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Everything posted by Virindi
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[1.2.2] Probe Control Room Continued (1.2.2.6, 2017/05/01)
Virindi replied to Virindi's topic in KSP1 Mod Releases
I have also encountered this in normal IVAs. It depends on where your camera part is facing compared to where you are actually facing, Scatterer seems to draw things from the perspective of the main camera and not take into account RPM cameras.- 49 replies
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[1.2.2] Probe Control Room Continued (1.2.2.6, 2017/05/01)
Virindi replied to Virindi's topic in KSP1 Mod Releases
I listed this as fixed because your report made it sound like the problem was just with the 'c' key. I changed the behavior of the 'c' key. It used to be that typing "c" into a textbox caused the room to activate, now it works like any other hotkey. Additionally, I tested mechjeb. When I open maneuver planner and type in a number when in PCR, no action groups are activated. Your bug report needs more information. I cannot reproduce it. Perhaps the problem is related to the props issue? Like maybe some prop you added which caused things to break also caused keys to not be captured?- 49 replies
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[1.2.2] Probe Control Room Continued (1.2.2.6, 2017/05/01)
Virindi replied to Virindi's topic in KSP1 Mod Releases
No. The best way to accomplish this is currently being investigated.- 49 replies
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[1.2.2] Probe Control Room Continued (1.2.2.6, 2017/05/01)
Virindi replied to Virindi's topic in KSP1 Mod Releases
Bottom left button if using the RPM (non-ASET) screens. You currently need to build ScanSat from the dev branch as noted above (https://github.com/S-C-A-N/SCANsat/tree/dev). I will be looking into this issue shortly. You also need to scan the planet, of course.- 49 replies
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[1.3] Through the Eyes of a Kerbal (2.0.0.2, 2017/06/20)
Virindi posted a topic in KSP1 Mod Releases
Demo video of less glitchy first person walking: Floating (EVA) mode free controls demo video: This mod allows you to control EVA from the perspective of a kerbal. To enter first person mode, press the 'c' key. Additionally, you can disallow external view of both kerbals and regular vessels in the config file. Requirements: None. Download/Source: https://github.com/Virindi-AC/Through-The-Eyes/releases Changelog: 2.0.0.2 -Update for KSP 1.3. 2.0.0.1 -Oops, found a problem with switching kerbals 5 minutes after releasing. Fixed this. 2.0.0.0 -A ton of work on making walking, running and swimming more smooth. -Reset kerbal's view using the 'v' key when in FP mode. -Free rotation and translation added to floating EVA mode. Controls match those used for a vessel. Defaults: ad=yaw, qe=roll, ws=pitch, jl=translate left/right, ik=translate up/down, hn=translate forward/back. A stabilization-mode sas is available. -"Fine controls" for RCS packs is by throttle controls while in FP mode. The more throttle, the more pack power. More or less fuel is used as appropriate. -Some fixes to stock glitchy behavior for walking kerbals in low-g; prevent getting stuck trying to land on a steep slope, allow the player to break out of a running bound (especially useful for Gilly and Pol). These fixes apply both in first and third person mode. -Display the name of the kerbal when switching inside IVA. -Navball now functions normally in FP mode, referenced to the kerbal. License: GNU GPL v3 This mod is a continuation of the work of: @Chronothan, @Ser.- 13 replies
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- first person
- eva
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[1.2.2] Probe Control Room Continued (1.2.2.6, 2017/05/01)
Virindi replied to Virindi's topic in KSP1 Mod Releases
1.2.2.6 released. All the above mentioned issues should be fixed. As for DeepFreeze causing you to get stuck "inside the pod", that can still happen...in fact, it can happen with no mod installed but DeepFreeze. This happens when you go IVA then freeze the kerbal who you are viewing; you stay in that IVA but the room disappears. If PCR is enabled and you just froze your last kerbal, you can then start PCR normally...or it would be properly started for you if you have force PCRIVA enabled in the config.- 49 replies
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[1.2.2] Probe Control Room Continued (1.2.2.6, 2017/05/01)
Virindi replied to Virindi's topic in KSP1 Mod Releases
I see it now. Will look at it.- 49 replies
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[1.2.2] Probe Control Room Continued (1.2.2.6, 2017/05/01)
Virindi replied to Virindi's topic in KSP1 Mod Releases
Do you mean that stuff gets highlighted through a RPM camera? Or just stuff that is invisible getting highlighted? I haven't seen this, how can I reproduce? The keypress thing I see the issue, easy fix...unless I am missing something nonobvious.- 49 replies
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[1.2.2] Probe Control Room Continued (1.2.2.6, 2017/05/01)
Virindi replied to Virindi's topic in KSP1 Mod Releases
This happened to me while testing with no other mods enabled. I was able to cause the outside view by doing nothing but going to map view and going back. The mod should be much more robust against that now, but the best way to know is to check I have not yet tried it with DeepFreeze. I am looking at this kind of thing right now. I discovered that it is currently causing glitchy IVA sun behavior...it disables MOVEMENT of the sun in IVA but never reenables it at all. I am also working right now on force disabling vessel labels while in the control room. Oh and by the way, I submitted a patch to RasterPropMonitor so we can have cameras and other displays cease updating when the vessel goes out of control range. That is "coming soon"- 49 replies
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[1.2.2] Probe Control Room Continued (1.2.2.6, 2017/05/01)
Virindi replied to Virindi's topic in KSP1 Mod Releases
The map screen works as normal. If you want to disable it, the Through the Eyes mod has an option for that- 49 replies
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Since the most recent maintainers seem to have decided not to continue this mod, I have gone ahead and updated it. This mod adds a "Mission Control" IVA to unkerballed vessels. -Supports either standard RasterPropMonitor MFDs or the ASET versions. -Configuration option to force control room only for probe vessels (no external view). Requirements: -Module Manager -RasterPropMonitor -[Optional] ASET Props -***NOTE*** If you are using ScanSat, you currently need the dev version of ScanSat to avoid a problem with RPM displays going unresponsive. ***NOTE*** Download/Source: https://github.com/Virindi-AC/KSP-ProbeControlRoom/releases Changelog: 1.2.2.6 -Fix broken sun effects in normal IVAs after going into PCRIVA -Disable vessel labels while in PCRIVA -Disable part highlighters while in PCRIVA -Change enter room hotkey to be like a normal keybinding -Make the room lights brighter -Improve preservation of camera when restarting PCRIVA in a new room -Fix a bunch of exceptions caused by interactions with the DeepFreeze mod 1.2.2.5 -Fix a large number of cases where you can end up stuck inside a probe core looking out at the world rather than in the control room. -Fix problems on decoupling parts from the ship, and persist the camera when this happens. -Fix interaction with stock IVA. Previously, sometimes an invisible control room would exist while you were inside a stock IVA. This would block some button clicks in the IVA. License: CC-BY-NC-SA-3.0 This mod is a continuation of the work of: @Tabakhase, @icedown, @Albert VDS, @MeCripp, @Nils277, @JPLRepo, @Dexter9313, @Z-Key Aerospace, @jlcarneiro.
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@Ser When I saw your "G-Effects" mod I had another idea: when in "force iva" mode, and the craft is still initializing, overlay the entire screen with black and some text like "loading". Once IVA is set, remove it. That way, you don't get to magically see the outside of your ship when switching vessels. I'd want it to play nice with probe craft with the probe control room mod as well. That mod is the perfect companion to this one. I was thinking RPM external cameras on probes should go dark in probe control room when your craft does not have a connection, too. Hrm...
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Surface movement is starting to get really good now. I see what you mean about patience testing...this has been a complete rat's nest of interdependence to untangle. Fix one thing, break three other things. I will PR soon, barring another "omg!" during retesting all the stuff I have already tested 20 times. There are more things I want to add that I can save for later, like going IVA while in a command seat, camera tracking the animation when recovering from ragdoll (tracking during normal movement would cause it to whip around), and camera stabilization to deal with the fact that all grounded objects in current KSP bounce around on the ground. Edit: Also I want to add sidestep... A note on use: since when walking you can turn your head, I made the 'v' key reset the kerbal's view to center.
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I have been working today on figuring out why it glitches when you first start walking. I just figured it out...the kerbaleva's heading system NaNs out when the heading is already exactly right, which happens almost everytime in the idle state. This triggers the kerbal to turn left 4.5ish degrees. I tried overwriting the state fixedupdates with my own implementation and now walking is smooth I still have to clean up this stuff a lot and be sure to test every situation a kerbal can be in (there are a lot!!), then I will put together a PR. But, I keep hitting little glitches that bug me so I spend hours trying to fix them Edit: Gah, just noticed it glitches slightly when you are already turning and then hit forward...
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No pressure. I just tend to get really involved in something and do a lot of work on it all at once while I can maintain an interest level. I had just started messing with it to see what I could accomplish and was unexpectedly proud of the results. It is all GPL after all, you are free to take what you please at your leisure.
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@Ser I am not sure what the most polite thing to do here is. Should I plan to pull request all these changes? I've basically changed the entire plugin and tripled the amount of logic in it. Or would you rather I fork and make my own thread? If the latter, I don't want to keep junking up your thread with my updates. Let me know what you would prefer. Or, I could create a temporary fork and later on you could see what you want to merge back. Up to you. I was actually thinking I wanted to rewrite the whole plugin... I certainly do want SAS on EVA though BTW, my work so far is at https://github.com/Virindi-AC/Through-The-Eyes if people want to try it out.
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Yes, that is my current approach. I have been working on walking today...I overwrote the EVA FSM so that I could set the reference frame myself to match the kerbal's orientation. Replacing the FSM states with my own states allows me to inject code between the movement calculation and the jetpack forces being applied. For walking, I have to get BEFORE the movement calculation so I currently have to clear out the results and run the calculation a second time. Injecting custom states also allows me to set a heading anchor when the walk states are first entered, to keep the target heading constant. I can now walk and run pretty nicely. Turning can be accomplished either while stopped or while walking/running. Now I just seem to have a glitch when it first enters the walk state, probably something I am not setting properly in the turning angle algorithm. Sample: Rotation uses the internal kerbaleva pack forces. That is, it uses pack fuel as normal. All RCS control is done by emulating a manual player input through the commanded rotation variable in kerbaleva. The SAS is actually just a quick custom pid that tries to set your rotation rate to zero. The idea of having a pid that senses and kills rotation is not at all unrealistic. I would be surprised if real life EVA packs did not have such a feature. All it requires is a tiny amount of processing and an accelerometer, as opposed to "automatic prograde" which requires a flight computer that is aware of the current orbit, position, and relative orientation of the craft (in the real world, confounded by things like atmospheric drag, the gravity of the moon, etc). We are not talking about "automatic prograde" here, we are talking about killing rotation
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I am also making the throttle function in first person mode, but act as a thruster pack power adjustment. Now the biggest issue is the glitchy walking on planets... Edit: BTW, free control is cool flying on the Mun's surface, too. You can hover facing downwards, for instance, like superman. You get a great view of the terrain. Sorry about the spin. I was trying to demonstrate how the pack SAS can stop spins when the stock kerbaleva pid fails. And yes it still only has access to the same applied force. The stock orientation controller seems to be a little glitchy...
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I love this mod. I have the itch to play an IVA-only game, so I've been working on this to make "kerbal mode" as close as possible to regular IVA. So far I have managed to implement in haxed form: -Kerbal IVA movement is independent of the external "camera" -Navball is oriented to the kerbal's body -Kerbal has basic SAS stabilization -Control the kerbal by qweasd for rotation and ijklhn for translation just like a normal ship (respects changed keybindings of course) So far the code quality is much closer to "tech demo" than "release plugin" but it is getting there BTW, Ser, do you know what is causing the glitching while walking? I'd be interested to know. Here is a demo video The video shows normal EVA behavior when in "third person mode", then qweasd-ijklhn and SAS operational in "first person mode". Note that when toggling out of first person, the SAS stops functioning...because I wanted it to be identical to stock behavior in that view.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Virindi replied to ferram4's topic in KSP1 Mod Releases
A friend was having trouble with stock aircraft in FAR, believing the Aeris 4a was not capable of orbit. So I made a little screenshot tutorial. Figured I should share it here The real key is to waste as little fuel as possible during the jet phase.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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