chris-kerbal Posted July 30, 2021 Share Posted July 30, 2021 9 hours ago, chris-kerbal said: Uh ok, but how does the programming code actually translate the word written in the config into a key? Is it using some programming language match or something out of KSP? So after a bit of trial and error, it seems, that the values in the config correspond to the KSP keyboard Layout. So using e.g. a "Ö" will work correctly for a German password. Maybe something to add to the First post? Quote Link to comment Share on other sites More sharing options...
tg626 Posted August 21, 2021 Share Posted August 21, 2021 https://1drv.ms/u/s!ApRsS13p52FhmTgtupG64AA7Cw6I?e=tpIZwp The above is the savegame, craft file, list of mods, and ksp.log for a bug I hit. The enclosed probe has 4 cameras around it. I was "looking" thru one, watching the sunrise from orbit, when suddenly I was "popped" back to the external view (First error in the log) then when I used + and - in an attempt to go back to the camera, it no longer worked. I could right-click and "activate camera" but using + had no effect, and using - dumped me back to external view. I hope I was thorough enough with my zip file above. Thanks for your time @linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 22, 2021 Author Share Posted August 22, 2021 5 hours ago, tg626 said: https://1drv.ms/u/s!ApRsS13p52FhmTgtupG64AA7Cw6I?e=tpIZwp The above is the savegame, craft file, list of mods, and ksp.log for a bug I hit. The enclosed probe has 4 cameras around it. I was "looking" thru one, watching the sunrise from orbit, when suddenly I was "popped" back to the external view (First error in the log) then when I used + and - in an attempt to go back to the camera, it no longer worked. I could right-click and "activate camera" but using + had no effect, and using - dumped me back to external view. I hope I was thorough enough with my zip file above. Thanks for your time @linuxgurugamer Player.log, if possible Quote Link to comment Share on other sites More sharing options...
tg626 Posted August 22, 2021 Share Posted August 22, 2021 (edited) 2 hours ago, linuxgurugamer said: Player.log, if possible I have no idea what that is, or where that is - searching in Windows Exploder in my KSP directory turned up nothing... Found it, https://1drv.ms/u/s!ApRsS13p52FhmTlyil2YBETfHygG?e=iw8iAn Edited August 22, 2021 by tg626 Quote Link to comment Share on other sites More sharing options...
EritoKaio Posted August 22, 2021 Share Posted August 22, 2021 (edited) Hi, Does MuMechModuleHullCameraZoom use an empty object in the part to place the camera? Like how engine effects use the thrustTransform. I'm trying to integrate it to the flap & camera pod of my upcoming Starship mod but it faces the wrong way. Also which axis does it look at? Also I remember there was a mod that had a visual cone of the FOV when placing it in the VAB but I can't remember what mod it is, does anyone know? Edited August 22, 2021 by EritoKaio clarification Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted August 24, 2021 Share Posted August 24, 2021 I actually manage to add the camera module to other parts and figured that I can move the position within the part in the config. Is there a way to attach the camera to a transformation or specific piece of the part, so if that piece is movable the camera would move with it? Sort of steering like a surveillance camera? Trying to put the camera in the following part and have it moveable/turnable with the light: https://github.com/benjee10/HabTech2/blob/master/GameData/HabTech2/Parts/Greebles/ht2_cameraMast.cfg Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted August 24, 2021 Share Posted August 24, 2021 1 hour ago, chris-kerbal said: I actually manage to add the camera module to other parts and figured that I can move the position within the part in the config. Is there a way to attach the camera to a transformation or specific piece of the part, so if that piece is movable the camera would move with it? Sort of steering like a surveillance camera? Trying to put the camera in the following part and have it moveable/turnable with the light: https://github.com/benjee10/HabTech2/blob/master/GameData/HabTech2/Parts/Greebles/ht2_cameraMast.cfg Ok, solutions for 100 please: Just needed to add cameraTransformName matching to the Neptune camera and it works. :-) Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 24, 2021 Share Posted August 24, 2021 3 minutes ago, chris-kerbal said: Ok, solutions for 100 please: Just needed to add cameraTransformName matching to the Neptune camera and it works. :-) Do you mean to say you have a pivotable camera? Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted August 24, 2021 Share Posted August 24, 2021 1 minute ago, theJesuit said: Do you mean to say you have a pivotable camera? Yes. You can use the camera mast from benjee with neptune camera and when using hullcam with this patch @PART[ht2_cameraMast]:NEEDS[HabTech2|HullcamVDSContinued] { MODULE { name = MuMechModuleHullCameraZoom cameraName = #autoLOC_HULL_PM_012 //KerbPro cameraTransformName = camera cameraForward = 0, 0, 0 cameraUp = 0, 1, 0 cameraPosition = 0.0, 0.0, 0.0 cameraFoVMax = 40 cameraFoVMin = 10 } } Quote Link to comment Share on other sites More sharing options...
EritoKaio Posted August 24, 2021 Share Posted August 24, 2021 So that means I now need 2 mod dependencies just to add a camera to a specific location and rotation of a part. Hmm. I saw @linuxgurugamer mention redo the mod with Neptune at some point, so maybe it would only be a temporary solution for me until he does it? Like the OCISLY mod, I really just need a transform to attach the camera to. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 24, 2021 Author Share Posted August 24, 2021 5 minutes ago, EritoKaio said: So that means I now need 2 mod dependencies just to add a camera to a specific location and rotation of a part. Hmm. I saw @linuxgurugamer mention redo the mod with Neptune at some point, so maybe it would only be a temporary solution for me until he does it? Like the OCISLY mod, I really just need a transform to attach the camera to. Sorry about the dependencies, but they are just libraries which I created over time. Quote Link to comment Share on other sites More sharing options...
EritoKaio Posted August 24, 2021 Share Posted August 24, 2021 2 minutes ago, linuxgurugamer said: Sorry about the dependencies, but they are just libraries which I created over time. That's alright! Neither of them has a significant size that would affect loading times much, which is honestly my biggest concern. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 24, 2021 Author Share Posted August 24, 2021 1 hour ago, EritoKaio said: That's alright! Neither of them has a significant size that would affect loading times much, which is honestly my biggest concern. Only thing that really affects loading time in terms of files is large PNG files, because they need to get converted. After that, it's all setting thigns up by going through the configs dlls load fast Quote Link to comment Share on other sites More sharing options...
EritoKaio Posted August 24, 2021 Share Posted August 24, 2021 45 minutes ago, linuxgurugamer said: Only thing that really affects loading time in terms of files is large PNG files, because they need to get converted. After that, it's all setting thigns up by going through the configs dlls load fast Alright cool, thanks for explaining. It's the first time I'm making a mod Got it working btw! Quote Link to comment Share on other sites More sharing options...
Miza Posted August 30, 2021 Share Posted August 30, 2021 I'm having this glitch with Physics Range Extender where the camera view's clipping distance glitches the further away I get from the ground. Here it is when normal: A few km up: Another, at the launch pad: And a few km up: And it returns to normal as soon as I exit the physics range. Is this a known issue? Is there a fix for it? PRE's "camera fix" option didn't seem to help. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 30, 2021 Author Share Posted August 30, 2021 22 minutes ago, Miza said: I'm having this glitch with Physics Range Extender where the camera view's clipping distance glitches the further away I get from the ground. Here it is when normal: A few km up: Another, at the launch pad: And a few km up: And it returns to normal as soon as I exit the physics range. Is this a known issue? Is there a fix for it? PRE's "camera fix" option didn't seem to help. Never heard of this, but my guess is that the two are incompatible with each other Quote Link to comment Share on other sites More sharing options...
Miza Posted September 5, 2021 Share Posted September 5, 2021 I've also encountered a bug where sometimes the camera gets locked outside the spacecraft and wont respond to any inputs any further ( - and = prompt the text above, but wont switch between cameras; the Backspace reset (which I've remapped to \ ) wont reset, and switching camera modes also wont do anything. I'm not entirely sure what is causing this. I do have quite a few cameras on my spacecraft and most of the time, I can switch between them just fine but then randomly my camera will lock up. Has anyone else had this issue? Quote Link to comment Share on other sites More sharing options...
tg626 Posted September 20, 2021 Share Posted September 20, 2021 I get this after using the "KURS view" while docking. The docking happens, I get "thrown out" and I'm left with the data on screen. How do I make it go away? Reset view doesn't do it. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 20, 2021 Author Share Posted September 20, 2021 3 hours ago, tg626 said: I get this after using the "KURS view" while docking. The docking happens, I get "thrown out" and I'm left with the data on screen. How do I make it go away? Reset view doesn't do it. You do know my normal response: No logs, no support. I'll take a look, but the logs would be useful Quote Link to comment Share on other sites More sharing options...
tg626 Posted September 20, 2021 Share Posted September 20, 2021 Don't know it's a bug: Don't save logs. It's such a not-edge case, I figured there was something I wasn't doing. Quote Link to comment Share on other sites More sharing options...
pquade Posted September 21, 2021 Share Posted September 21, 2021 5 hours ago, linuxgurugamer said: You do know my normal response: No logs, no support. I'll take a look, but the logs would be useful I'll upload next time it happens to me. This happens to me on the regular, but it's never bugged me so much I wanted to complain about it. You've got enough stuff on your hands, but if I can help by uploading, sure thing. Quote Link to comment Share on other sites More sharing options...
pquade Posted September 21, 2021 Share Posted September 21, 2021 Here ya go. Video of issue on YouTube; https://youtu.be/Oi9rqz4ANvQ Also reported as an issue and includes logs on the Git; https://github.com/linuxgurugamer/HullcamVDSContinued/issues/28 Quote Link to comment Share on other sites More sharing options...
TOMMY (JEB 2.0) Posted September 21, 2021 Share Posted September 21, 2021 why are all the cameras (with exception to the massive security camera like camera) use so low temp limits? they keep exploding on my planes Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 21, 2021 Author Share Posted September 21, 2021 20 hours ago, tg626 said: Don't know it's a bug: Don't save logs. It's such a not-edge case, I figured there was something I wasn't doing. 14 hours ago, pquade said: Here ya go. Video of issue on YouTube; https://youtu.be/Oi9rqz4ANvQ Also reported as an issue and includes logs on the Git; https://github.com/linuxgurugamer/HullcamVDSContinued/issues/28 Thanks. If you left the scene and returned, will that make it go away? how about changing to another ship , either in or not in physics range? Quote Link to comment Share on other sites More sharing options...
pquade Posted September 22, 2021 Share Posted September 22, 2021 8 hours ago, linuxgurugamer said: Thanks. If you left the scene and returned, will that make it go away? how about changing to another ship , either in or not in physics range? Changing the scene entirely removes it. Changing to another ship removes it. Quote Link to comment Share on other sites More sharing options...
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