dlrk Posted May 2, 2017 Share Posted May 2, 2017 Trajectories recently exposed it's calculated orbit in it's API(https://github.com/neuoy/KSPTrajectories/blob/master/Plugin/API.cs). Would it be possible for this to be added/integrated into the RPM orbit display, so that if a trajectories' orbit is available, it is used in place of the default orbit? Link to comment Share on other sites More sharing options...
theonegalen Posted May 4, 2017 Share Posted May 4, 2017 Hello, @MOARdV. I'm trying to add a new font to RPM to give a little retro feel for some of the cockpits I'm working on (specifically the Kerbonov Kn-2). I downloaded @luizopiloto's RPMfont tool, made a .png file and FontDefinition.txt, and placed it in a MyMod/Fonts folder, but RPM still defaults to Arial when using JSILabel. What am I doing wrong / what do I need to do? Link to comment Share on other sites More sharing options...
MOARdV Posted May 4, 2017 Author Share Posted May 4, 2017 7 hours ago, theonegalen said: Hello, @MOARdV. I'm trying to add a new font to RPM to give a little retro feel for some of the cockpits I'm working on (specifically the Kerbonov Kn-2). I downloaded @luizopiloto's RPMfont tool, made a .png file and FontDefinition.txt, and placed it in a MyMod/Fonts folder, but RPM still defaults to Arial when using JSILabel. What am I doing wrong / what do I need to do? JSILabel only works with the fonts included in the asset bundle (and Arial, of course, and other any system fonts on your computer), so custom bitmap fonts won't work with it. It requires an asset that's loaded as a Unity Font, and writing code to import bitmaps and convert them into a Unity Font was more work than I wanted to tackle at the time. The bitmap fonts work only on MFDs. Link to comment Share on other sites More sharing options...
kiwinanday Posted May 4, 2017 Share Posted May 4, 2017 (edited) Wrong thread Edited May 4, 2017 by kiwinanday Ooops Link to comment Share on other sites More sharing options...
theonegalen Posted May 5, 2017 Share Posted May 5, 2017 (edited) On 5/4/2017 at 7:22 AM, MOARdV said: JSILabel only works with the fonts included in the asset bundle (and Arial, of course, and other any system fonts on your computer), so custom bitmap fonts won't work with it. It requires an asset that's loaded as a Unity Font, and writing code to import bitmaps and convert them into a Unity Font was more work than I wanted to tackle at the time. The bitmap fonts work only on MFDs. Well, crap. Thanks for saving me some frustration. Edited May 5, 2017 by theonegalen Link to comment Share on other sites More sharing options...
Whalesharks Kerman Posted May 6, 2017 Share Posted May 6, 2017 Some monitor in the command pod looks weird and it's not working properly. Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 6, 2017 Share Posted May 6, 2017 6 hours ago, Whalesharks Kerman said: Some monitor in the command pod looks weird and it's not working properly. Ahhh, I see. Wait, no I don't Link to comment Share on other sites More sharing options...
Avery616 Posted May 9, 2017 Share Posted May 9, 2017 A great mod! But i have 2 things to ask. 1:i have the mod installed but it doesn't appear on stock ivas (odd because i have the OPT aerospace mod installed and the system appears on ivas there) 2: there are pictures of consoles with external camera views on them. Are these included? or do i need another mod? 3:i have seen pictures of consoles with a view of the crafts orbit. To get to the question i refer you to /\ Other than those issues the mods great! (With what little time i have had messed with em while flying with a OPT cockpit) Link to comment Share on other sites More sharing options...
MOARdV Posted May 9, 2017 Author Share Posted May 9, 2017 6 hours ago, Avery616 said: A great mod! But i have 2 things to ask. 1:i have the mod installed but it doesn't appear on stock ivas (odd because i have the OPT aerospace mod installed and the system appears on ivas there) 2: there are pictures of consoles with external camera views on them. Are these included? or do i need another mod? 3:i have seen pictures of consoles with a view of the crafts orbit. To get to the question i refer you to /\ Other than those issues the mods great! (With what little time i have had messed with em while flying with a OPT cockpit) And here are your 4 answers. 1: Most likely incorrect installation. RPM must be installed exactly where it needs to be installed to work. Secondary possibility is that you're missing ModuleManager, which is a requirement. Without additional info, I can't be more specific. 2: The consoles are included. RPM also includes a part (really, a rescaled single-thruster RCS unit) that is configured as a camera, and other mods (HullCam VDS) include parts that RPM can use as external cameras. 3: That is part of RPM, and part of the "stock" RPM console. Link to comment Share on other sites More sharing options...
Avery616 Posted May 9, 2017 Share Posted May 9, 2017 4 hours ago, MOARdV said: And here are your 4 answers. 1: Most likely incorrect installation. RPM must be installed exactly where it needs to be installed to work. Secondary possibility is that you're missing ModuleManager, which is a requirement. Without additional info, I can't be more specific. 2: The consoles are included. RPM also includes a part (really, a rescaled single-thruster RCS unit) that is configured as a camera, and other mods (HullCam VDS) include parts that RPM can use as external cameras. 3: That is part of RPM, and part of the "stock" RPM console. thanks for your help Link to comment Share on other sites More sharing options...
WhitestWizard Posted May 11, 2017 Share Posted May 11, 2017 How does one enable the new com net functionality in RPM? Did I read the change notes correctly when it said the screens would go blank on signal loss? But that it was disabled by default? Also will that work with Remote tech as well? Link to comment Share on other sites More sharing options...
WhitestWizard Posted May 18, 2017 Share Posted May 18, 2017 On 2017-5-11 at 8:38 PM, WhitestWizard said: How does one enable the new com net functionality in RPM? Did I read the change notes correctly when it said the screens would go blank on signal loss? But that it was disabled by default? Also will that work with Remote tech as well? Any information on this? Link to comment Share on other sites More sharing options...
MOARdV Posted May 18, 2017 Author Share Posted May 18, 2017 On 5/11/2017 at 2:38 PM, WhitestWizard said: How does one enable the new com net functionality in RPM? Did I read the change notes correctly when it said the screens would go blank on signal loss? But that it was disabled by default? Also will that work with Remote tech as well? To enable the CommNet functionality, you will need to update props to use the new variables (for instance, making a new MFD page or editing an existing one). Yes, the screens go blank on LOS if you update the MFD configs to support it. It's currently an opt-out configuration due to the inconsistent way KSP identifies crewed vs. uncrewed command pods. If RT changes the stock CommNet connectivity information, then RPM will work with it. However, if RT connectivity does not use the stock CommNet functionality, then it won't work. I don't use RT, so I don't know how it interacts with KSP 1.2.2. Link to comment Share on other sites More sharing options...
theonegalen Posted May 18, 2017 Share Posted May 18, 2017 I assume one could use the new CommNet functionality to put up the "No Connection" page for the NAV page? Link to comment Share on other sites More sharing options...
MOARdV Posted May 18, 2017 Author Share Posted May 18, 2017 4 hours ago, theonegalen said: I assume one could use the new CommNet functionality to put up the "No Connection" page for the NAV page? That's one possibility. One could also use it to control a gauge indicating signal strength. Link to comment Share on other sites More sharing options...
WhitestWizard Posted May 22, 2017 Share Posted May 22, 2017 Thank you MOARdV for your response. Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 22, 2017 Share Posted May 22, 2017 What does this mean? Exception handling event onVesselWasModified in class RPMVesselComputer:System.NullReferenceException: Object reference not set to an instance of an object at JSI.RPMVesselComputer.onVesselWasModified (.Vessel who) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at JSI.RPMVesselComputer.onVesselWasModified (.Vessel who) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) RemoteTech.Modules.ModuleRTAntenna:AddTransmitter() RemoteTech.Modules.ModuleRTAntenna:SetState(Boolean) RemoteTech.Modules.ModuleRTAntenna:OnStart(StartState) Part:ModulesOnStart() <Start>c__Iterator38:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: Line: -1) A lot of them. Log:https://www.dropbox.com/s/rijeojf5xlrz8o9/2017-05-22-2 KSP.log.zip?dl=1 Link to comment Share on other sites More sharing options...
MOARdV Posted May 22, 2017 Author Share Posted May 22, 2017 2 hours ago, Gordon Dry said: What does this mean? A lot of them. Log:https://www.dropbox.com/s/rijeojf5xlrz8o9/2017-05-22-2 KSP.log.zip?dl=1 This means you need to reproduce this problem on a cleaner KSP installation. You have exceptions during part loading, more exceptions coming out of Contract Configurator, errors from TweakScale, etc, etc. I have no way of knowing if there's a problem in RPM, or if there's another mod that's causing problems. Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 23, 2017 Share Posted May 23, 2017 I already learned that RP-0 does something: This could trigger the TweakScale exception. Link to comment Share on other sites More sharing options...
MOARdV Posted May 26, 2017 Author Share Posted May 26, 2017 RasterPropMonitor v0.29.0 beta 1 for KSP 1.3.0 is out. This is a minimally-tested update (I started it up, sat in a stock command pod, clicked MFD buttons, and said, "It works!" (for some definition of works) ). As other mods get updated, I'm hoping for feedback on whether I missed anything major. And, if anyone is curious: RPM does not support localization. The MFD text renderer uses bitmap fonts. Rewriting the MFDs to support rendered fonts (with backwards compatibility to the existing bitmap fonts), or changing the bitmap font manager to support larger character sets is far more work than I'm willing to commit to for this mod. If someone else wants to tackle that effort (and provide support for it), I'll be happy to accept a pull request. Link to comment Share on other sites More sharing options...
luizopiloto Posted May 26, 2017 Share Posted May 26, 2017 2 hours ago, MOARdV said: RasterPropMonitor v0.29.0 beta 1 for KSP 1.3.0 is out. This is a minimally-tested update (I started it up, sat in a stock command pod, clicked MFD buttons, and said, "It works!" (for some definition of works) ). As other mods get updated, I'm hoping for feedback on whether I missed anything major. And, if anyone is curious: RPM does not support localization. The MFD text renderer uses bitmap fonts. Rewriting the MFDs to support rendered fonts (with backwards compatibility to the existing bitmap fonts), or changing the bitmap font manager to support larger character sets is far more work than I'm willing to commit to for this mod. If someone else wants to tackle that effort (and provide support for it), I'll be happy to accept a pull request. Maybe, you can let the IVA creators do the various bitmap fonts and configs for the different languages, and let RPM chose the right files based on the game settings... Link to comment Share on other sites More sharing options...
LevStart Posted May 26, 2017 Share Posted May 26, 2017 51 minutes ago, luizopiloto said: Maybe, you can let the IVA creators do the various bitmap fonts and configs for the different languages, and let RPM chose the right files based on the game settings... Somewhy I think that to keep the authenticity this mod shouldn't be translated. Right now for me it doesn't feel like Windows, but like DOS (maby with Norton commander, but still), and I would like it to stay that way. Spoiler But if you do translate it, I would like to offer my help with Russian. Link to comment Share on other sites More sharing options...
HaydenTheKing Posted May 31, 2017 Share Posted May 31, 2017 (edited) Does inline MK1 cockpit have a RPM IVA? Also on stock expansion mod I dont have a RPM for inline MK2 or HV MK2 do they have them either? Edited May 31, 2017 by HaydenTheKing Link to comment Share on other sites More sharing options...
MOARdV Posted May 31, 2017 Author Share Posted May 31, 2017 1 hour ago, HaydenTheKing said: Does inline MK1 cockpit have a RPM IVA? Also on stock expansion mod I dont have a RPM for inline MK2 or HV MK2 do they have them either? The IVA for some of the stock pods changed in the time since the RPM IVAs were originally made, and no one has offered to update them. RPM does not include IVAs for mods, so they wouldn't be part of the core RPM distribution. Link to comment Share on other sites More sharing options...
HaydenTheKing Posted May 31, 2017 Share Posted May 31, 2017 Just now, MOARdV said: The IVA for some of the stock pods changed in the time since the RPM IVAs were originally made, and no one has offered to update them. RPM does not include IVAs for mods, so they wouldn't be part of the core RPM distribution. Is there a repository of IVA's? Link to comment Share on other sites More sharing options...
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