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[1.6.x] RasterPropMonitor - Development Stopped (v0.30.6, 29 December 2018)


MOARdV

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24 minutes ago, Hikari_or_whatever said:

I installed everything right but nothing shows up, do i need to extract the contents of the JSI folder to Gamedata or just put JSI folder in

You need to dbl click the .zip file... When the window opens, highlight the GameData folder, click "Extract To..", browse to the KSP_Win folder and drop it there, where there will already be a GameData folder... If you get warning to merge the GameData folders, click yes... Done, and profit :)

Edited by Stone Blue
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56 minutes ago, Stone Blue said:

You need to dbl click the .zip file... When the window opens, highlight the GameData folder, click "Extract To..", browse to the KSP_Win folder and drop it there, where there will already be a GameData folder... If you get warning to merge the GameData folders, click yes... Done, and profit :)

Or if you're on  a Mac which doesn't "merge" folders like that, just extract the .zip file, open the GameData folder inside, then drag and drop the JSI folder into your KSP GameData folder. 

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On 5/2/2016 at 7:08 PM, MOARdV said:

You need to install Unity 5.2.4f1 and KSP's Part Tools.  There are some tutorial / how-to threads on the forum.

where does one put the part tools?

(sorry that i'm a noob)

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51 minutes ago, ckirky said:

where does one put the part tools?

(sorry that i'm a noob)

There are a lot of resources in this thread.   I think you have to import Part Tools into Unity, but I don't remember the exact steps - it's one of those "do it once and forget about it" things.

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7 hours ago, LameLefty said:

Or if you're on  a Mac which doesn't "merge" folders like that, just extract the .zip file, open the GameData folder inside, then drag and drop the JSI folder into your KSP GameData folder. 

...making sure you also install ModuleManager.2.6.24.dll into GameData if you don't have it, as RPM won't work without Module Manager, and MM version 2.6.24 or later is needed on KSP 1.1.2.

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35 minutes ago, RocketSquid said:

So, is there a Mk2 inline IVA that has been updated for the new look?

Nope.  When someone wants to contribute one, I'll include it.  I don't fly space planes, and I don't use the RPM example props in the IVAs I do make, so it's not on my to-do list.

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Hello All,

I've been chasing a series of very strange nullrefs from the Contracts system for the last couple of days, and it looks like the issue is related to RPM. Specifically, parts which include the deprecated JSITransparentPod module are causing a number of very strange behaviors with contracts.

Spoiler

[EXC 21:22:17.498] NullReferenceException: Object reference not set to an instance of an object
    FinePrint.Utilities.ProgressUtilities.HaveModuleTech (System.String moduleName, System.String excludeModule)
    FinePrint.Utilities.ProgressUtilities.HaveAnyTech (System.Collections.Generic.List`1 partNames, System.Collections.Generic.List`1 moduleNames, Boolean logging)
    FinePrint.Contracts.ISRUContract.PossibleResources ()
    FinePrint.Contracts.ISRUContract.Generate ()
    Contracts.Contract.Generate (System.Type contractType, ContractPrestige difficulty, Int32 seed, State state)
    Contracts.ContractSystem.GenerateContract (Int32 seed, ContractPrestige difficulty, System.Type contractType)
    Contracts.ContractSystem.GenerateContract (System.Int32& seed, ContractPrestige difficulty)
    Contracts.ContractSystem.GenerateContracts (System.Int32& seed, ContractPrestige difficulty, Int32 count)
    Contracts.ContractSystem.RefreshContracts ()
    Contracts.ContractSystem.OnReputationChanged (Single newRep, TransactionReasons reason)
    EventData`2[System.Single,TransactionReasons].Fire (Single data0, TransactionReasons data1)
    Reputation.AddReputation (Single r, TransactionReasons reason)
    Contracts.Contract.Decline ()
    KSP.UI.Screens.MissionControl.OnClickDecline ()
    UnityEngine.Events.InvokableCall.Invoke (System.Object[] args)
    UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters)
    UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters)
    UnityEngine.Events.UnityEvent.Invoke ()
    UnityEngine.UI.Button.Press ()
    UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData)
    UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
    UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
    UnityEngine.EventSystems.EventSystem:Update()

Removing the JSITransparentPod module from the part resolved the issue, as does removing RPM. Tested on RPM 0.26.0 in KSP 1.1.2 x64 with no mods other than RPM and a single modded part for testing. The issue is easily solved for me via a MM patch, but figured I'd leave this here in case anyone else is having issues.

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9 hours ago, Chris97b said:

Removing the JSITransparentPod module from the part resolved the issue, as does removing RPM. Tested on RPM 0.26.0 in KSP 1.1.2 x64 with no mods other than RPM and a single modded part for testing. The issue is easily solved for me via a MM patch, but figured I'd leave this here in case anyone else is having issues.

I'll be removing the JSITransparentPod stubs in the next update, since they've caused problems for a couple of mods that make assumptions about part module behavior.  Until then, you'll need to use the MM patch.  If you install JSIAdvTransparentPods (that JPLRepo made), you can use the MM patch to replace JSITransparentPod with JSIAdvTransparentPod, which would solve the problem and restore the transparency on the part.

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Some errors seen in the log file when loading the game:
 

Spoiler

 

[LOG 00:43:52.592] PartLoader: Compiling Internal Space 'JSI/RPMPodPatches/PatchesMod/kp0110-remade-internal/KP0110internalRPM'
[ERR 00:43:52.592] PartCompiler: Cannot clone model 'KerbonTech/Spaces/KP0110Internal/KP0110Internal' as model does not exist

[ERR 00:43:52.592] PartCompiler: Model was not compiled correctly

[LOG 00:43:52.592] LoadInternalPart 'JSI/RPMPodPatches/PatchesMod/kp0110-remade-internal/KP0110internalRPM' FAILED: Cannot find model
[LOG 00:43:52.592] PartLoader: Compiling Internal Space 'JSI/RPMPodPatches/PatchesMod/orbital-orb-remade-internal/orbitalOrbInternalsRPM'
[ERR 00:43:52.593] PartCompiler: Cannot clone model 'HabitatPack/Spaces/orbitalOrbInternals/model' as model does not exist

[ERR 00:43:52.593] PartCompiler: Model was not compiled correctly

[LOG 00:43:52.593] LoadInternalPart 'JSI/RPMPodPatches/PatchesMod/orbital-orb-remade-internal/orbitalOrbInternalsRPM' FAILED: Cannot find model
[LOG 00:43:52.593] PartLoader: Compiling Internal Space 'JSI/RPMPodPatches/PatchesStock/cupola-remade-internal/cupolaInternalRPM'
[LOG 00:43:52.602] PartLoader: Compiling Internal Space 'JSI/RPMPodPatches/PatchesStock/mk1-remade-internal/mk1PodCockpitRPM'
[LOG 00:43:52.610] PartLoader: Compiling Internal Space 'JSI/RPMPodPatches/PatchesStock/mk12pod-remade-internal/PodCockpitRPM'
[LOG 00:43:52.631] PartLoader: Compiling Internal Space 'JSI/RPMPodPatches/PatchesStock/mk1cockpit-remade-internal/mk1CockpitInternalRPM'
[LOG 00:43:52.649] PartLoader: Compiling Internal Space 'JSI/RPMPodPatches/PatchesStock/mk1lander-remade-internal/landerCabinSmallInternalRPM'
[LOG 00:43:52.665] PartLoader: Compiling Internal Space 'JSI/RPMPodPatches/PatchesStock/mk2-sh-cockpit-remade-internal/SH_mk2CockpitInternalRPM'
[ERR 00:43:52.665] PartCompiler: Cannot clone model 'SH_mods/Spaces/SH_mk2CockpitInternal/model' as model does not exist

[ERR 00:43:52.665] PartCompiler: Model was not compiled correctly

[LOG 00:43:52.665] LoadInternalPart 'JSI/RPMPodPatches/PatchesStock/mk2-sh-cockpit-remade-internal/SH_mk2CockpitInternalRPM' FAILED: Cannot find model
[LOG 00:43:52.665] PartLoader: Compiling Internal Space 'JSI/RPMPodPatches/PatchesStock/mk2-sh-cockpit-remade-internal/mk2CockpitInternal'
[ERR 00:43:52.666] PartCompiler: Cannot clone model from 'JSI/RPMPodPatches/PatchesStock' directory as model does not exist


 

 

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4 hours ago, Galenmacil said:

Some errors seen in the log file when loading the game:
 

 

That is normal when you don't have the appropriate mods installed.  RPM can't create IVA replacements for those parts if you don't have them.

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When I dock, or select a waypoint in Waypoint Manager, the navball goes blank and won't display(the green attitude display, and other screens continue to work), and I get this NRE spammed.

 


NullReferenceException: Object reference not set to an instance of an object
  at JSI.JSIPrimaryFlightDisplay.RenderPFD (UnityEngine.RenderTexture screen, Single aspect) [0x00000] in <filename unknown>:0 

  at JSI.MonitorPage.RenderBackground (UnityEngine.RenderTexture screen) [0x00000] in <filename unknown>:0 

  at JSI.RasterPropMonitor.RenderScreen () [0x00000] in <filename unknown>:0 

  at JSI.RasterPropMonitor.OnUpdate () [0x00000] in <filename unknown>:0 

  at InternalProp.OnUpdate () [0x00000] in <filename unknown>:0 

  at InternalModel.OnUpdate () [0x00000] in <filename unknown>:0 

  at Part.InternalOnUpdate () [0x00000] in <filename unknown>:0 

  at Part.Update () [0x00000] in <filename unknown>:0 

The error can only be cleared by restarting KSP

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dlrk: I have the same issue. Seems, for some reason, Waypoint Manager and RPM do not work well together anymore. To replicate the problem, here are the steps:

1 - Load a savegame

2 - Go into any vessel and switch to IVA mode

3 - Set any MFD to display the NAVBall

4 - Click on the "Waypoint Manager" Icon to show the window

5 - Select any waypoint

The MFD will go black and exception will start to flow. I posted this issue in the Waypoint Manager thread and Nightingale took a look at the generated logs and exception. He can't find anything related to his mod and he suggested we report here instead. Note that NAVHud (another mod) also have some problem displaying the active waypoint...

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@dlrk and @Galenmacil - I'm not familiar with Waypoint Manager.  I looked through its code a little just now, and the one thing I see that might explain the problem is if the waypoints it adds do not cause the NavBall to update correctly.  RPM depends on the NavBall's transform to contain children named "vectorsPivot" and "NavWaypoint".  If those aren't present, or they're removed by Waypoint Manager, then there will be exceptions like you report.  RPM makes assumptions about what to expect based on stock behavior, and if a mod does something differently, RPM won't handle it.  If @nightingale wants to PM me, maybe we can sort out what's happening and find a resolution.

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@Galenmacil - I actually didn't realize that it was on selecting a waypoint that this occurs (I thought it was right when the window opens).  If you right click a waypoint and do "activate navigation" do you get the issue too?  What about if you do that with Waypoint Manager not installed?

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Hello MOARdv and nightingale. I am glad and honored that you are both investigating this issue.

So I tried two things as nightingale suggested:

- Starting the game as usual with both mod active but, instead of clicking the button on the Waypoint Manager window to activate the waypoint, I went to the orbital map and right clicked a waypoint icon and "activated navigation". I know this one was generated by a contract pack: Investigate the Pyramid. Same problem happened.

- Then, I uninstalled Waypoint Manager. Started the game. And did the exact same thing as above. Same result again. MFD goes black and (wild) exception appears!

So then, it could be related to "Contract Configurator"? I don't remember if the stock game generate waypoints... or is this a mod feature? Anyway, here is an excerpt from the log showing some NRE right after Waypoint Manager is loaded. Related?

Spoiler

 

[LOG 15:49:30.767] WaypointManager 2.5.1 loading...
[LOG 15:49:30.770] WaypointManager: Loading default icons.
[LOG 15:49:30.771] WaypointManager: Loaded icon for Bop.
[LOG 15:49:30.771] WaypointManager: Loaded icon for Dres.
[LOG 15:49:30.771] WaypointManager: Loaded icon for Duna.
[LOG 15:49:30.771] WaypointManager: Loaded icon for Eeloo.
[LOG 15:49:30.771] WaypointManager: Loaded icon for Eve.

[LOG 15:49:30.771] WaypointManager: Loaded icon for Gilly.
[LOG 15:49:30.771] WaypointManager: Loaded icon for Ike.
[LOG 15:49:30.771] WaypointManager: Loaded icon for Jool.
[LOG 15:49:30.771] WaypointManager: Loaded icon for Kerbin.
[LOG 15:49:30.771] WaypointManager: Loaded icon for Laythe.
[LOG 15:49:30.771] WaypointManager: Loaded icon for Minmus.
[LOG 15:49:30.771] WaypointManager: Loaded icon for Moho.
[LOG 15:49:30.771] WaypointManager: Loaded icon for Mun.
[LOG 15:49:30.771] WaypointManager: Loaded icon for Pol.
[LOG 15:49:30.771] WaypointManager: Loaded icon for Tylo.
[LOG 15:49:30.771] WaypointManager: Loaded icon for Vall.
[LOG 15:49:30.772] handling dir = WaypointManager/icons/Custom
[LOG 15:49:30.785] [Toolbar] [INFO] adding button: WaypointManager.button
[LOG 15:49:30.788] WaypointManager 2.5.1 loaded.
[EXC 15:49:30.791] NullReferenceException: Object reference not set to an instance of an object
    CelestialBody.Start ()
[EXC 15:49:30.791] NullReferenceException: Object reference not set to an instance of an object
    CelestialBody.Start ()
[EXC 15:49:30.791] NullReferenceException: Object reference not set to an instance of an object
    CelestialBody.Start ()
[EXC 15:49:30.791] NullReferenceException: Object reference not set to an instance of an object
    CelestialBody.Start ()
[EXC 15:49:30.792] NullReferenceException: Object reference not set to an instance of an object
    CelestialBody.Start ()
[EXC 15:49:30.792] NullReferenceException: Object reference not set to an instance of an object
    CelestialBody.Start ()
[EXC 15:49:30.792] NullReferenceException: Object reference not set to an instance of an object
    CelestialBody.Start ()
[EXC 15:49:30.792] NullReferenceException: Object reference not set to an instance of an object
    CelestialBody.Start ()

 

Full log of the latest test here.

Edited by Galenmacil
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I'd like to make some changes to the landing screen on the basic MFD, but I'm having some trouble understanding the formatting. What I'd like to do is replace the SAS/RCS/LF portion of the screen to display different information, but removing the line seems to change the formatting of the rest of the screen. I've read the documentation. Is there a commented page available?

(specifically, I'd like to replace that section with a display for TARGETGROUNDDISTANCE, LATERALBRAKEDISTANCE and SUICIDEBURNSTARTSECS)
 

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12 hours ago, dlrk said:

I'd like to make some changes to the landing screen on the basic MFD, but I'm having some trouble understanding the formatting. What I'd like to do is replace the SAS/RCS/LF portion of the screen to display different information, but removing the line seems to change the formatting of the rest of the screen. I've read the documentation. Is there a commented page available?

(specifically, I'd like to replace that section with a display for TARGETGROUNDDISTANCE, LATERALBRAKEDISTANCE and SUICIDEBURNSTARTSECS)
 

You're editing GameData/JSI/RPMPodPatches/BasicMFD/p1_landing40x20.txt, correct?  And line 20 of that file, specifically?  You need to be familiar with C# string formatters and some of the extensions that RPM uses for formatting as documented on the wiki.  If you've looked at that, and you're still having trouble, post your edited page definition file somewhere, and I'll take a look at it to see if I can spot what's going on.

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I do have a quick question though, I'm trying to have RPM display time to suicide burn like this, and display nothing if the burn time is NAN.

 

SB Time:{0:METMM:ss.f;""}s

But instead of displaying nothing if it is NAN, it displays NANs. Does this only work for a negative number?

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17 hours ago, dlrk said:

I do have a quick question though, I'm trying to have RPM display time to suicide burn like this, and display nothing if the burn time is NAN.

 


SB Time:{0:METMM:ss.f;""}s

But instead of displaying nothing if it is NAN, it displays NANs. Does this only work for a negative number?

Yes, the formatter works only for negative numbers.  With a NaN number, you have to look at a second variable to determine if the first one is valid.  It's a nuisance, but with some variables it's the only way to convey that data, since the variable could legitimately by positive, negative, or zero.  In this variable's case, you'd want to check if the orbit makes sense and the Pe < 0 (either by using a CUSTOM_ variable to combine the conditions, or using a variable page text switcher to display a different page when the craft isn't suborbital.

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hi... i love de rasterpropmonitor mod and alcor capsule and iva flight.... but last i see my navball black... what i  must have in my JSI files to see the background on my navball ??     ....note: i have the capsule alcor but the chaka mod

 

thx... and sorry my bad english

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55 minutes ago, Fenixs said:

hi... i love de rasterpropmonitor mod and alcor capsule and iva flight.... but last i see my navball black... what i  must have in my JSI files to see the background on my navball ??     ....note: i have the capsule alcor but the chaka mod

 

thx... and sorry my bad english

Black navball in ALCOR IVA is a known problem with ALCOR.  A way to fix it is in the ALCOR thread.  Or you will need to wait for alexustas to release the update.

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