nukeboyt Posted November 29, 2016 Share Posted November 29, 2016 (edited) 3 hours ago, Enceos said: Just playin' KSP xD wanted some first person immersion, don't like when my camera refocuses out of IVA after docking. 1 hour ago, MOARdV said: 1 hour ago, MOARdV said: No, it unfortunately doesn't. If you get kicked out of IVA, that's because the vessel you were flying ceased to exist - when it docked with the other vessel / station, KSP decided to add clones of the parts from your vessel to the other vessel. It might be possible to add a feature like that, but any such effort will be in my Avionics Systems mod, not RPM. Along the same lines, it would be nice to be able to remain inside IVA (reliably) when un-docking from the Target screen. And intra-ship transfer from IVA while you're at it. Edited November 29, 2016 by nukeboyt Link to comment Share on other sites More sharing options...
Not Sure Posted November 30, 2016 Share Posted November 30, 2016 I'm having a problem on my mac desktop with the 1.2 prerelease where it tells me that ERROR: RastorPropMonitor.dll must be in Gamedata/JSI/RasterPropMonitor/Plugins but its in GameData/. I made sure this wasnt there and it wasn't, it was in the correct spot. I really love this mod and i was in awe that something like it existed so it would be cool if you had a solution. Link to comment Share on other sites More sharing options...
LN400 Posted November 30, 2016 Share Posted November 30, 2016 Installed and it works but it gave me a drop in frame rate that was quite severe when in IVA view. A quick question then: What should one expect in terms of frame rate drops (tricky seeing there are all sorts of hardware among us players, but in general)? Would you say this mod is extensively resource hungry compared to other mods? Link to comment Share on other sites More sharing options...
MOARdV Posted November 30, 2016 Author Share Posted November 30, 2016 8 hours ago, Not Sure said: I'm having a problem on my mac desktop with the 1.2 prerelease where it tells me that ERROR: RastorPropMonitor.dll must be in Gamedata/JSI/RasterPropMonitor/Plugins but its in GameData/. I made sure this wasnt there and it wasn't, it was in the correct spot. I really love this mod and i was in awe that something like it existed so it would be cool if you had a solution. I have never heard of this happening if the mod was not installed wrong, and I have not heard of anyone else on a Mac having this problem, so the only solution I can offer based on this information is "make sure you installed this mod correctly". Remove it, make sure you don't have a copy of the DLL in GameData/, and install it again. 1 hour ago, LN400 said: Installed and it works but it gave me a drop in frame rate that was quite severe when in IVA view. A quick question then: What should one expect in terms of frame rate drops (tricky seeing there are all sorts of hardware among us players, but in general)? Would you say this mod is extensively resource hungry compared to other mods? I would not say it is extensively resource hungry. I've measured the mod's update performance, and it's in the sub-millisecond range on my desktop computer, which means it's using less than 5% of the FixedUpdate budget. There are parts of it that are not extensively optimized (extra allocations that lead to garbage collection), but even in the complex IVAs I've used, such as the ALCOR lander, I don't get much more than a flicker of yellow due to garbage collection every few seconds. You may check the config file where the mod was installed and make sure DebugLogging is set to 'false' (it should be by default). Link to comment Share on other sites More sharing options...
Fwiffo Posted November 30, 2016 Share Posted November 30, 2016 Just to confirm: hullcam-models-as-external-cameras.cfg from Beta2 is no longer needed? Link to comment Share on other sites More sharing options...
MOARdV Posted November 30, 2016 Author Share Posted November 30, 2016 1 hour ago, Fwiffo said: Just to confirm: hullcam-models-as-external-cameras.cfg from Beta2 is no longer needed? If you have the updated version of Hullcam VDS then it is no longer needed. Link to comment Share on other sites More sharing options...
Not Sure Posted December 1, 2016 Share Posted December 1, 2016 Alright, after 2 reinstalls and removal of(not) all mods it changes a small bit: ERROR: RastorPropMonitor.dll must be in GameData/JSI/RasterPropMonitor/plugins but its in GameData/RasterPropMonitor.028.0beta4/. Im not sure why it changed but hopefully this gave some light on what's the issue. Link to comment Share on other sites More sharing options...
MOARdV Posted December 1, 2016 Author Share Posted December 1, 2016 10 hours ago, Not Sure said: Alright, after 2 reinstalls and removal of(not) all mods it changes a small bit: ERROR: RastorPropMonitor.dll must be in GameData/JSI/RasterPropMonitor/plugins but its in GameData/RasterPropMonitor.028.0beta4/. Im not sure why it changed but hopefully this gave some light on what's the issue. The mod is installed incorrectly. The readme in the RPM zip file tells you how to unzip the mod and install it: Merge the GameData folder in the zip file into your GameData folder. If you follow those instructions - and you have removed the incorrectly installed copies of the mod - it will work. Link to comment Share on other sites More sharing options...
Bit Fiddler Posted December 2, 2016 Share Posted December 2, 2016 how does one go about making the "MFD" used in various internals. I would like to maybe try to make custom MFD setup for my use, or even to distribute back to the community. I do not mean the "physical" 3d part. I mean the "software" that runs on it. how do I define what happens when certain buttons are pressed etc. basically where do I begin reading? and what tools will I need? Link to comment Share on other sites More sharing options...
MOARdV Posted December 2, 2016 Author Share Posted December 2, 2016 2 hours ago, Bit Fiddler said: how does one go about making the "MFD" used in various internals. I would like to maybe try to make custom MFD setup for my use, or even to distribute back to the community. I do not mean the "physical" 3d part. I mean the "software" that runs on it. how do I define what happens when certain buttons are pressed etc. basically where do I begin reading? and what tools will I need? Start with the wiki: here and here, for instance. Take a look at the example MFD that ships with RPM. Mess around with it, make changes, and experiment. No tools required, unless you want to edit IVAs to add a new MFD. Link to comment Share on other sites More sharing options...
Not Sure Posted December 2, 2016 Share Posted December 2, 2016 Alright, after removing JSI from game data and keeping it as its own "game data" folder i have evrything exept for iva, it is still stock, but i do have the camera and flag. do id need to download something else? in some previous tests it was admitting that everything was in the right spot but it still showed the error that it was wrong, but now wit that jsi folder change all the errors are gone. but before i was copying everything into the mod folder including the read all (which i have now read) which might have been the cause of a problem. Im just rambling here, all that there is is no loading screen errors but IVA doesn't work. Still a beginner modder, sorry if its just some little mistakes. Link to comment Share on other sites More sharing options...
MOARdV Posted December 2, 2016 Author Share Posted December 2, 2016 Do you have Module Manager installed? It is a required mod, and it is not currently packaged with RPM. Link to comment Share on other sites More sharing options...
Not Sure Posted December 2, 2016 Share Posted December 2, 2016 26 minutes ago, MOARdV said: Do you have Module Manager installed? It is a required mod, and it is not currently packaged with RPM. IT WORKS! haha! you knew it all along. Thanks, i learned a lot about mods on my journey. Link to comment Share on other sites More sharing options...
pslytely psycho Posted December 3, 2016 Share Posted December 3, 2016 Thanks for maintaining this mod @MOARdV, I have used it for so long I don't even recall ever playing without it. My original account was about a month old when the forums got wiped out, so I've been here for a time. Think it was about 0.18 after putting 100+ hours into the 0.13 demo, which had limited modding support at the time. I recall coming across it very early on, so it's most certainly an essential. Link to comment Share on other sites More sharing options...
Bit Fiddler Posted December 4, 2016 Share Posted December 4, 2016 On 12/3/2016 at 3:05 AM, MOARdV said: Start with the wiki: here and here, for instance. Take a look at the example MFD that ships with RPM. Mess around with it, make changes, and experiment. No tools required, unless you want to edit IVAs to add a new MFD. ah thanks this looks like it will be easier than I thought. the real trick is going to be integrating all the extra stuff like camera, docking indicators, vessel viewer, etc. that are on the various pages. the actual MFD pages look like they will be fairly straight forward. Link to comment Share on other sites More sharing options...
decotime Posted December 4, 2016 Share Posted December 4, 2016 Hi Will this great mod be updated & maintained for future releases ? like KSP 1.2 ?? Thankyou for making the best mod ever Link to comment Share on other sites More sharing options...
nukeboyt Posted December 4, 2016 Share Posted December 4, 2016 8 hours ago, decotime said: Hi Will this great mod be updated & maintained for future releases ? like KSP 1.2 ?? Thankyou for making the best mod ever @MOARdV is presently working on a successor to RPM, but has kept RPM updated. He has posted this link to a beta version that works in 1.2 Link to comment Share on other sites More sharing options...
Micro753 Posted December 5, 2016 Share Posted December 5, 2016 @MOARdV I would like to make a suggestion. The autopilot menu defaults to the mechjeb version. Players who don't have mechjeb installed will have to press the button twice to get the stock sas menu to show. I looked through your mod's cfg files, and found I could make it default to the stock sas by opening the MFD40x20.cfg file in JSI/RPMPodPatches/BasicMFD and switching the following: Spoiler The file usually has: Spoiler // -------------------- Page 'D' SmartASS/MJ control ----------------------------------- PAGE { name = smartass button = button_D text = MechJeb software not installed. PAGEHANDLER { name = MechJebRPM method = ShowMenu pageActiveMethod = PageActive buttonClickMethod = ClickProcessor pageTitle = ----------- Autopilot control ----------- } textureURL = JSI/RasterPropMonitor/Library/Textures/bg01 } PAGE { name = sas button = button_D text = Autopilot software not installed. PAGEHANDLER { name = JSISASMenu method = ShowMenu pageActiveMethod = PageActive buttonClickMethod = ClickProcessor pageTitle = ----------- Autopilot control ----------- } textureURL = JSI/RasterPropMonitor/Library/Textures/bg01 } mechjeb is listed first, but it will show the stock sas menu first if you switch them, like this: Spoiler // -------------------- Page 'D' SmartASS/MJ control ----------------------------------- PAGE { name = sas button = button_D text = Autopilot software not installed. PAGEHANDLER { name = JSISASMenu method = ShowMenu pageActiveMethod = PageActive buttonClickMethod = ClickProcessor pageTitle = ----------- Autopilot control ----------- } textureURL = JSI/RasterPropMonitor/Library/Textures/bg01 } PAGE { name = smartass button = button_D text = MechJeb software not installed. PAGEHANDLER { name = MechJebRPM method = ShowMenu pageActiveMethod = PageActive buttonClickMethod = ClickProcessor pageTitle = ----------- Autopilot control ----------- } textureURL = JSI/RasterPropMonitor/Library/Textures/bg01 } I think the stock sas should be the default because not all players will have mechjeb installed. It would only take a minute or two to switch them. Link to comment Share on other sites More sharing options...
Mecripp Posted December 5, 2016 Share Posted December 5, 2016 3 minutes ago, Micro753 said: @MOARdV I would like to make a suggestion. The autopilot menu defaults to the mechjeb version. Players who don't have mechjeb installed will have to press the button twice to get the stock sas menu to show. I looked through your mod's cfg files, and found I could make it default to the stock sas by opening the MFD40x20.cfg file in JSI/RPMPodPatches/BasicMFD and switching the following: Hide contents The file usually has: Reveal hidden contents // -------------------- Page 'D' SmartASS/MJ control ----------------------------------- PAGE { name = smartass button = button_D text = MechJeb software not installed. PAGEHANDLER { name = MechJebRPM method = ShowMenu pageActiveMethod = PageActive buttonClickMethod = ClickProcessor pageTitle = ----------- Autopilot control ----------- } textureURL = JSI/RasterPropMonitor/Library/Textures/bg01 } PAGE { name = sas button = button_D text = Autopilot software not installed. PAGEHANDLER { name = JSISASMenu method = ShowMenu pageActiveMethod = PageActive buttonClickMethod = ClickProcessor pageTitle = ----------- Autopilot control ----------- } textureURL = JSI/RasterPropMonitor/Library/Textures/bg01 } mechjeb is listed first, but it will show the stock sas menu first if you switch them, like this: Reveal hidden contents // -------------------- Page 'D' SmartASS/MJ control ----------------------------------- PAGE { name = sas button = button_D text = Autopilot software not installed. PAGEHANDLER { name = JSISASMenu method = ShowMenu pageActiveMethod = PageActive buttonClickMethod = ClickProcessor pageTitle = ----------- Autopilot control ----------- } textureURL = JSI/RasterPropMonitor/Library/Textures/bg01 } PAGE { name = smartass button = button_D text = MechJeb software not installed. PAGEHANDLER { name = MechJebRPM method = ShowMenu pageActiveMethod = PageActive buttonClickMethod = ClickProcessor pageTitle = ----------- Autopilot control ----------- } textureURL = JSI/RasterPropMonitor/Library/Textures/bg01 } I think the stock sas should be the default because not all players will have mechjeb installed. It would only take a minute or two to switch them. You could just write a MM patch to do what you want so you wouldn't have to edit your files agian Link to comment Share on other sites More sharing options...
Brainpop14 Posted December 15, 2016 Share Posted December 15, 2016 Does this work with 1.2.1? Link to comment Share on other sites More sharing options...
MOARdV Posted December 16, 2016 Author Share Posted December 16, 2016 54 minutes ago, Brainpop14 said: Does this work with 1.2.1? I suspect it does. I'm currently on 1.2.2, and I haven't needed to rebuild. Link to comment Share on other sites More sharing options...
gobolinno Posted December 18, 2016 Share Posted December 18, 2016 On 12/4/2016 at 9:44 AM, nukeboyt said: @MOARdV is presently working on a successor to RPM, but has kept RPM updated. He has posted this link to a beta version that works in 1.2 What's the name of the successor? O.O I want it, I want it!. I'm still unable to get my "100% needed" setup of MODs updated [Esentially, RPM+Chatterer+KAS+MJ2+RT2+SCANSAT+Tweakscale+TCA] so maybe I'd try something new =). Link to comment Share on other sites More sharing options...
MOARdV Posted December 18, 2016 Author Share Posted December 18, 2016 52 minutes ago, gobolinno said: What's the name of the successor? O.O MOARdV's Avionics Systems. It is not ready for casual use, and there are zero IVA currently available for it. I have a 98% functional IVA for the one pod I use as a crew transfer device, and I know alexustas and DeputyLOL both have IVAs they've worked on with it, but it will *not* be a "install this mod and instantly have lots of updated IVAs" situation - IVAs take soooo long for me to create that I won't be making a bunch of them. Someone else is will have to help out on that. Link to comment Share on other sites More sharing options...
hidude398 Posted December 18, 2016 Share Posted December 18, 2016 Hey, I didn't check to see if this is already been posted, but the MK1 cockpit (not the inline version) is broken. Visually, the door (ironically labeled "do not open in flight") has been swung 90° outwards so the inside of the door faces up and the outside faces down, exposing my kerbs to the dark vacuum of space. Also, the "docking mode" screen has been flipped inside the front panel assembly, and the top buttons of the top screen in the IVA facing forward are usable but hidden, making it a fun guessing game to try and find the function you're after. Dev plz nerf, lol. Link to comment Share on other sites More sharing options...
Drew Kerman Posted December 19, 2016 Share Posted December 19, 2016 On 12/17/2016 at 10:05 PM, MOARdV said: IVAs take soooo long for me to create that I won't be making a bunch of them. Someone else is will have to help out on that. you're talking about just the placement of props? Link to comment Share on other sites More sharing options...
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