Jebs_SY Posted January 31, 2018 Share Posted January 31, 2018 (edited) @MOARdV Hello MOARdV. Thx for you work with RPM! I wanted to ask, if the inverse radial in/out is intentional in SASModeButton.cfg? I think it works correct as it is, but JSISASRadialPlus should not be ButtonSASModeRadialIn. I assume the function name in the DLL is inverse and so the inverse config corrects for that. But ASET's radial in/out buttons are now inverse for me, because ASET uses RADIALOUT with PLUS (as it should be) but that works inverse then. Hope you can get, what I mean?! PROP { name = JSISASRadialPlus MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIActionGroupSwitch actionName = plugin switchTransform = toggleButton switchSound = Squad/Sounds/sound_click_tock coloredObject = toggleButton disabledColor = 0,0,0,255 enabledColor = 0,255,0,255 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeRadialIn stateMethod = ButtonSASModeRadialInState } } MODULE { name = JSIVariableLabel labelText = Radial + transformName = textLabel fontSize = 0.01 oneshot = true } } PROP { name = JSISASRadialMinus MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIActionGroupSwitch actionName = plugin switchTransform = toggleButton switchSound = Squad/Sounds/sound_click_tock coloredObject = toggleButton disabledColor = 0,0,0,255 enabledColor = 0,255,0,255 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeRadialOut stateMethod = ButtonSASModeRadialOutState } } MODULE { name = JSIVariableLabel labelText = Radial - transformName = textLabel fontSize = 0.01 oneshot = true } } Edited January 31, 2018 by Jebs_SY Link to comment Share on other sites More sharing options...
MOARdV Posted January 31, 2018 Author Share Posted January 31, 2018 12 hours ago, Jebs_SY said: I think it works correct as it is, but JSISASRadialPlus should not be ButtonSASModeRadialIn. The problem is that the SAS modes in KSP are reversed. When I tell KSP to set SAS to "Radial In", SAS actually uses Radial Out, and vice versa. KSP still has not fixed this, so perhaps I should change it in RPM. Link to comment Share on other sites More sharing options...
Jebs_SY Posted January 31, 2018 Share Posted January 31, 2018 9 hours ago, MOARdV said: The problem is that the SAS modes in KSP are reversed. When I tell KSP to set SAS to "Radial In", SAS actually uses Radial Out, and vice versa. KSP still has not fixed this, so perhaps I should change it in RPM. Ah, OK. That's the problem. Yes, until KSP is getting a fix, it sounds like a a good idea to compensate it in RPM. So that's only one change there, instead of all configs. Link to comment Share on other sites More sharing options...
Alex Silvermane Posted February 3, 2018 Share Posted February 3, 2018 an idea just occured to me for rovers with the exterior command seat placaable screens for rovers would the iva screens still work? Link to comment Share on other sites More sharing options...
MOARdV Posted February 3, 2018 Author Share Posted February 3, 2018 12 hours ago, Alex Silvermane said: an idea just occured to me for rovers with the exterior command seat placaable screens for rovers would the iva screens still work? Not without a substantial change to RPM - RPM tries to go to sleep when you're not in IVA mode so that it's not doing a lot of processing for something you can't see. A second problem is that props use colliders to detect mouse clicks, and colliders serve a different purpose when outside of IVA. Even if the exterior screen worked, you wouldn't be able to click on it to interact with it (after all, the goal of RPM is to make IVA interactive, so that there's a reason to go inside). Link to comment Share on other sites More sharing options...
Alex Silvermane Posted February 3, 2018 Share Posted February 3, 2018 Makes sense love rpm alot adds soo much to it. definatly one of my top must haves for kerbAl space Link to comment Share on other sites More sharing options...
_npickle Posted February 10, 2018 Share Posted February 10, 2018 (edited) it dosnt work it dosnt do a thing like the naviball is blocking it if you and help then thanks Edited February 10, 2018 by _npickle Link to comment Share on other sites More sharing options...
suicidejunkie Posted February 13, 2018 Share Posted February 13, 2018 This is odd. https://imgur.com/a/Rj7lH I just downloaded the most recent version yesterday. On startup, I get an error message saying the raster prop monitor DLL is in the wrong place. According to my file system it is fine, and everything actually works in game, so I'm happy to just ignore the message, but I thought I should mention it. Link to comment Share on other sites More sharing options...
MOARdV Posted February 13, 2018 Author Share Posted February 13, 2018 1 hour ago, suicidejunkie said: This is odd. https://imgur.com/a/Rj7lH I just downloaded the most recent version yesterday. On startup, I get an error message saying the raster prop monitor DLL is in the wrong place. According to my file system it is fine, and everything actually works in game, so I'm happy to just ignore the message, but I thought I should mention it. Are you sure there isn't a copy in GameData? That warning says that it found RPM in GameData, not in the correct location. That indicates incorrect installation, which can lead to unpredictable behavior. I would double check that the installation is correct. Link to comment Share on other sites More sharing options...
suicidejunkie Posted February 14, 2018 Share Posted February 14, 2018 17 minutes ago, MOARdV said: Are you sure there isn't a copy in GameData? That warning says that it found RPM in GameData, not in the correct location. That indicates incorrect installation, which can lead to unpredictable behavior. I would double check that the installation is correct. Quite sure. Module Manager is the only DLL there, including hidden files. Link to comment Share on other sites More sharing options...
MOARdV Posted February 14, 2018 Author Share Posted February 14, 2018 24 minutes ago, suicidejunkie said: Quite sure. Module Manager is the only DLL there, including hidden files. Without logs, I don't know what to tell you. RPM thinks there's something wrong with the installation. Link to comment Share on other sites More sharing options...
suicidejunkie Posted February 14, 2018 Share Posted February 14, 2018 I just found the problem. There was a copy of the DLL in GameData/JSI/RasterpropMonitor/Plugins. AND GameData/GameData/JSI/RasterpropMonitor/Plugins Don't know why the reported directory was wrong, but that's cleared things up. Link to comment Share on other sites More sharing options...
Krakatoa Posted February 14, 2018 Share Posted February 14, 2018 3 hours ago, suicidejunkie said: I just found the problem. There was a copy of the DLL in GameData/JSI/RasterpropMonitor/Plugins. AND GameData/GameData/JSI/RasterpropMonitor/Plugins Don't know why the reported directory was wrong, but that's cleared things up. Well, there's yer problem... You shouldn't have nested GameData folders. I haven't seen a mod yet that was installed with a GameData mod folder name. Link to comment Share on other sites More sharing options...
suicidejunkie Posted February 14, 2018 Share Posted February 14, 2018 Yeah, its annoying when mods switch archive styles and I was doing a bunch in a row. Messed this one up, and then did it right on the second pass when I didn't see it yet in GameData. Link to comment Share on other sites More sharing options...
Heckspress Posted February 18, 2018 Share Posted February 18, 2018 the cockpit screens aren't working. tips? Link to comment Share on other sites More sharing options...
Stone Blue Posted February 18, 2018 Share Posted February 18, 2018 27 minutes ago, Heckspress said: the cockpit screens aren't working. tips? Logs? and more details would help... Link to comment Share on other sites More sharing options...
Heckspress Posted February 18, 2018 Share Posted February 18, 2018 sorry about that! only a few buttons work when i press them (for example, the graph used to appear, but now nothing happens) and when I do press something and it works, it is then stuck to that option. Pardon my vagueness. Going to try reinstalling and relaunching Link to comment Share on other sites More sharing options...
maculator Posted February 23, 2018 Share Posted February 23, 2018 The stock IVAs need Module Manager. Module Manager isn't bundled with the download or mentioned in the first post. This can cause confusion. Link to comment Share on other sites More sharing options...
faeryty Posted February 23, 2018 Share Posted February 23, 2018 Sorry if I'm just being blind or this is covered in some easy to find tutorial, but looking over the RPM wiki and forum searches haven't really lead me to anything so I thought I'd ask here. If there are already resources out there please feel free to just point me in the right direction. Is there any easy way to add a prop to existing internals e.g. a stock pod, perhaps with something like a MM patch? I've prototyped a model and exported it as a mu file with part tools, and I understand how to write the prop definition for RPM purposes, but it's actually getting the model into the internal I don't understand. If I wanted to spawn an instance of the model in an internal scene, would I need to write a monobehaviour to spawn it, or is this something RPM or MM can handle somehow? If so, how do I go about specifying the model to spawn and it's location? I suppose if everyone is spawning props willy nilly, they could conflict with each other so I would understand completely if RPM doesn't support it. At the moment I'm just trying to familiarise myself with the various modding resources, tools and workflows to see what's available and possible, so it's no big deal if what I'm trying to do is simply not possible. I just thought after a couple of hours of looking around at various docs it was time to ask. Link to comment Share on other sites More sharing options...
maculator Posted February 23, 2018 Share Posted February 23, 2018 @faeryty Inside the download there is a folder for stock patches they look like this: @PART[*]:HAS[@INTERNAL[cupolaInternal]]{ MODULE { name = RasterPropMonitorComputer } @INTERNAL { @name = cupolaInternalRPM } } Link to comment Share on other sites More sharing options...
faeryty Posted February 23, 2018 Share Posted February 23, 2018 Thanks @maculator. I take it this means that to add a prop to an internal I have to export and replace the internal wholesale, and can't add props at runtime (when the view changes to the internal, for example)? The more I think about it, the more it makes sense, as you could get such cluttered internals if loads of mods were adding instruments or displays or whatever, and would require widgets for moving them around and stuff. Now I want to write a configurable internals mod that lets one arrange ones props as one sees fit. That doesn't sound like much work at all... Link to comment Share on other sites More sharing options...
maculator Posted February 23, 2018 Share Posted February 23, 2018 Well I don't know nothing about modding internals, but that patch replaces the stock internals with a custom one, so I guess you'll have to do the whole thing (work with a copy?). Link to comment Share on other sites More sharing options...
MOARdV Posted February 23, 2018 Author Share Posted February 23, 2018 2 hours ago, faeryty said: Thanks @maculator. I take it this means that to add a prop to an internal I have to export and replace the internal wholesale, and can't add props at runtime (when the view changes to the internal, for example)? The more I think about it, the more it makes sense, as you could get such cluttered internals if loads of mods were adding instruments or displays or whatever, and would require widgets for moving them around and stuff. Now I want to write a configurable internals mod that lets one arrange ones props as one sees fit. That doesn't sound like much work at all... It is possible to use MM to edit an IVA, since an IVA is simply a config file. However, it's pretty fiddly to get positions and orientations sorted out correctly. For typical RPM IVAs, you use Unity to create a completely new IVA config. This gives you a visual representation of the IVA with controls to adjust position, orientation, and scale. You then use MM to edit the INTERNAL node in your part's config so that it selects the new IVA. 3 hours ago, maculator said: The stock IVAs need Module Manager. Module Manager isn't bundled with the download or mentioned in the first post. This can cause confusion. I'll fix that. Thanks for pointing it out. Link to comment Share on other sites More sharing options...
Rivvik Posted February 26, 2018 Share Posted February 26, 2018 (edited) I'm sorry if this has been asked before. I did a search and found nothing on it. Is it possible to create a surface attachable screen part for RPM? I ask because I think creating "blind" cockpits, where there are no windows, only outside cameras, would be possible this way. Think titan fall. I'm currently in a doctor's office and even then, I cannot get unity to install correctly with ksp operability at this moment. Otherwise, i would fully intend to simply try it myself. Edit : what about a surface attachable panel that is a screen and camera in one? The screen would attach normally to the inside of a structural element, but the back of the panel would have a non physics camera on a tweak able boom that would go through the structural panel and display what it sees on the attached screen? No camera id's to sort, no need for configuration buttons that would get messed up in non I mode. Just a screen with a camera on a stick, irreversibly linked Edited February 26, 2018 by Rivvik Idea Link to comment Share on other sites More sharing options...
theonegalen Posted February 27, 2018 Share Posted February 27, 2018 @Rivvik I've been working with RPM for two years now, and I'm still learning things (I successfully avoided having to program my own MFD until this week, for example), but the first idea seems extremely doable. The second does not. Unfortunately, models can be either props (IVA items) or parts (external items) but not both. The first would work with a windowless pod / cockpit by having camera transforms prebuilt into the model. If you need an example, look at the ASET ALCOR model from @alexustas. The RPM "display" props in the IVA would be programmed as RPM MFDs with only a single page programmed - a camera renderer tied to whichever camera corresponds to that view angle. You could also make multiple pages with information on them to overlay the camera view if you wished. Whether or not having all those cameras rendering at the same time would be too hard on computers in KSP is another matter. Link to comment Share on other sites More sharing options...
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