Drew Kerman Posted December 25, 2015 Share Posted December 25, 2015 hey @MOARdV I just had an idea for you - maybe in the OP add a section of ideas for RPM displays you may have or think of wanting for other people to consider implementing? Maybe accept contributions from others as well? My line of thinking here is that you and others who have done lots of RPM work and know the ins and outs can really come up with some cool things that would be possible. instead of someone having to ask "can I do this?" and then dig around the docs to find out if/how they might be able to have an outline for things they can try to implement if they're looking to add something. Link to comment Share on other sites More sharing options...
Stone Blue Posted December 25, 2015 Share Posted December 25, 2015 ^^ On THAT note, I would LOVE to see displays for Kerbal GPS (Figaro) and Waypoint Manager... I dont know if together in one set of display screens would work or not, but that would be AWESOME-SAUCE if they WERE integrated together... Link to comment Share on other sites More sharing options...
Speadge Posted December 25, 2015 Share Posted December 25, 2015 13 hours ago, MOARdV said: Just in time for Christmas: RasterPropMonitor v0.24.2 is now live on GitHub and KerbalStuff. This fixes one debug spam bug, and it adds a couple of minor features (configurable horizontal strips in the HUD, and the ability to use named variables in the mapped variable range). thanks, but it seems you forgot to update the .version file IN the download. the online one is fine Link to comment Share on other sites More sharing options...
MOARdV Posted December 25, 2015 Author Share Posted December 25, 2015 3 hours ago, Speadge said: thanks, but it seems you forgot to update the .version file IN the download. the online one is fine Oops. It looks like I grabbed the dev build from a few days ago by accident. Updated both places. Link to comment Share on other sites More sharing options...
Speadge Posted December 25, 2015 Share Posted December 25, 2015 1 hour ago, MOARdV said: Oops. It looks like I grabbed the dev build from a few days ago by accident. Updated both places. is the "content" the same or do i need to update when i have the "devbuild" running now? Link to comment Share on other sites More sharing options...
MOARdV Posted December 25, 2015 Author Share Posted December 25, 2015 51 minutes ago, Speadge said: is the "content" the same or do i need to update when i have the "devbuild" running now? The dev build most likely does not have the change to support named variables in the MAPPED_ variable range. However, there are no released IVAs that use that feature yet, so there's no rush to update. Link to comment Share on other sites More sharing options...
White Owl Posted December 27, 2015 Share Posted December 27, 2015 I've run into an issue where using version 0.24.2 or 0.24.2.1 cause KSP to run very slowly. Low framerates, my clock is solid yellow for all craft, whether they have a cockpit or not. There doesn't appear to be anything unusual in the log. I narrowed it down to this mod and verified that if I roll back to version 0.24.1 the problem disappears. A couple people on Twitch reported the same problem, and confirmed that going back to 0.24.1 fixed the slowdown for them too. I love RPM and hate to bring bad news! Is there some other information that would be useful? Link to comment Share on other sites More sharing options...
HafCoJoe Posted December 27, 2015 Share Posted December 27, 2015 Jeez... I accidentally didn't re-follow your thread with the forum migration and and I missed you posting an update two days ago?! Link to comment Share on other sites More sharing options...
MOARdV Posted December 27, 2015 Author Share Posted December 27, 2015 10 hours ago, White Owl said: I've run into an issue where using version 0.24.2 or 0.24.2.1 cause KSP to run very slowly. Low framerates, my clock is solid yellow for all craft, whether they have a cockpit or not. There doesn't appear to be anything unusual in the log. I narrowed it down to this mod and verified that if I roll back to version 0.24.1 the problem disappears. A couple people on Twitch reported the same problem, and confirmed that going back to 0.24.1 fixed the slowdown for them too. I love RPM and hate to bring bad news! Is there some other information that would be useful? I haven't seen the framerate drop myself. Does this happen on all cockpits, or only specific ones? There are really only two changes I made that could have affected the framerate, and I'm not seeing a difference here. I could put a couple of test builds up with those two changes split out, if you're willing to try each one out to see which fixes the problem. Link to comment Share on other sites More sharing options...
Hlothwig Posted December 30, 2015 Share Posted December 30, 2015 (edited) I seem to have a problem with the Mk1 Cockpit IVA. RPM works fine on everything else, but the Mk1 cockpit RPM screen just displays some 'not found' errors and a retro KSP logo. I thought it might be related to Active Texture Management, but I uninstalled that and copied all my mods into a new directory that I copied out of Steam and the issue persists. It's not a huge deal, since so far this is the only one that broke, but it's annoying not to be able to, for example, get a view through an underside camera to make landing easier. Edited December 31, 2015 by Hlothwig Link to comment Share on other sites More sharing options...
White Owl Posted December 30, 2015 Share Posted December 30, 2015 Sorry I didn't see the response. That's my fault. No, the slowdown is not associated with any particular part. As a matter of fact, I see the low framerates from the initial game menu, and in every scene after that, regardless of what's loaded or unloaded. Only when versions 0.24.2 or 0.24.2.1 are loaded; using 0.24.1 fixes it. Since I appear to be the only one experiencing the problem badly enough to report it, I'm thinking it's likely a conflict with some other mod or collection of mods, and therefore not really your problem at all. Tracking it down could be a pain... but in the meantime, I'm content with 0.24.1 Link to comment Share on other sites More sharing options...
pedro16797 Posted December 30, 2015 Share Posted December 30, 2015 (edited) I've been using this mod for a month and is one of the greatest mods I've ever seen. Just in order to improve it: -I'm having an issue with HullCamera. The RPM screen only shows a 1/2 of the image it should, instead of making the hole square full by loosing pixels, why not show a panoramic, because it's impossible to see anything in small ships. -It would be AWESOME if you add a mp3 player to RPM, just putting the audios in a file and being able to play them ingame (I've found something interesting, but out of date http://forum.kerbalspaceprogram.com/index.php?/topic/12520-015-really-advanced-computer-systems-rev-11-music-player-countdown-inside/&page=1)(and here could be interesting things http://forum.kerbalspaceprogram.com/index.php?/topic/95167-ksp-music-player/) -I've seen some videos were pods have an optional horizont locator just in the window, I don't know if I'm being clear enough. If I have any mistake I'm sorry, I don't use to speak English. Edited December 30, 2015 by pedro16797 Added links to an old music player plugin and a post about the music player Link to comment Share on other sites More sharing options...
MOARdV Posted December 30, 2015 Author Share Posted December 30, 2015 9 hours ago, White Owl said: Sorry I didn't see the response. That's my fault. No, the slowdown is not associated with any particular part. As a matter of fact, I see the low framerates from the initial game menu, and in every scene after that, regardless of what's loaded or unloaded. Only when versions 0.24.2 or 0.24.2.1 are loaded; using 0.24.1 fixes it. Since I appear to be the only one experiencing the problem badly enough to report it, I'm thinking it's likely a conflict with some other mod or collection of mods, and therefore not really your problem at all. Tracking it down could be a pain... but in the meantime, I'm content with 0.24.1 If it starts in the initial game menu, I don't see how it's RPM - RPM functionally exists only in flight (outside of some of the part modules, like the cameras, which exist in the VAB/SPH). It may be another mod that interacts with RPM that's having problems due to the bump in the version number, but that's about the only thing I can come up with to explain it without more specifics. 8 hours ago, pedro16797 said: -I'm having an issue with HullCamera. The RPM screen only shows a 1/2 of the image it should, instead of making the hole square full by loosing pixels, why not show a panoramic, because it's impossible to see anything in small ships. -It would be AWESOME if you add a mp3 player to RPM, just putting the audios in a file and being able to play them ingame (I've found something interesting, but out of date http://forum.kerbalspaceprogram.com/index.php?/topic/12520-015-really-advanced-computer-systems-rev-11-music-player-countdown-inside/&page=1)(and here could be interesting things http://forum.kerbalspaceprogram.com/index.php?/topic/95167-ksp-music-player/) -I've seen some videos were pods have an optional horizont locator just in the window, I don't know if I'm being clear enough. If I have any mistake I'm sorry, I don't use to speak English. -RPM can use HullCamera parts, but it is not intended to show exactly the same thing as HullCamera. It uses the camera transform to create its own scene, so there is no panorama view. I would have to shrink the picture to make it panoramic, which makes it harder to see the image. -RPM can play sounds for buttons and switches, and it can play ambient noise in IVA (such as machinery and life support sounds). I do not think a music player fits the idea of RPM. -Some IVA have a heads-up display that displays horizon information while looking out a window. Some of those IVA don't work now because Squad changed the interior, and nobody has been able to update those IVA. Link to comment Share on other sites More sharing options...
White Owl Posted December 31, 2015 Share Posted December 31, 2015 Turns out that my install has some kind of invisible, intermittent gremlin causing the slowdown. The gremlin must've thought it was funny to associate himself with your flawless mod for a few days, but has now moved on to making mischief elsewhere. I'm going to catch him one of these days. For now, the latest version of RPM is working perfectly for me. I apologize for the confusion. Link to comment Share on other sites More sharing options...
MOARdV Posted December 31, 2015 Author Share Posted December 31, 2015 9 hours ago, White Owl said: Turns out that my install has some kind of invisible, intermittent gremlin causing the slowdown. The gremlin must've thought it was funny to associate himself with your flawless mod for a few days, but has now moved on to making mischief elsewhere. I'm going to catch him one of these days. For now, the latest version of RPM is working perfectly for me. I apologize for the confusion. Apologies aren't needed in this case. There've been bugs in the past that didn't reproduce for me locally until the correct seemingly-unrelated detail was exposed, so I wouldn't have been surprised that there was something odd happening here. Well, I would have been surprised, since one of the changes should have improved performance, not slowed it down, but it wouldn't have been unprecedented. Regardless, I hope you find the gremlin and show him the way out. Link to comment Share on other sites More sharing options...
crazygamer Posted December 31, 2015 Share Posted December 31, 2015 can you add support for BD Armory? Link to comment Share on other sites More sharing options...
MOARdV Posted January 1, 2016 Author Share Posted January 1, 2016 4 hours ago, crazygamer said: can you add support for BD Armory? I don't have plans to support BD Armory. I don't use the mod myself, and RPM already supports a couple of mods that I don't use, which increases my workload when it comes time to update RPM. If someone else wants to tackle it, I'll be happy to provide suggestions, but I don't want to sign up to maintain it. Link to comment Share on other sites More sharing options...
Ralathon Posted January 9, 2016 Share Posted January 9, 2016 I am currently trying to modify the fuel gauge from the FASA Gemini IVA update to show realfuels, but I can't fully figure it out. Can anyone see where I'm going wrong? The way I'm trying to do it, is to add a bunch of custom math variables that simply add all the common fuels used in RF. Like so: Spoiler RPM_MATH_VARIABLE { name = CUSTOM_RALA_LF operator = ADD sourceVariable = SYSR_KEROSENE sourceVariable = SYSR_AEROZINE50 sourceVariable = SYSR_LQDHYDROGEN sourceVariable = SYSR_MMH sourceVariable = SYSR_LQDMETHANE sourceVariable = SYSR_LQDAMMONIA sourceVariable = SYSR_ETHANOL75 } RPM_MATH_VARIABLE { name = CUSTOM_RALA_LFMAX operator = ADD sourceVariable = SYSR_KEROSENEMAX sourceVariable = SYSR_AEROZINE50MAX sourceVariable = SYSR_LQDHYDROGENMAX sourceVariable = SYSR_MMHMAX sourceVariable = SYSR_LQDMETHANEMAX sourceVariable = SYSR_LQDAMMONIAMAX sourceVariable = SYSR_ETHANOL75MAX } RPM_MATH_VARIABLE { name = CUSTOM_RALA_LFPERCENT operator = ADD sourceVariable = SYSR_KEROSENEPERCENT sourceVariable = SYSR_AEROZINE50PERCENT sourceVariable = SYSR_LQDHYDROGENPERCENT sourceVariable = SYSR_MMHPERCENT sourceVariable = SYSR_LQDMETHANEPERCENT sourceVariable = SYSR_LQDAMMONIAPERCENT sourceVariable = SYSR_ETHANOL75PERCENT } RPM_MATH_VARIABLE { name = CUSTOM_RALA_LFSTAGE operator = ADD sourceVariable = SYSR_KEROSENESTAGE sourceVariable = SYSR_AEROZINE50STAGE sourceVariable = SYSR_LQDHYDROGENSTAGE sourceVariable = SYSR_MMHSTAGE sourceVariable = SYSR_LQDMETHANESTAGE sourceVariable = SYSR_LQDAMMONIASTAGE sourceVariable = SYSR_ETHANOL75STAGE } RPM_MATH_VARIABLE { name = CUSTOM_RALA_LFSTAGEMAX operator = ADD sourceVariable = SYSR_KEROSENESTAGEMAX sourceVariable = SYSR_AEROZINE50STAGEMAX sourceVariable = SYSR_LQDHYDROGENSTAGEMAX sourceVariable = SYSR_MMHSTAGEMAX sourceVariable = SYSR_LQDMETHANESTAGEMAX sourceVariable = SYSR_LQDAMMONIASTAGEMAX sourceVariable = SYSR_ETHANOL75STAGEMAX } RPM_MATH_VARIABLE { name = CUSTOM_RALA_LFSTAGEPERCENT operator = ADD sourceVariable = SYSR_KEROSENESTAGEPERCENT sourceVariable = SYSR_AEROZINE50STAGEPERCENT sourceVariable = SYSR_LQDHYDROGENSTAGEPERCENT sourceVariable = SYSR_MMHSTAGEPERCENT sourceVariable = SYSR_LQDMETHANESTAGEPERCENT sourceVariable = SYSR_LQDAMMONIASTAGEPERCENT sourceVariable = SYSR_ETHANOL75STAGEPERCENT } RPM_MATH_VARIABLE { name = CUSTOM_RALA_O operator = ADD sourceVariable = SYSR_LQDOXYGEN sourceVariable = SYSR_HTP sourceVariable = SYSR_HTPB sourceVariable = SYSR_NTO sourceVariable = SYSR_UDMH } RPM_MATH_VARIABLE { name = CUSTOM_RALA_OMAX operator = ADD sourceVariable = SYSR_LQDOXYGENMAX sourceVariable = SYSR_HTPMAX sourceVariable = SYSR_HTPBMAX sourceVariable = SYSR_NTOMAX sourceVariable = SYSR_UDMHMAX } RPM_MATH_VARIABLE { name = CUSTOM_RALA_OPERCENT operator = ADD sourceVariable = SYSR_LQDOXYGENPERCENT sourceVariable = SYSR_HTPPERCENT sourceVariable = SYSR_HTPBPERCENT sourceVariable = SYSR_NTOPERCENT sourceVariable = SYSR_UDMHPERCENT } RPM_MATH_VARIABLE { name = CUSTOM_RALA_OSTAGE operator = ADD sourceVariable = SYSR_LQDOXYGENSTAGE sourceVariable = SYSR_HTPSTAGE sourceVariable = SYSR_HTPBSTAGE sourceVariable = SYSR_NTOSTAGE sourceVariable = SYSR_UDMHSTAGE } RPM_MATH_VARIABLE { name = CUSTOM_RALA_OSTAGEMAX operator = ADD sourceVariable = SYSR_LQDOXYGENSTAGEMAX sourceVariable = SYSR_HTPSTAGEMAX sourceVariable = SYSR_HTPBSTAGEMAX sourceVariable = SYSR_NTOSTAGEMAX sourceVariable = SYSR_UDMHSTAGEMAX } RPM_MATH_VARIABLE { name = CUSTOM_RALA_OSTAGEPERCENT operator = ADD sourceVariable = SYSR_LQDOXYGENSTAGEPERCENT sourceVariable = SYSR_HTPSTAGEPERCENT sourceVariable = SYSR_HTPBSTAGEPERCENT sourceVariable = SYSR_NTOSTAGEPERCENT sourceVariable = SYSR_UDMHSTAGEPERCENT } Then I go into the Fuelgauge config and adjust every reference to SYSR_LIQUIDFUEL to the appropriate custom variable. As far as I can see that should make the gauge operational again: Spoiler PROP { name = ASET_VPG_Dual_Fuel // ----- arrow offset MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,1 variableName = CUSTOM_RALA_LFSTAGEPERCENT controlledTransform = VPGDAmountLLoc localTranslationStart = 0,0,0.00 localTranslationEnd = 0,0,-0.08768 } VARIABLESET { scale = 0,1 variableName = CUSTOM_RALA_LFPERCENT controlledTransform = VPGDAmountRLoc localTranslationStart = 0,0,0.00 localTranslationEnd = 0,0,-0.08768 } } MODULE { name = JSIVariableAnimator refreshRate = 10 // ----- Backlight emissive VARIABLESET { coloredObject = VPGDScaleObj passiveColor = 0,0,0,255 activeColor = 100,100,100,255 variableName = CUSTOM_ALCOR_BACKLIGHT_ON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = VPGDAmountArrowL passiveColor = 0,0,0,255 activeColor = 180,180,180,255 variableName = CUSTOM_ALCOR_BACKLIGHT_ON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = VPGDAmountArrowR passiveColor = 0,0,0,255 activeColor = 180,180,180,255 variableName = CUSTOM_ALCOR_BACKLIGHT_ON scale = 0,1 threshold = 0.1,1.1 } // ----- No data flags anim VARIABLESET { scale = 1,0 variableName = CUSTOM_RALA_LFMAX controlledTransform = VPGDNoDataFlagLoc localRotationStart = 0,0,0 localRotationEnd = 0,-38,0 } } // ----- Gauge name (bottom) MODULE { name = JSIVariableLabel transformName = GaugeBottomNameObj fontSize = 0.003 refreshRate = 150 labelText = [#<=0:333333;FF0000;999999=>] LIQUID $$$ FUEL, % $&$ CUSTOM_ALCOR_POWEROFF } // ----- Gauge name (side) MODULE { name = JSIVariableLabel transformName = GaugeLeftSideNameObj fontSize = 0.003 refreshRate = 150 labelText = [#<=0:333333;FF0000;999999=>] S$$$ T$$$ A$$$ G$$$ E $&$ CUSTOM_ALCOR_POWEROFF } MODULE { name = JSIVariableLabel transformName = GaugeRightSideNameObj fontSize = 0.003 refreshRate = 150 labelText = [#<=0:333333;FF0000;999999=>]T$$$O$$$T$$$A$$$L $&$ CUSTOM_ALCOR_POWEROFF } } But nope. Fuel gauge stubbornly refuses to detect the kerosene in my rocket: Spoiler Anyone knows where I screwed up? Am I messing with the wrong prop or something silly like that? Link to comment Share on other sites More sharing options...
MOARdV Posted January 9, 2016 Author Share Posted January 9, 2016 5 hours ago, Ralathon said: Anyone knows where I screwed up? You're creating "MATH_" variables - they must be prefixed with MATH_ to read them (eg, MATH_CUSTOM_RALA_LFPERCENT). Although I'd recommend dropping the CUSTOM_ out of the math variable names (eg, RALA_LFPERCENT) so they're less wordy (MATH_RALA_LFPERCENT). Link to comment Share on other sites More sharing options...
Starbuckminsterfullerton Posted January 15, 2016 Share Posted January 15, 2016 Thanks for maintaining RPM for everyone MOARdV, too many mods disappear when the original creators can't continue development. I was wondering if it is possible to install only the replacement indicator light panel. I love the displays and use them all the time, but this particular computer doesn't do well with the added strain in IVA. What parts of RPM are necessary for the indicator panel, and can I run them on their own? I remember the mod originally had them as kind of a separate thing, but I can't find any information on it anymore. Link to comment Share on other sites More sharing options...
MOARdV Posted January 15, 2016 Author Share Posted January 15, 2016 (edited) 33 minutes ago, Starbuckminsterfullerton said: Thanks for maintaining RPM for everyone MOARdV, too many mods disappear when the original creators can't continue development. I was wondering if it is possible to install only the replacement indicator light panel. I love the displays and use them all the time, but this particular computer doesn't do well with the added strain in IVA. What parts of RPM are necessary for the indicator panel, and can I run them on their own? I remember the mod originally had them as kind of a separate thing, but I can't find any information on it anymore. You would need to delete the patches in the RPM package, so they don't replace the IVA outright. You'd then need to write an MM patch that would replace the indicator light panels (PROP name = IndicatorPanel) with the RPM indicator panel (IndicatorPanelRPM) in the IVAs. EDIT: Oh, and if you didn't want the other props to take up space, you'd need to delete those, too; if it's just performance that's an issue, you wouldn't need to, since they won't lag the game if they're not in use. Edited January 15, 2016 by MOARdV Link to comment Share on other sites More sharing options...
terminator1128 Posted January 21, 2016 Share Posted January 21, 2016 (edited) So i downloaded and installed rasterpropmonitor, and when i loaded the game, it got stuck on rasterpropmonitorbasicmfd, is there a way to fix this? EDIT: Actually now it's not working again, here's what the loading screen is stuck on. JSI/RPMPodPATCHES/Basic/MFD40x20/RasterPropMonitorBasicMFD Only deleting the module manager caches seem to work. Edited January 21, 2016 by terminator1128 i didn't fix the problem Link to comment Share on other sites More sharing options...
Rathma Posted January 24, 2016 Share Posted January 24, 2016 using other pods like ALCOR the navball seems to be black in quarter resolution and half resolition.... only in full resolution it shows!! please tell me how to fiz this cause in full resolution i canot build big ships or it will crash!! Link to comment Share on other sites More sharing options...
Rathma Posted January 24, 2016 Share Posted January 24, 2016 ok.... i go to \GameData\JSI\RasterPropMonitor\Library\Components\NavBall ... coppy and the "NavBall000" and paste it on the Kerbal Space Program\GameData\ASET\ASET_Props\MFDs\ALCORPFD... that fixed it!! ALCOR fixed... But now i m having the same problem with the Probe control room mod.... OMG... any tips?? Link to comment Share on other sites More sharing options...
Rathma Posted January 25, 2016 Share Posted January 25, 2016 There!!! i re-intalled all mods in a clean instalation and did the ALCOR fix!!! every thing is working 100% I was scared for a moment now!! XD Link to comment Share on other sites More sharing options...
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