Cheesecake Posted January 18, 2017 Share Posted January 18, 2017 No. in the moment I have no crafts with parts of Hullcam in Orbit. Quote Link to comment Share on other sites More sharing options...
Skalgrin Posted January 20, 2017 Share Posted January 20, 2017 (edited) Hello, I have a minor issue with the cameras. Everything works fine except the filters/effects. So my basic camera gives me HD colorful image, the booster camera has clear picture without crosshair... It does not bother me too much, but I think once I reach nightvision camera (career) I will be... slightly dissapointed :-) Everything else is nominal, the FoV, the gui, the shortcuts. I have tons of other mods (TimeControl being my suspisious number one as it is known to brake VHS Hullcam, yet not this way) and I need to do some proper testing (new save, logs, mod reinstall, ...) I do use CKAN on my mods, therefore all of them should be up-to-date and not in conflict. Yeat that is just the theory and reality may differ, especialy with human factor (me) involved. Thus I just came to ask whether possibly is something well known or whether it is normal behaviour and I just unintentionally turned the effects off (in that case, how do I undo?)? If no of the previous is the case (I would put my money on the later one) - I will come back later with proper information and/or solution in case I would figure it myself. I post this only to... sort out the simplest solution (turn it back on! or now it works this way) prior I will spent my time investigating the cause instead of playing, so if my case is not "obvious & clearly known" - please just say so and I will do the usual info gathering. Thanks for any feedback Edited January 20, 2017 by Skalgrin Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 20, 2017 Author Share Posted January 20, 2017 2 hours ago, Skalgrin said: Hello, I have a minor issue with the cameras. Everything works fine except the filters/effects. So my basic camera gives me HD colorful image, the booster camera has clear picture without crosshair... It does not bother me too much, but I think once I reach nightvision camera (career) I will be... slightly dissapointed :-) Everything else is nominal, the FoV, the gui, the shortcuts. I have tons of other mods (TimeControl being my suspisious number one as it is known to brake VHS Hullcam, yet not this way) and I need to do some proper testing (new save, logs, mod reinstall, ...) I do use CKAN on my mods, therefore all of them should be up-to-date and not in conflict. Yeat that is just the theory and reality may differ, especialy with human factor (me) involved. Thus I just came to ask whether possibly is something well known or whether it is normal behaviour and I just unintentionally turned the effects off (in that case, how do I undo?)? If no of the previous is the case (I would put my money on the later one) - I will come back later with proper information and/or solution in case I would figure it myself. I post this only to... sort out the simplest solution (turn it back on! or now it works this way) prior I will spent my time investigating the cause instead of playing, so if my case is not "obvious & clearly known" - please just say so and I will do the usual info gathering. Thanks for any feedback I don't understand what is the problem. Are the filters and effects not working? Will really need a log file to see what's going on Quote Link to comment Share on other sites More sharing options...
Skalgrin Posted January 20, 2017 Share Posted January 20, 2017 (edited) 5 hours ago, linuxgurugamer said: I don't understand what is the problem. Are the filters and effects not working? Will really need a log file to see what's going on You got the point, the filters and effects are not working. I just had the idea they can be turned down ingame and that I inadvertly did so. That is not the case so I will do the investigation and will come back with either solution or a log file, screens and modlist... I do have 70+ mods now so Hullcam VDS may be absolutely innocent in this one. I will make a copy of the install, and just delete all other mods excpet VDS and module manager. Would this resolve the issue I will try to find out the conflicting mod(s) just to give the info here. If that would not resolve this, I will provide logfile. Thank you for the quick feedback, I do appreciate it. EDIT : I have made the copy with just VDS - works as charm - thus I will (hopefuly over the weekend) try to sort out where is the conflict (I have backup of all my mods as in a state as of 19-01-2017 Edited January 20, 2017 by Skalgrin additional info Quote Link to comment Share on other sites More sharing options...
Skalgrin Posted January 22, 2017 Share Posted January 22, 2017 (edited) Hello once more again. The conflicting mod is Kerbalism (1.1.8) if you install it, the filters and effects from cameras disapear. (and also gui for Kronal Vessel Viewer vanishes, but that is not relevant here, I guess) .. Should I provide anything else? For me it is "solved", but I would gladly be helpful if I can Edited January 22, 2017 by Skalgrin spelling Quote Link to comment Share on other sites More sharing options...
baldamundo Posted January 24, 2017 Share Posted January 24, 2017 On 07/01/2017 at 4:22 PM, PiezPiedPy said: @linuxgurugamer I'm also getting my log spammed with this: [EXC 15:55:48.210] NullReferenceException: Object reference not set to an instance of an object HullcamVDS.CameraFilter.RenderTitlePage (Boolean title, UnityEngine.Texture2D titleTex) HullcamVDS.MovieTimeFilter.OnRenderImage (UnityEngine.RenderTexture source, UnityEngine.RenderTexture target) All the cameras seem to work fine though, here's my log file anyway http://www.filedropper.com/ksplog hope it helps Did anyone work out what's causing this? My logs are getting filled with it even when I'm not using the cameras on my craft. Am using a lot of other mods, so likely some sort of conflict Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 24, 2017 Author Share Posted January 24, 2017 10 hours ago, baldamundo said: Did anyone work out what's causing this? My logs are getting filled with it even when I'm not using the cameras on my craft. Am using a lot of other mods, so likely some sort of conflict Mod list would help. So would your log file. And someone found a problem with Kerbalism, do you have that installed? On 1/22/2017 at 7:05 AM, Skalgrin said: Hello once more again. The conflicting mod is Kerbalism (1.1.8) if you install it, the filters and effects from cameras disapear. (and also gui for Kronal Vessel Viewer vanishes, but that is not relevant here, I guess) .. Should I provide anything else? For me it is "solved", but I would gladly be helpful if I can Since I also do KVV, it is relevant for me :-) I'll have to take a look at Kerbalism, see what it might be doing. But if one mod is causing problems in multiple other mods, guess who's problem it is? On 1/7/2017 at 11:22 AM, PiezPiedPy said: @linuxgurugamer I'm also getting my log spammed with this: [EXC 15:55:48.210] NullReferenceException: Object reference not set to an instance of an object HullcamVDS.CameraFilter.RenderTitlePage (Boolean title, UnityEngine.Texture2D titleTex) HullcamVDS.MovieTimeFilter.OnRenderImage (UnityEngine.RenderTexture source, UnityEngine.RenderTexture target) All the cameras seem to work fine though, here's my log file anyway http://www.filedropper.com/ksplog hope it helps It's Kerbalism. Not sure what's going on yet, but you have it installed and it is causing problems in at least two mods that I know of. Quote Link to comment Share on other sites More sharing options...
baldamundo Posted January 24, 2017 Share Posted January 24, 2017 Yep, I'm also running Kerbalism Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted January 24, 2017 Share Posted January 24, 2017 I have Kerbalism too. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 24, 2017 Author Share Posted January 24, 2017 So, I just installed Hullcam and Kerbalism. And, even without any cameras (I used an existing game), it immediately gave the errors. It is definitely Kerbalism causing the problem, I just don't know what yet. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 24, 2017 Author Share Posted January 24, 2017 I'm going to mark Kerbalism as incompatible with this mod. It's doing very strange things, and it's Kerbalism which needs to be fixed. Quote Link to comment Share on other sites More sharing options...
LordFerret Posted January 28, 2017 Share Posted January 28, 2017 A request, if I may: In your OP/top-post, can you put a note somewhere of what the current version is? (like now is v0.1.6) Thanks. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 28, 2017 Author Share Posted January 28, 2017 9 minutes ago, LordFerret said: A request, if I may: In your OP/top-post, can you put a note somewhere of what the current version is? (like now is v0.1.6) Thanks. Not going to happen, I have too many mods. Best to use AVC, I always include the version file Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted February 14, 2017 Share Posted February 14, 2017 On 24.1.2017 at 6:37 PM, linuxgurugamer said: I'm going to mark Kerbalism as incompatible with this mod. It's doing very strange things, and it's Kerbalism which needs to be fixed. Issue is gone with the newest Kerbalism. ShotgunNinja has fixed it. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 14, 2017 Author Share Posted February 14, 2017 11 minutes ago, Cheesecake said: Issue is gone with the newest Kerbalism. ShotgunNinja has fixed it. Thank you for letting me know, I'll contact him to find out what was done to fix it Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 14, 2017 Author Share Posted February 14, 2017 5 hours ago, Cheesecake said: Issue is gone with the newest Kerbalism. ShotgunNinja has fixed it. and I've removed the conflict from CKAN. thanks Quote Link to comment Share on other sites More sharing options...
GeKa Posted February 26, 2017 Share Posted February 26, 2017 i'm having the issue. Hullcam spams with "nullreference exception". That was when i installed kerbalism (i lnow it's not supported) but here goes the funniest thing: this is my mod list after uninstalling Hullcam http://imgur.com/a/fhP5R and this is my ksp log after uninstalling https://www.dropbox.com/s/nj4m7fny9balck5/output_log.txt?dl=0 and the cameras are still available in the vab and sph Quote Link to comment Share on other sites More sharing options...
Calvin_Maclure Posted March 5, 2017 Share Posted March 5, 2017 On 2/14/2017 at 2:22 PM, linuxgurugamer said: and I've removed the conflict from CKAN. thanks Nice! Still says that Kerbalism is an incompatible mod on the first page, though... not sure if that's an oversight or not... Also, is there still a way to get a version of this for 1.1.2? Quote Link to comment Share on other sites More sharing options...
tanelorn Posted March 9, 2017 Share Posted March 9, 2017 (edited) Anyone have issues with the cameras in IVA showing weird blue polygon stuff obscuring the view? Seems to be related to the blue sky of kerbin but will appear even when looking away from the planet. Angles, even changing where you look in the cabin causes the polygons to shift. It's really annoying. I have alot of mods added, not Kerbalism. I have scatterer and EVE, which I think may be the culprits. Anyone else? I checked the thread here and didn't find anything. Edited March 9, 2017 by tanelorn Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 10, 2017 Author Share Posted March 10, 2017 14 hours ago, tanelorn said: Anyone have issues with the cameras in IVA showing weird blue polygon stuff obscuring the view? Seems to be related to the blue sky of kerbin but will appear even when looking away from the planet. Angles, even changing where you look in the cabin causes the polygons to shift. It's really annoying. I have alot of mods added, not Kerbalism. I have scatterer and EVE, which I think may be the culprits. Anyone else? I checked the thread here and didn't find anything. Are you running OpenGL, or DirectX11? Quote Link to comment Share on other sites More sharing options...
NotAgain Posted March 19, 2017 Share Posted March 19, 2017 Has anyone else run into an issue where some cameras display the UI, the markers for other craft, the mouseover names of bodies in Distant Object Enhancement, but no image of the actual view? It's not all the cameras. I've only seen it in the NavCam and Night Vision Camera. I haven't checked them all, but the Wide Angle Camera and KerbPro certainly work fine, as do the first person EVA cameras. Oh, and the docking cameras don't appear to work. In any port, modded or not. If my mod list and logs are needed, I'll post them, I just wanted to know if there was a quick fix. Quote Link to comment Share on other sites More sharing options...
stali79 Posted March 26, 2017 Share Posted March 26, 2017 There used to be a mod that had some inverted cameras, as in you could stick them on the underside of your plane and see the correct way rather than upside down, I can't find that mod anymore so is it possible to have inverted versions of some of the cameras in this mod? Quote Link to comment Share on other sites More sharing options...
Kenny Kerman Posted March 28, 2017 Share Posted March 28, 2017 (edited) On 26/03/2017 at 0:01 PM, stali79 said: There used to be a mod that had some inverted cameras, as in you could stick them on the underside of your plane and see the correct way rather than upside down, I can't find that mod anymore so is it possible to have inverted versions of some of the cameras in this mod? You can make a 180° rotated booster cam view (the coolest one ) by changing "cameraUp = 1, 0, 0" to "cameraUp = -1, 0, 0" in the part.cfg file of either the hc_booster part, or a copy of it... Valid for any other cam...(?)... In this case, strangely enough, in the cameraName = BoosterCamAft sections... Btw, the UI should be "Toggle front", "Toggle aft"... And maybe a "Down is downwards" checkbox? "cameraUp = -1, 0, -1" gives that : you can try cameraForward = 0.5, 1, 0 cameraUp = -1, 0, 0 With cameraName = BoosterCamAft cameraForward = 0.75, 0.75, 0 cameraUp = -1, 0, 0 and the cam mounted this way : "Aft" cam is showing this : And you can tune the "forward" cam to have a clean "vertical" view... Ok the shape is strange, but you know those kerbal welders... Easy from there to make a "airplane cam", by only changing the shape (triangular with 2 orthogonal attach nodes...? A cube with 6...?) and names & settings : MODULE { name = MuMechModuleHullCameraZoom cameraName = BoosterCamAft cameraForward = 0.75, 0.75, 0 cameraUp = -1, 0, 0 ... MODULE { name = HullCamera cameraName = BoosterCamAft cameraForward = 0.75, 0.75, 0 cameraUp = -1, 0, 0 ... MODULE { name = MuMechModuleHullCameraZoom cameraName = BoosterCamForward cameraForward = 0.75, -0.75 ... MODULE { name = HullCamera cameraName = BoosterCamForward cameraForward = 0.75, -0.75, 0 ... And i guess there could be some mouse/stick/notepad/keyboard in-flight command...? And/or a (automatic...?) setup in the workshops... (+ if these cams could be added in the chase/orbit/... sequence.......?) Edited March 28, 2017 by Kenny Kerman Quote Link to comment Share on other sites More sharing options...
stali79 Posted March 28, 2017 Share Posted March 28, 2017 (edited) 5 hours ago, Kenny Kerman said: You can make a 180° rotated booster cam view (the coolest one ) by changing "cameraUp = 1, 0, 0" to "cameraUp = -1, 0, 0" in the part.cfg file of either the hc_booster part, or a copy of it... Valid for any other cam...(?)... In this case, strangely enough, in the cameraName = BoosterCamAft sections... Btw, the UI should be "Toggle front", "Toggle aft"... And maybe a "Down is downwards" checkbox? "cameraUp = -1, 0, -1" gives that : you can try cameraForward = 0.5, 1, 0 cameraUp = -1, 0, 0 With cameraName = BoosterCamAft cameraForward = 0.75, 0.75, 0 cameraUp = -1, 0, 0 and the cam mounted this way : "Aft" cam is showing this : And you can tune the "forward" cam to have a clean "vertical" view... Ok the shape is strange, but you know those kerbal welders... Easy from there to make a "airplane cam", by only changing the shape (triangular with 2 orthogonal attach nodes...? A cube with 6...?) and names & settings : MODULE { name = MuMechModuleHullCameraZoom cameraName = BoosterCamAft cameraForward = 0.75, 0.75, 0 cameraUp = -1, 0, 0 ... MODULE { name = HullCamera cameraName = BoosterCamAft cameraForward = 0.75, 0.75, 0 cameraUp = -1, 0, 0 ... MODULE { name = MuMechModuleHullCameraZoom cameraName = BoosterCamForward cameraForward = 0.75, -0.75 ... MODULE { name = HullCamera cameraName = BoosterCamForward cameraForward = 0.75, -0.75, 0 ... And i guess there could be some mouse/stick/notepad/keyboard in-flight command...? And/or a (automatic...?) setup in the workshops... (+ if these cams could be added in the chase/orbit/... sequence.......?) Looks like a MM Patch could be done to be able to toggle the camera between normal and inverted modes, nice! The OPT J Boarding Ramp is a nice place to stick a camera, after all nice would be if you could see who is knocking at the door, Cameras I place in there facing down the ramp end up with the camera view rotated 90 degrees left or right. I may end up copying the configs into some new cameras specific to the purpose of working properly with OPT. Edited March 28, 2017 by stali79 Quote Link to comment Share on other sites More sharing options...
Kenny Kerman Posted March 29, 2017 Share Posted March 29, 2017 (edited) 17 hours ago, stali79 said: Looks like a MM Patch could be done to be able to toggle the camera between normal and inverted modes, nice! The OPT J Boarding Ramp is a nice place to stick a camera, after all nice would be if you could see who is knocking at the door, Cameras I place in there facing down the ramp end up with the camera view rotated 90 degrees left or right. I may end up copying the configs into some new cameras specific to the purpose of working properly with OPT. A cube with 2 perpendicular cams (same model as the booster-cams) and 4 (or 6...) attach nodes would do the trick. And... degrees along the (thinner) reticles ..... ( cameraFoVMax = 90 cameraFoVMin = 20 is great too ) (Intended for civil use only. Warranty void if used in any military context. Or to drop alive things.) Edited March 29, 2017 by Kenny Kerman Quote Link to comment Share on other sites More sharing options...
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