SelectHalfling0 Posted September 25, 2016 Share Posted September 25, 2016 3 hours ago, linuxgurugamer said: Does anyone know if the 1.1.3 version works in 1.2? I'd like to get started updating one of the mods I'm maintaining (VesselViewer), which depends on RPM It does not, however the parts are still in the game so something still works (interiors are stock). Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 25, 2016 Share Posted September 25, 2016 2 hours ago, SelectHalfling0 said: It does not, however the parts are still in the game so something still works (interiors are stock). Thanks. I took a quick look at the code, unfortunately, it looks like there are some fairly significant changes in KSP which affect this. Link to comment Share on other sites More sharing options...
Tybot Posted September 25, 2016 Share Posted September 25, 2016 Vested interest in both of these being updated for 1.3... Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 26, 2016 Share Posted September 26, 2016 3 hours ago, Tybot said: Vested interest in both of these being updated for 1.3... I'm sure there is a lot of interest in these being updated. Speaking as a mod author, I must say that the lack of requests in this thread is pleasing. I'm sure that @MOARdV is busy at work updating this for 1.2. So let's just give him time to do it. The changes are significant enough that it's not going to be a simple recompile @MOARdV, please contact me if you need any help with this. Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted September 26, 2016 Share Posted September 26, 2016 11 hours ago, SelectHalfling0 said: It does not, however the parts are still in the game so something still works (interiors are stock). Switching the interiors to the RPM version is Module Manager code, and MM isn't updated. Making the props function uses the RPM Modules so they won't until this is updated. The dials and so forth will exist for adding to IVAs, so long as those are the default for that IVA and not reliant on MM config. Virtually all modules (aka DLL files) will need recompiling and often a juggle in which references there are. And, the pre-release 1.2 is primarily for testing stock, and is rapidly changing. There aren't going to be many mod authors updating their stuff until the actual release version of 1.2 comes out. Even if they have already updated their code. Releasing for specific builds of 1.2 would be a version control nightmare, esp when you factor in users that might never update to the release KSP edition of that mod. Link to comment Share on other sites More sharing options...
MOARdV Posted September 28, 2016 Author Share Posted September 28, 2016 On 9/25/2016 at 7:57 PM, linuxgurugamer said: I'm sure there is a lot of interest in these being updated. Speaking as a mod author, I must say that the lack of requests in this thread is pleasing. I'm sure that @MOARdV is busy at work updating this for 1.2. So let's just give him time to do it. The changes are significant enough that it's not going to be a simple recompile @MOARdV, please contact me if you need any help with this. As @TiktaalikDreaming said, without MM, RPM requires manual config edits to work. I don't expect sarbian to release an official MM version until after the 1.2 Squad work is done, so I will not be releasing public builds before that time. If there are people interested in *testing* the builds (not just playing with it in the pre-release), I can use the extra eyes on the behaviors and code. It will require an isolated install where you're willing to make the manual edits required to add the IVAs to appropriate craft. For anyone who wants to help test the code prior to the official release, please PM me. It might be a couple of days before I have anything to share, since I've been traveling on personal and work business for the last three weeks, and I have a lot of catch-up to do. Link to comment Share on other sites More sharing options...
icedown Posted October 2, 2016 Share Posted October 2, 2016 (edited) I'm trying to get Probe Control Room updated and working. I've got the IVA showing up and all the MFDs have been converted to ALCOR ones. The only problem I'm having is none of the buttons are working. Lights and animations work fine. Besides the buttons not working, the only other odd thing I've noticed is that the nav ball and altitude tape are still there unlike in other IVAs. Do you have any idea what might have changed to cause this? I've been looking through the forums and documentation but this is a bit of a special case since it's an IVA without a kerbal. I think it looks like it's activating the IVA but the mode isn't changing correctly. Edited October 2, 2016 by icedown Link to comment Share on other sites More sharing options...
MOARdV Posted October 2, 2016 Author Share Posted October 2, 2016 5 hours ago, icedown said: I'm trying to get Probe Control Room updated and working. I've got the IVA showing up and all the MFDs have been converted to ALCOR ones. The only problem I'm having is none of the buttons are working. Lights and animations work fine. Besides the buttons not working, the only other odd thing I've noticed is that the nav ball and altitude tape are still there unlike in other IVAs. Do you have any idea what might have changed to cause this? I've been looking through the forums and documentation but this is a bit of a special case since it's an IVA without a kerbal. I think it looks like it's activating the IVA but the mode isn't changing correctly. Without logs and more information on your installation, I can't say what's going on. I've never looked at Probe Control Room. Link to comment Share on other sites More sharing options...
icedown Posted October 3, 2016 Share Posted October 3, 2016 23 hours ago, MOARdV said: Without logs and more information on your installation, I can't say what's going on. I've never looked at Probe Control Room. Logs are attached but I couldn't find anything unusual in them. I figure its an api change but I've spent the last 2 days going through the docs and haven't found anything yet. Just looking for ideas of something I haven't look at. output_log.txt Link to comment Share on other sites More sharing options...
MOARdV Posted October 3, 2016 Author Share Posted October 3, 2016 10 minutes ago, icedown said: Logs are attached but I couldn't find anything unusual in them. I figure its an api change but I've spent the last 2 days going through the docs and haven't found anything yet. Just looking for ideas of something I haven't look at. output_log.txt Please note that RasterPropMonitor is marked as "for KSP 1.1.3", not "for KSP 1.2". Link to comment Share on other sites More sharing options...
icedown Posted October 3, 2016 Share Posted October 3, 2016 (edited) 19 minutes ago, MOARdV said: Please note that RasterPropMonitor is marked as "for KSP 1.1.3", not "for KSP 1.2". Grabbed the logfile of my other project, here is the correct one. output_log.txt I started up, went to the control room, tried to click things, then went to a nearby mk2 cockpit with the aset props and moved some stuff in it. EDIT: I see the error now, [Error]: RasterPropMonitorComputer: UpdateLocalCrew() - no internal model! What function should I create the internal model in to get ahead of that check? Edited October 3, 2016 by icedown Link to comment Share on other sites More sharing options...
MOARdV Posted October 3, 2016 Author Share Posted October 3, 2016 1 hour ago, icedown said: What function should I create the internal model in to get ahead of that check? The internal model is part of the vessel - it's the IVA that a Kerbal is in. It looks like that particular message will log when no model exists, but it should not have any other impacts, as long as you're not trying to access crew info on the vessel. It should sort itself out once the internalModel is loaded, as long as RPM receives an OnVesselChange, OnVesselWasModified, or OnVesselCrewWasModified callback. The log suggests RPM thinks everything else is running normally - I see messages as monitors are being manipulated. The problem may be that there's no Kerbal in the craft, since RPM reduces computational overhead by not doing certain updates if no one is in a particular pod / IVA. That might be where the problem originates. Link to comment Share on other sites More sharing options...
icedown Posted October 3, 2016 Share Posted October 3, 2016 (edited) A functioning copy is available at the github link if you want to look at it. Do you have any suggestions of how I might remedy this? I really liked this mod and would like to get it back working. https://github.com/icedown/KSP-ProbeControlRoom Edited October 3, 2016 by icedown Link to comment Share on other sites More sharing options...
Alvargon Posted October 8, 2016 Share Posted October 8, 2016 Hi, Excellent job ^^ What is the mod for the camera? Link to comment Share on other sites More sharing options...
MOARdV Posted October 11, 2016 Author Share Posted October 11, 2016 RasterPropMonitor v0.28.0 beta 1 is now available on GitHub. It is not a fully-qualified release because a) not all of the mods it interacts with have been updated, and b) RPM has way too many moving parts for me to be able to test it out myself. There probably are bugs. I do want to thank the people (well, both of you ) who offered to help me test it out before today - I've had a lot of Real Life things keeping me busy lately, along with another side project, so I wasn't able to get a test build out to you. Link to comment Share on other sites More sharing options...
Psycho_zs Posted October 12, 2016 Share Posted October 12, 2016 Pink stuff is gone! Yay! Docking camera works, basics work so far. Link to comment Share on other sites More sharing options...
MOARdV Posted October 12, 2016 Author Share Posted October 12, 2016 30 minutes ago, Psycho_zs said: Pink stuff is gone! Yay! Docking camera works, basics work so far. Good. That shader problem with -force-glcore was annoying. I'm glad someone else confirms it's gone. Link to comment Share on other sites More sharing options...
Redneck Posted October 13, 2016 Share Posted October 13, 2016 Forgive me If this has been mentioned but are there any plans to put Kerbnet into the RasterProp MFD? Link to comment Share on other sites More sharing options...
MOARdV Posted October 13, 2016 Author Share Posted October 13, 2016 11 hours ago, Redneck said: Forgive me If this has been mentioned but are there any plans to put Kerbnet into the RasterProp MFD? It hasn't been asked. At present, I don't plan on adding new features to RasterPropMonitor. I've been focusing on a replacement plugin that will provide a great deal more flexibility to IVA prop configuration with a more efficient framework underneath. I'll keep RPM up and running, but I don't have the spare time to expand it and work on the other project at the same time. Link to comment Share on other sites More sharing options...
Tybot Posted October 13, 2016 Share Posted October 13, 2016 4 hours ago, MOARdV said: It hasn't been asked. At present, I don't plan on adding new features to RasterPropMonitor. I've been focusing on a replacement plugin that will provide a great deal more flexibility to IVA prop configuration with a more efficient framework underneath. I'll keep RPM up and running, but I don't have the spare time to expand it and work on the other project at the same time. Well that's quite intriguing indeed. RPM is awfully nice mod in and of itself, so sticking with the current feature set will be a lot easier with the knowledge that you're working on a successor in the background. All the power to you. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 13, 2016 Share Posted October 13, 2016 On 10/11/2016 at 6:28 PM, MOARdV said: RasterPropMonitor v0.28.0 beta 1 is now available on GitHub. It is not a fully-qualified release because a) not all of the mods it interacts with have been updated, and b) RPM has way too many moving parts for me to be able to test it out myself. There probably are bugs. I do want to thank the people (well, both of you ) who offered to help me test it out before today - I've had a lot of Real Life things keeping me busy lately, along with another side project, so I wasn't able to get a test build out to you. Cool. I'll be working on VesselViewer this weekend, I hope, will let you know of any issues I come up with. LGG Link to comment Share on other sites More sharing options...
nukeboyt Posted October 15, 2016 Share Posted October 15, 2016 In earlier versions, the camera showed the targeted-port reticle (pink). Now it does not show. In the picture below, the docking port "B1" should be highlighted with the pink reticle. Link to comment Share on other sites More sharing options...
DrDam Posted October 15, 2016 Share Posted October 15, 2016 Please, can you update CKAN declaration ? Link to comment Share on other sites More sharing options...
MOARdV Posted October 15, 2016 Author Share Posted October 15, 2016 12 hours ago, nukeboyt said: n earlier versions, the camera showed the targeted-port reticle (pink). Now it does not show. In the picture below, the docking port "B1" should be highlighted with the pink reticle Okay. I'll have to look into that. 5 hours ago, DrDam said: Please, can you update CKAN declaration ? As stated on the first post and in the FAQ, I don't do CKAN. Besides, this is not entirely production-ready. Link to comment Share on other sites More sharing options...
Ruedii Posted October 16, 2016 Share Posted October 16, 2016 I was wondering, how much work would it take to transition over RPM to the new text and vector-graphics rendering engine shipped in 1.2? Could this be done without breaking backwards compatibility with old mods? Could I get some feedback on this idea from people more familiar with RPM's inner workings before I file a feature request over at GitHub? Link to comment Share on other sites More sharing options...
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