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IVA Creator and Enabler
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Ah, yes. "Some kind of technical problem" Woops! Glad to see it's back. I didn't realize how much I'd miss the forum until it wasn't there.
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[1.7.x] MOARdVPlus - advanced IVAs for MAS (v1.0, 26 Jan 2019)
MOARdV replied to MOARdV's topic in KSP1 Mod Releases
There were some performance optimizations in the props for ASET Consolidated 2.0.5. I've pinged them to see if they might know off-hand about it. -
And I should have included you in the "Thank You". Reviva is a feature that the modded KSP IVA experience needs, and it was on the MAS to-do list for a long time (issue #248 that I opened 4 years ago, and closed last year thanks to you). Reviva is easily as important as RPM and MAS, since it allows different modders to come up with their own interpretations of the IVA experience, without the player having to choose only one of those options.
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I've released MAS 1.3.7 on GitHub. This release includes Simplified Chinese and Traditional Chinese localization courtesy @ZhaoFJx, along with some important Module Manager fixes courtesy @Stone Blue. With this release, I'm formally putting MAS development on hiatus. I haven't played KSP for over a year. The work that still needs to happen to get MAS to a fully-featured release isn't something that I can spend time on, so I don't know when/if a MAS 2.0 IVA Boogaloo will happen. I'd like to thank: @Mihara for developing RPM, which transformed me from a player to a modder. @alexustas for the incredible props - without the vast collection of ASET props, I wouldn't have stayed with modding for so long. MAS would never have gone as far as it did without the feature requests and props that alexustas made (hopefully, somebody some day will get finish getting the radio navigation props working). @DeputyLOL, @theonegalen, @snakeru, and a couple of former forum members whose names don't auto-complete for submitting issues, feature requests, and feedback that helped steer MAS development over the years. @Stone Blue for feedback, suggestions, and providing support on the forum, as well as expanding the available props and fixing bugs via PRs on GitHub. @JonnyOThan for keeping RPM and the IVA experience alive. All the other players who provided feedback and bug reports for MAS as it progressed.
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Now up on GitHub, MAS v1.3.6. This release has a couple of small fixes plus a large batch of props based on Vulkan's M2X props, courtesy @Stone Blue.
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Here's a blast from the past. Aviation Lights 4.1.3 is now available on GitHub. This build includes a fix for the pt-br localization and an increase in maximum light range from 50m to 150m, which may help for people wanting to use these lights for landing lights. It's also been recompiled for KSP 1.12. I'm also officially putting this mod up for adoption. I haven't touched it in over a year and a half, and I don't have any ideas for what to do with it other than this last maintenance release.
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Yes, that's because adding decimal support was non-trivial without custom code to manage the correct placement of the decimal, or the inclusion/exclusion of the decimal character. The data entry space accepts characters as input, and it has to convert them to a numeric value to feed to MechJeb. But it also has to convert numeric values to strings when reading values from MechJeb. At the end of the day, I decided I did not want to have to write all of the custom code required to implement those capabilities and handle edge cases. What it needs is a bespoke set of functions built in to MAS to handle all of that overhead, instead of trying to do it in Lua scripts. As for the F02 buttons, etc. They don't do anything. I left placeholders on the screen so that I would not need to position text later, but I never finished working on that MFD. I keep starting on MFDs, getting them partially working, and then run out of ideas. This is another example of that. Right now, the keyboard doesn't do anything, either. All of the keys work, but there's nothing that takes advantage of them. The original prop was intended to integrate with kOS, but RPM wasn't well-suited to support that integration. If I ever figure out how to integrate kOS and MAS, you would be able to use that keyboard to type commands into kOS (or whatever else you do with kOS - I've never used it).
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It is caused by a setting. The IVA can be configured to cause instrument malfunctions in high G maneuvers. Instruments will also black out if the game is configured to simulate gLOC and the current Kerbal has passed out. Since KSP allows the player to turn off g-force limits, I could change MAS so that this effect is only enabled when the limits are enabled, but right now it would require writing an MM patch to remove the setting from IVAs.
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Awesome - I'll update my documents to point at that for the "where are the IVAs" question.
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I have a couple of them listed in the first post, and I think the Reviva mod lists a few more, but I have not seen any other lists. I don't think there are a lot of them, unfortunately. If I can ever finish converting ASET props to MAS, I'll have a MM patch that will convert most RPM IVAs to use MAS, but there are still about 100 props and 2 MFDs that still need converted.
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Adding postprocessing effects to cameras would be done something like what you find here for the kazzelblad camera. The camera modes are described on the wiki. Follow the link on that page to Shaders to get a description of the shaders available in MAS. I've released MAS version 1.3.5 on GitHub. This is primarily a maintenance release to add more verbosity to MAS_PAGE and MAS_SUB_PAGE loading so it's possible to get a list of all of the MFD pages and sub-pages that MAS knows about. I also refactored the MAS_PAGE loader to use a cached dictionary of pages, instead of searching the KSP game database every time for every page. That should speed up the transition to the Flight scene for IVAs that contain MFDs (especially multiple MFDs, or complex MFDs).
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Sorry I didn't get an update out. I got wrapped up playing Stellaris (and finally getting the "won the game" achievement after several years of getting bored before finishing the game). I'll try to get something out this week. It currently replaces some RPM screens. The MFDs are very involved to convert from RPM to MAS, since the config files are entirely different, so pretty much everything has to be converted by hand. That's the main reason why the MAS prop conversion isn't done - I got burned out trying to get hundreds of props and several MFDs coverted. There's two things going on: First, there is a patch of VDS cams that I made four years ago. It covered the cameras that existed at the time, but it was a fairly generic. Meaning most of the cameras had the very basics of "this is a camera, and it can zoom a little", but not anything else. A few had effects added to the camera. However, any cameras that were changed, or renamed, since that patch was done in 2018 will not be updated. Second, MAS treats cameras differently than RPM. In RPM, all of the camera controls are built into the MFD page (zoom, pan, tilt, and post-processing effects). In MAS, the camera controls are built into the camera part - if the camera is not intended to pan or tilt, it won't. If the camera has a fixed lens, and it can't zoom, it won't. If the camera is supposed to be an older black-and-white camera, then it'll always display noisy black-and-white images, no matter which MFD you use to view the image. However, since I don't use VDS Hullcam, it's low on my own priority list. If someone wants to update the VDS cam patch, I'll be happy to take a pull request.
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I'll add some additional verbose debug output to MAS and await your results.
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