. Documentation: https://github.com/JonnyOThan/KOS-eva#kos-eva Download: https://github.com/JonnyOThan/kOS-EVA/releases NOTE: depends on harmony. License: MIT kOS-SCANSat (Adopted from @Ger_space) Allows kOS to interact with SCANSat. Now with anomaly detection! Documentation: https://github.com/JonnyOThan/KOS-scansat#kos-scansat Download: https://github.com/JonnyOThan/kOS-scansat/releases License: MIT kOS-Career (NEW!) Allows kOS to interact with career mode elements like contracts, building upgrades, and the tech tree. Documentation: https://github.com/JonnyOThan/KOS-career#kos-career Download: https://github.com/JonnyOThan/kOS-Career/releases License: GPLv3
  11. If you set the docking port as your control point, the "DOCKING" tab on the MFD will show a camera view from the port and overlay lots of useful info on top.
  12. Yep. That field is stock: https://kerbalspaceprogram.com/api/class_internal_seat.html JSISetInternalCameraFOV enables some additional parameters for each InternalSeat: fov, maxRot, maxPitch, minPitch, hideKerbal: https://github.com/Mihara/RasterPropMonitor/blob/master/RasterPropMonitor/Auxiliary modules/JSISetInternalCameraFOV.cs#L65
  13. There is a module you can use to configure seat cameras: @INTERNAL[MK3_Cockpit_Int]:Needs[RasterPropMonitor] { MODULE { name = JSISetInternalCameraFOV } @MODULE[InternalSeat],* { kerbalEyeOffset = 0, 0, 0 hideKerbal = head minPitch = -60 } }
  14. Try this: // The texture coords for these switches are incorrect in the ASET prop configs, // so pushing the one that looks like radialin actually does radialout and vice-versa @PROP[swPush_SAS_RadialOut] { @MODULE[JSIPropTextureShift] { @x = 0.0 } } @PROP[swPush_SAS_RadialIn] { @MODULE[JSIPropTextureShift] { @x = 0.25 } }
  15. Oops, I just did this myself before finding this one...But you don't seem to have a full release built, are you planning on keeping this updated?
  16. I've noticed this since the dawn of time, I think they are actually backwards in the ASET prop configs. With the right modulemanager patch you could probably fix it...
  17. Which cockpit is this? It seems like you didn't let the game fully load before grabbing the log file. Just to rule out any runtime issues, it would help if you start the game, put the cockpit on the launchpad, go into IVA, then quit out to the main menu before grabbing the log. Thanks! Also, this error indicates you have a mod installed that is using the wrong .NET version. This kind of error can interfere with other mods - you should remove it: 334 [ERR 13:32:45.211] AssemblyLoader: Exception loading 'Ookii.Dialogs': System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. It comes from here: 133 [LOG 13:32:44.488] AssemblyLoader: Loading assembly at C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\JNH\Parts\mbm\Ookii.Dialogs.dll
  18. Are you sure you're using the mk1-2 command pod? It was deprecated in favor of the mk1-3. Check the part name carefully. There are ways to access the old one, but you need to take some special steps. If you're still having trouble, please post your ksp.log and modulemanager.configcache files.
  19. This was a bug in older versions (or rather, it was a behavior change in KSP 1.10 that caused older versions of RPM to not work). Get the latest one.
  20. These are meant for the ALCOR pod. You can find this in ALCORMFD40x20.cfg: cameraInfoVarName = PODcam40X20 cameraTransform = ALCORExt_A_CamTransform|ALCORExt_B_CamTransform|ALCORExt_C_CamTransform|ALCORExt_D_CamTransform|ALCORExt_E_CamTransform So some part on the vessel needs to have one of those transforms, or if you want to use a different set of transforms you could write a patch to change the cameraTransform field. https://github.com/JonnyOThan/RasterPropMonitor/blob/master/RasterPropMonitor/Handlers/JSIFAR.cs I don't see anything like that in here. If you want it added, feel free to file an issue on the github tracker.
  21. I think so? I've never done it, but glancing at the code it looks like you need a line in the vessel description like this: AG5=doohickeys
  22. To be fair, this was a pretty common question. I went and re-read the OP and it wasn't all that clear so now there's a big red message at the top.
  23. Read the OP. Some stock capsules are included, but you probably want DE_IVAExtension at the very least, if not other packs.
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