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


MOARdV

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Also...

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Can I make a maneuver node while in IVA?

Not yet. While it is in the plans, there is the considerable question of how to make a menu-based maneuver node editor with an interface that doesn't suck

Challenge accepted!

I'm a web/UI/UX designer, and this is what I've come up with. I don't have any significant experience with mod development though, beyond some really basic Module Manager patching. Would people be interested in this (or something like it) becoming a real thing?

EDIT: I just realized that the wrong icon is selected in the left pane of the first slide. Too late to edit it now, but obviously, the top icon should be highlighted with the brackets, not the Prograde icon.

EDIT 2: Credit where credit is due! The look-and-feel was heavily influenced by the displays in this mod.

 

Edited by SpiralOut
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1 hour ago, SpiralOut said:

Also...

Challenge accepted!

I'm a web/UI/UX designer, and this is what I've come up with. I don't have any significant experience with mod development though, beyond some really basic Module Manager patching. Would people be interested in this (or something like it) becoming a real thing?

EDIT: I just realized that the wrong icon is selected in the left pane of the first slide. Too late to edit it now, but obviously, the top icon should be highlighted with the brackets, not the Prograde icon.

EDIT 2: Credit where credit is due! The look-and-feel was heavily influenced by the displays in this mod.

 

From a design standpoint, that's a pretty good interface.  There may be a bit of a learning curve, but that's unavoidable (this is rocket science, after all).  With a second display configured to provide post-maneuver metrics (post-maneuver Ap/Pe and closest approach to target), that definitely would provide a usable interface.  How large is the inner image (pixel dimensions)?  The stock RPM display is 640x640, although other dimensions can be used (and are in a couple of cases).

The second issue with in-IVA maneuvers is transferring the data from the mod to the game, although if it is on a custom page like this, there are ways to facilitate that.

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7 minutes ago, MOARdV said:

From a design standpoint, that's a pretty good interface.

Thanks!
 

Quote

With a second display configured to provide post-maneuver metrics (post-maneuver Ap/Pe and closest approach to target), that definitely would provide a usable interface.

My idea for the data overlay was to put pre-maneuver metrics on the left, and post-maneuver on the right (hence the color-coding to match the rendered trajectories). I don't know if that is technically feasible though. I've begun reading through the manual but it's a lot to wrap my brain around.
 

Quote

How large is the inner image (pixel dimensions)?  The stock RPM display is 640x640, although other dimensions can be used (and are in a couple of cases).

I just grabbed a screenshot from Google and Photoshopped over it for the sake of a rough draft (looks like it's about 440px square), but I could definitely make a proper version to spec (in addition to fine-tuning the aesthetics). I also didn't use a monospace font or account for a fixed number of characters/lines... Do I need to change that? I should probably keep reading the manual.

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11 hours ago, SpiralOut said:

Also...

Challenge accepted!

I'm a web/UI/UX designer, and this is what I've come up with. I don't have any significant experience with mod development though, beyond some really basic Module Manager patching. Would people be interested in this (or something like it) becoming a real thing?

EDIT: I just realized that the wrong icon is selected in the left pane of the first slide. Too late to edit it now, but obviously, the top icon should be highlighted with the brackets, not the Prograde icon.

EDIT 2: Credit where credit is due! The look-and-feel was heavily influenced by the displays in this mod.

 

Wishing you the best!    The ability to create & manipulate maneuver nodes in IVA, and being able transfer kerbals to other parts of the ship without leaving IVA are the two remaining features that will make the IVA experience complete IMHO.    Thank you for working on this.

Edited by nukeboyt
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14 hours ago, nukeboyt said:

Wishing you the best!    The ability to create & manipulate maneuver nodes in IVA, and being able transfer kerbals to other parts of the ship without leaving IVA are the two remaining features that will make the IVA experience complete IMHO.    Thank you for working on this.

Ha, I actually started designing it after watching a couple of your videos! The Duna trip in particular was so cool, but sooo much trial and error and wasted fuel. Anyway, glad you like the concept! I'm going to refine this today and make a new thread so I don't keep clogging up this one.

EDIT: For anyone interested, new thread is here: 

 

Edited by SpiralOut
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So is there a better way of deciphering page definition files? I'm currently using notepad++ to edit and view them, but studying the page definitions of monitors such as the ASET MFD's makes my eyeballs melt and also makes me wonder how the creator didn't get utterly confused while working on it...

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32 minutes ago, martinezfg11 said:

So is there a better way of deciphering page definition files? I'm currently using notepad++ to edit and view them, but studying the page definitions of monitors such as the ASET MFD's makes my eyeballs melt and also makes me wonder how the creator didn't get utterly confused while working on it...

No, not really.  The page definition is really easy for simple stuff, but alexustas pushes the page capabilities to their limits using text nudges, color overrides, and multiple fonts, all of which make it hard to read (but also amazing in-game).  Having to look up the custom and mapped variables adds to the complexity.  I have plans for improving on that, but they're a long ways from being ready.  I can help interpret the pages if you have questions.

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Hey long time ksp user here just found out about this mod very excited to use it i have tons of mods and i want this one to work. Heres the situation I have ASET props and avionics and AoA and i know i need this mod to tie it all together but here is my problem, i can create planes and everything but when it come to "launch" time i get the "initialization error check configuration" and then my screen goes black or all i can see is stars. HOW DO I FIX THIS! In my latest attempt i was inside a blank cockpit and couldn't see anything. I really want this mod to work out.

P.s. I have made sure the .dll is in the right place and have made sure there is only one (up to date) module manager. I also understand there are compatibility issues with B9 and have made sure to avoid those yet i get the same problem. 

Thank you for any help you can give.

 

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7 hours ago, stealthyki11a said:

Thank you for any help you can give.

That error means incorrect RPM installation or incorrect configuration of a prop.  I would need to see the logs to see exactly why there's an initialization error.

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1 hour ago, Psycho_zs said:

With latest RPM release and KSP 1.1.3 on Linux with Intel (Opengl 3.3) I still have pink blocks issue.

That has been an open issue (when using -force-glcore on Windows as well) for a while.  I have no solution, and no one has been able to help me isolate the problem with my Unity installation.

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17 hours ago, MOARdV said:

That error means incorrect RPM installation or incorrect configuration of a prop.  I would need to see the logs to see exactly why there's an initialization error.

Here is my log from when it prompted it sorry there is a lot didnt know when to stop.

[ERR 21:59:30.445] RasterPropMonitorComputer: Tried to look for method with propToUse still null?

[ERR 21:59:30.445] RasterPropMonitorComputer: Tried to look for method with propToUse still null?

[ERR 21:59:30.449] JSIVariableAnimator: INITIALIZATION ERROR, CHECK CONFIGURATION.

[EXC 21:59:30.450] NullReferenceException: Object reference not set to an instance of an object
	JSI.RasterPropMonitorComputer.TerminalVelocity ()
	JSI.RasterPropMonitorComputer.<GetEvaluator>b__20 (System.String variable, JSI.RPMVesselComputer comp)
	JSI.RasterPropMonitorComputer.AddVariable (System.String variableName)
	JSI.RasterPropMonitorComputer.InstantiateVariableOrNumber (System.String variableName)
	JSI.VariableOrNumberRange..ctor (JSI.RasterPropMonitorComputer rpmComp, System.String sourceVariable, System.String range1, System.String range2, System.String moduloVariable)
	JSI.CustomVariable.ProcessSourceNode (.ConfigNode node, JSI.RasterPropMonitorComputer rpmComp, System.Boolean& reverse)
	JSI.CustomVariable..ctor (.ConfigNode node, JSI.RasterPropMonitorComputer rpmComp)
	JSI.JUtil.InstantiateComplexVariable (.ConfigNode node, JSI.RasterPropMonitorComputer rpmComp)
	JSI.RasterPropMonitorComputer.GetEvaluator (System.String input, System.Boolean& cacheable)
	JSI.RasterPropMonitorComputer.AddVariable (System.String variableName)
	JSI.RasterPropMonitorComputer.InstantiateVariableOrNumber (System.String variableName)
	JSI.VariableOrNumberRange..ctor (JSI.RasterPropMonitorComputer rpmComp, System.String sourceVariable, System.String range1, System.String range2, System.String moduloVariable)
	JSI.CustomVariable.ProcessSourceNode (.ConfigNode node, JSI.RasterPropMonitorComputer rpmComp, System.Boolean& reverse)
	JSI.CustomVariable..ctor (.ConfigNode node, JSI.RasterPropMonitorComputer rpmComp)
	JSI.JUtil.InstantiateComplexVariable (.ConfigNode node, JSI.RasterPropMonitorComputer rpmComp)
	JSI.RasterPropMonitorComputer.GetEvaluator (System.String input, System.Boolean& cacheable)
	JSI.RasterPropMonitorComputer.AddVariable (System.String variableName)
	JSI.RasterPropMonitorComputer.InstantiateVariableOrNumber (System.String variableName)
	JSI.VariableOrNumberRange..ctor (JSI.RasterPropMonitorComputer rpmComp, System.String sourceVariable, System.String range1, System.String range2, System.String moduloVariable)
	JSI.VariableAnimationSet..ctor (.ConfigNode node, .InternalProp thisProp, JSI.RasterPropMonitorComputer rpmComp)
	JSI.JSIVariableAnimator.Start ()
[LOG 21:59:30.480] [FlightIntegrator]: Reloaded drag cube for zeroed cube root part AoA.cobraCockpit on vessel mk 100
[ERR 21:59:30.606] Cannot find an InternalModule of typename 'JSISCANsatRPM'

[ERR 21:59:30.650] Cannot find an InternalModule of typename 'InternalVesselView'

[ERR 21:59:30.650] Cannot find an InternalModule of typename 'InternalVesselView'

[ERR 21:59:30.650] Cannot find an InternalModule of typename 'EngineIgnitorRPM'

[ERR 21:59:30.659] Cannot find an InternalModule of typename 'JSISCANsatRPM'

[ERR 21:59:30.670] Cannot find an InternalModule of typename 'InternalVesselView'

[ERR 21:59:30.670] Cannot find an InternalModule of typename 'InternalVesselView'

[ERR 21:59:30.670] Cannot find an InternalModule of typename 'EngineIgnitorRPM'

[ERR 21:59:30.985] Cannot find an InternalModule of typename 'JSIInternalRPMButtons'

[ERR 21:59:30.985] InternalProp: Failed finding module JSIInternalRPMButtons for method ButtonStageLock

[ERR 21:59:30.985] JSIActionGroupSwitch: Failed to instantiate action handler JSIInternalRPMButtons:ButtonStageLock

[ERR 21:59:31.190] JSIVariableLabel: Start failed with exception System.NullReferenceException: Object reference not set to an instance of an object
  at JSI.RasterPropMonitorComputer.TerminalVelocity () [0x00000] in <filename unknown>:0 
  at JSI.RasterPropMonitorComputer.<GetEvaluator>b__20 (System.String variable, JSI.RPMVesselComputer comp) [0x00000] in <filename unknown>:0 
  at JSI.RasterPropMonitorComputer.AddVariable (System.String variableName) [0x00000] in <filename unknown>:0 
  at JSI.RasterPropMonitorComputer.InstantiateVariableOrNumber (System.String variableName) [0x00000] in <filename unknown>:0 
  at JSI.StringProcessorFormatter..ctor (System.String input, JSI.RasterPropMonitorComputer rpmComp) [0x00000] in <filename unknown>:0 
  at JSI.JSIVariableLabel.Start () [0x00000] in <filename unknown>:0 

[LOG 21:59:31.521] RasterPropMonitorComputer: Unrecognized variable FARPM_STALL_FRACTION
[ERR 21:59:31.759] Cannot find an InternalModule of typename 'JSISCANsatRPM'

[ERR 21:59:31.770] Cannot find an InternalModule of typename 'InternalVesselView'

[ERR 21:59:31.770] Cannot find an InternalModule of typename 'InternalVesselView'

[ERR 21:59:31.771] Cannot find an InternalModule of typename 'EngineIgnitorRPM'

[ERR 21:59:31.775] Cannot find an InternalModule of typename 'JSISCANsatRPM'

[ERR 21:59:31.786] Cannot find an InternalModule of typename 'InternalVesselView'

[ERR 21:59:31.786] Cannot find an InternalModule of typename 'InternalVesselView'

[ERR 21:59:31.786] Cannot find an InternalModule of typename 'EngineIgnitorRPM'

[ERR 21:59:31.790] Cannot find an InternalModule of typename 'JSISCANsatRPM'

[ERR 21:59:31.801] Cannot find an InternalModule of typename 'InternalVesselView'

[ERR 21:59:31.801] Cannot find an InternalModule of typename 'InternalVesselView'

[ERR 21:59:31.802] Cannot find an InternalModule of typename 'EngineIgnitorRPM'

[ERR 21:59:31.822] Cannot find an InternalModule of typename 'JSIFAR'

[ERR 21:59:31.822] InternalProp: Failed finding module JSIFAR for method DecreaseFlapSetting

[ERR 21:59:31.822] JSIActionGroupSwitch: Failed to instantiate action handler JSIFAR:DecreaseFlapSetting

[ERR 21:59:31.822] Cannot find an InternalModule of typename 'JSIFAR'

[ERR 21:59:31.822] InternalProp: Failed finding module JSIFAR for method DecreaseFlapSetting

[ERR 21:59:31.822] JSIActionGroupSwitch: Failed to instantiate action handler JSIFAR:DecreaseFlapSetting

[ERR 21:59:31.824] Cannot find an InternalModule of typename 'JSIFAR'

[ERR 21:59:31.825] InternalProp: Failed finding module JSIFAR for method IncreaseFlapSetting

[ERR 21:59:31.825] JSIActionGroupSwitch: Failed to instantiate action handler JSIFAR:IncreaseFlapSetting

[ERR 21:59:31.825] Cannot find an InternalModule of typename 'JSIFAR'

[ERR 21:59:31.825] InternalProp: Failed finding module JSIFAR for method IncreaseFlapSetting

[ERR 21:59:31.825] JSIActionGroupSwitch: Failed to instantiate action handler JSIFAR:IncreaseFlapSetting

[ERR 21:59:31.827] Cannot find an InternalModule of typename 'JSIFAR'

[ERR 21:59:31.827] InternalProp: Failed finding module JSIFAR for method SetSpoiler

[ERR 21:59:31.827] JSIActionGroupSwitch: Failed to instantiate action handler JSIFAR:SetSpoiler

[ERR 21:59:31.827] Cannot find an InternalModule of typename 'JSIFAR'

[ERR 21:59:31.827] InternalProp: Failed finding module JSIFAR for method SetSpoiler

[ERR 21:59:31.827] JSIActionGroupSwitch: Failed to instantiate action handler JSIFAR:SetSpoiler

[LOG 21:59:31.988] 7/10/2016 9:59:31 PM,RasterPropMonitor-KACWrapper,Attempting to Grab KAC Types...
[ERR 21:59:31.998] Cannot find a PartModule of typename 'MechJebRPMVari

 

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6 hours ago, stealthyki11a said:

Here is my log from when it prompted it sorry there is a lot didnt know when to stop.

 

That's odd.  The only point of failure in that code that I see requires a reference to a vessel to be invalid.  Can you post the entire log somewhere (DropBox or some other site)?

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57 minutes ago, stealthyki11a said:

Yeah sure should've done that before. https://www.dropbox.com/s/fz468t1dir5vfdg/KSP copy.log?dl=0

You've got a lot of errors in the log.  Some of them are from the Steam client, I believe.  Are you sure it's up-to-date?  Can you run KSP without going though Steam, such as running KSP directly from the install directory and do you get the same errors?

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1 hour ago, stealthyki11a said:

Yeah sure should've done that before. https://www.dropbox.com/s/fz468t1dir5vfdg/KSP copy.log?dl=0

You're on KSP 1.1.1 - you will have to go back to an earlier version of RPM, for starters.  You may be able to use RPM v0.26.0, but no guarantee on that.  You also have many other exceptions from mods in there (including from a very outdated version of Module Manager).  If you look at the beginning of that log, there are a lot of lines like this:

AssemblyLoader: Exception loading 
AssemblyLoader: Exception loading 

with mod names afterwards.  Just about every one of those is a mod that is not compatible with the version of KSP you're using - you'll need to track down the correct version for each of them, or get to the current release of KSP and make sure you have the latest compatible mod versions.  Unlike a lot of other games, even a minor version tick in KSP (1.1.2 to 1.1.3) can introduce breaking changes in mods, so it's unsafe to assume that a 1.1.3-compatible mod works with 1.1.1.

Without resolving that problem, there's really no point in troubleshooting - incompatible mods pretty much guarantee (bad) side effects in KSP.

As for the Steam client - the steamworks exceptions happen on my system, and it's current across the board.  I assume it's a problem because I don't have the steam controller on my computer, and the steamworks API isn't graceful about handling that case.  I'd say not to worry about that one specifically.

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3 hours ago, MOARdV said:

You're on KSP 1.1.1 - you will have to go back to an earlier version of RPM, for starters.  You may be able to use RPM v0.26.0, but no guarantee on that.  You also have many other exceptions from mods in there (including from a very outdated version of Module Manager).  If you look at the beginning of that log, there are a lot of lines like this:


AssemblyLoader: Exception loading 

AssemblyLoader: Exception loading 

with mod names afterwards.  Just about every one of those is a mod that is not compatible with the version of KSP you're using - you'll need to track down the correct version for each of them, or get to the current release of KSP and make sure you have the latest compatible mod versions.  Unlike a lot of other games, even a minor version tick in KSP (1.1.2 to 1.1.3) can introduce breaking changes in mods, so it's unsafe to assume that a 1.1.3-compatible mod works with 1.1.1.

Without resolving that problem, there's really no point in troubleshooting - incompatible mods pretty much guarantee (bad) side effects in KSP.

As for the Steam client - the steamworks exceptions happen on my system, and it's current across the board.  I assume it's a problem because I don't have the steam controller on my computer, and the steamworks API isn't graceful about handling that case.  I'd say not to worry about that one specifically.

yeah i kinda expected that although every other mod works fine but RPM. Oh well guess i have to wait for an update. Thanks for all your help.

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1 hour ago, Jasseji said:

@MOARdV Hello, i cannot find the setting for max camera angles, is its defined in the code itself ?

I mean the maximum angle a camera can be rotated using the screen-controls in IVA ?

 

 

All camera controls are in the config file (MFD40x20.cfg for the example MFD).

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55 minutes ago, MOARdV said:

All camera controls are in the config file (MFD40x20.cfg for the example MFD).

PAGE
   {
      name = extcamAll
      button = buttonR7
      text = Viewing ExtCam
      showNoSignal = true
      
		BACKGROUNDHANDLER
		{
			name = JSISteerableCamera
			method = RenderCamera
			buttonClickMethod = ClickProcessor
			buttonReleaseMethod = ReleaseProcessor
			pageActiveMethod = PageActive
         cameraInfoVarName = MFDEXTCAM
         skipMissingCameras = true
			cameraTransform = ExtCam1|ExtCam2|ExtCam3|ExtCam4|ExtCam5|ExtCam6|ExtCam7|ExtCam8
			fovLimits = 20,5|20,5|20,5|20,5|20,5|20,5|20,5|20,5
			zoomRate = 5|5|5|5|5|5|5|5
			showTargetIcon = false
			iconPixelSize = 32
			targetIconColor = 255,0,255,128
			homeCrosshairColor = 0,0,0,0
         // Buttons:
         zoomIn = 0
			zoomOut = 1
         nextCamera = 7
         prevCamera = 8
         //yawLeft = 6
         //yawRight = 5
         //pitchUp = 1
         //pitchDown = 0
         //seekHome = 4
      }
   }

I assume this:

fovLimits = 20,5|20,5|20,5|20,5|20,5|20,5|20,5|20,5

what units are meant here ?

 

But in the ,cs file the following is given as explanation:

* fovLimits -- The upper and lower bound of the zoom control, in degrees.

I am at a loss here, i wanted to configure a camera which can be rotated 180 degrees in each direction

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3 hours ago, Jasseji said:

I assume this:


fovLimits = 20,5|20,5|20,5|20,5|20,5|20,5|20,5|20,5

what units are meant here ?

 

But in the ,cs file the following is given as explanation:

* fovLimits -- The upper and lower bound of the zoom control, in degrees.

I am at a loss here, i wanted to configure a camera which can be rotated 180 degrees in each direction

That is the zoom control in degrees, yes.  I thought that was the angles you were asking for.  If you want camera pan and tilt, you will need to add 'yawLimits', 'yawRate', 'pitchLimits', 'pitchRate', 'yawLeft', 'yawRight', 'pitchLeft', and 'pitchRight' to the config file, as described in the comments you found in the cs file.

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Thanks for the nice IVA environments! I have a feature request which is for buttons for the both of the stock lander cans for the different SAS targets (prograde, retrograde etc). Currently I think I need to exit IVA view to switch SAS target.

 

I have a second request but it might be stupidly complicated to implement - I was just wondering whether it would be possible to have some kind of simplified map view on one of the IVA screens so I could have an indication of my trajectory. Not really sure how to efficiently hop to a target landing site entirely within IVA. Edit: I think the ASC/DEC mode is meant for this.

Edited by THX1138
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