Speadge Posted November 14, 2016 Share Posted November 14, 2016 (edited) 3 hours ago, Ser said: Could you give a link to the video because Manley has lots of 'em beware.. its an old one, as i said: @illectro Any idea if this was stock back then or slightly modded? Edited November 14, 2016 by Speadge Link to comment Share on other sites More sharing options...
Ser Posted November 15, 2016 Author Share Posted November 15, 2016 @Speadge, I see now. I doubt I would do that. Link to comment Share on other sites More sharing options...
Enceos Posted November 29, 2016 Share Posted November 29, 2016 @Ser You deserve this badge Link to comment Share on other sites More sharing options...
Ser Posted December 7, 2016 Author Share Posted December 7, 2016 On 11/29/2016 at 8:42 PM, Enceos said: @Ser You deserve this badge Thanks! I've been a little busy to reply fast. Link to comment Share on other sites More sharing options...
Enceos Posted December 15, 2016 Share Posted December 15, 2016 @Ser Have you investigated a possibility to enable first person view when sitting in a command seat? Link to comment Share on other sites More sharing options...
Ser Posted December 15, 2016 Author Share Posted December 15, 2016 2 hours ago, Enceos said: @Ser Have you investigated a possibility to enable first person view when sitting in a command seat? Not yet. I think some time will pass till I'll be able to take a look at this, because of... campaign reasons. Link to comment Share on other sites More sharing options...
HafCoJoe Posted December 15, 2016 Share Posted December 15, 2016 I take it this is running in 1.2.1 as well? Link to comment Share on other sites More sharing options...
Ser Posted December 15, 2016 Author Share Posted December 15, 2016 26 minutes ago, Avera9eJoe said: I take it this is running in 1.2.1 as well? Both 1.2.1 and 1.2.2. As soon as I have some spare time I'll update compatibility info on Spacedock => CKAN. Link to comment Share on other sites More sharing options...
HafCoJoe Posted December 15, 2016 Share Posted December 15, 2016 (edited) 5 minutes ago, Ser said: Both 1.2.1 and 1.2.2. As soon as I have some spare time I'll update compatibility info on Spacedock => CKAN. Great! I don't use CKAN but I noticed that spacedock was listing this as 1.2.1. I was assuming it would still run though. Edited December 15, 2016 by Avera9eJoe Link to comment Share on other sites More sharing options...
monstah Posted December 16, 2016 Share Posted December 16, 2016 This mod is working on 1.2.2? Sweet. Link to comment Share on other sites More sharing options...
Jacke Posted December 18, 2016 Share Posted December 18, 2016 On 2016-12-15 at 1:37 AM, Enceos said: @Ser Have you investigated a possibility to enable first person view when sitting in a command seat? On 2016-12-15 at 4:36 AM, Ser said: Not yet. I think some time will pass till I'll be able to take a look at this, because of... campaign reasons. With able help from @GFX5000i, @linuxgurugamer has a new version of Take Command out, so craft with just the External Command Seat and no other pod can be designed, launched, and used. Perhaps they might have some ideas about External Command Seat First Person View ? Maybe the RPM & IVA experts, @MOARdV, @alexustas, @DeputyLOL ? Kind of have to give the seat an IVA with a pseudo-INTERNAL that dishes up the view this mod gives, with the seat and its craft added in. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 8, 2017 Share Posted March 8, 2017 A user, @dlrk reported an error on the FMRS thread which he traced to this mod, you can see the problem here: https://www.dropbox.com/s/9kg7lq7vz3zuyi5/Kerbal Space Program 03.06.2017 - 22.44.27.01.mp4?dl=0 https://www.dropbox.com/s/qid50jqqc8q22c4/output_log.txt?dl=0 Quote Bug at 5:46 When I'm flying the returning stage, the view gets apparently unfocused (changing view does nothing, nor does to attempting look around with mouse or arrow keys) and rotated 90 degrees Anybody know what's going on here? Link to comment Share on other sites More sharing options...
dlrk Posted March 8, 2017 Share Posted March 8, 2017 To provide some more specific replication steps: Launch a two-stage rocket with a crewed pod on the second stage and a first stage capable of a fly-back to KSC and powered landing (it's possible this bug also occurs without having to fly back to KSC, but I didn't test that, so I'm describing what I know triggers the bug). Once in space, stage and switch to the first stage and attempt a fly back to KSC. Once near the ground and/or far from the crewed second stage, you will lose control of the camera, which will be at a 90-degree angle relative to the stage. You can still control the stage. The F3 log shows that the kerbals in the second stage have died. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 8, 2017 Share Posted March 8, 2017 (edited) I looked at the code. I think the problem may be in FirstPersonEVA.cs, in the void resetCamera() at line 119. It doesn't check to see if the current vessel is the kerbal, so when a kerbal dies, the camera gets reset. Probably adding something like the following would help: if (!FlightGlobals.ActiveVessel.isEVA) return; at the beginning of that function would help, or maybe adding it to the code at line 141. Change the following: GameEvents.onCrewKilled.Add((v) => { resetCamera(); }); to: GameEvents.onCrewKilled.Add((v) => { if (FlightGlobals.ActiveVessel.isEVA) resetCamera(); }); Edited March 8, 2017 by linuxgurugamer Link to comment Share on other sites More sharing options...
dlrk Posted March 8, 2017 Share Posted March 8, 2017 27 minutes ago, linuxgurugamer said: I looked at the code. I think the problem may be in FirstPersonEVA.cs, in the void resetCamera() at line 119. It doesn't check to see if the current vessel is the kerbal, so when a kerbal dies, the camera gets reset. Probably adding something like the following would help: if (!FlightGlobals.ActiveVessel.isEVA) return; at the beginning of that function would help, or maybe adding it to the code at line 141. Change the following: GameEvents.onCrewKilled.Add((v) => { resetCamera(); }); to: GameEvents.onCrewKilled.Add((v) => { if (FlightGlobals.ActiveVessel.isEVA) resetCamera(); }); There's something else going on as well. Even if I hyperedited the crewed portion into a stable orbit, the view still got screwed up and the second stage and the kerbals were shown as dead in F3. So, something is killing the kerbals, I'd guess when the vessel is unloaded Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 8, 2017 Share Posted March 8, 2017 6 minutes ago, dlrk said: There's something else going on as well. Even if I hyperedited the crewed portion into a stable orbit, the view still got screwed up and the second stage and the kerbals were shown as dead in F3. So, something is killing the kerbals, I'd guess when the vessel is unloaded If this mod is removed, do the kerbals still die? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 8, 2017 Share Posted March 8, 2017 53 minutes ago, linuxgurugamer said: If this mod is removed, do the kerbals still die? @dlrk I don't see anything in the code which would kill a kerbal. Is it possible that you have another mod doing the killing? Link to comment Share on other sites More sharing options...
dlrk Posted March 8, 2017 Share Posted March 8, 2017 I'll check again when I'm at my PC, but IIRC, the F3 log does not show kerbals as being killed (or mention them at all) w/o this mod. Perhaps this mod is keeping the kerbals active in KSP, so that when the vessel is unloaded, the kerbals die? Link to comment Share on other sites More sharing options...
Ser Posted March 9, 2017 Author Share Posted March 9, 2017 @linuxgurugamer Thanks for the help in investigating. @dlrk I'll try to release a fix for the first issue soon. Not sure about the second one as it still needs verification and I'm a little short of time right now. Link to comment Share on other sites More sharing options...
Fenixs Posted March 9, 2017 Share Posted March 9, 2017 hi.... i drop the file on gamedata folder... on plugindata folder..but no work..... press "C" key but nothing...i need another mod to work? pls help me thx Link to comment Share on other sites More sharing options...
Ser Posted March 9, 2017 Author Share Posted March 9, 2017 (edited) @dlrk Fix for the cam issue is available on Spacedock. I've tried to hyperedit the kerballed second stage's orbit and hadn't any of kerbals killed. So try this one and feel free to report if you run into any old or new issues. 1 hour ago, Fenixs said: hi.... i drop the file on gamedata folder... on plugindata folder..but no work..... press "C" key but nothing...i need another mod to work? pls help me thx So you have ThroughTheEyes folder in your Gamedata and it still doesn't work? If so after trying to switch to the first peson upload your KSP.log file somewhere I can get it. Edited March 9, 2017 by Ser Link to comment Share on other sites More sharing options...
Fenixs Posted March 9, 2017 Share Posted March 9, 2017 (edited) now work ¡¡¡ i have duplicate a gamedata folder by error.... work fine thx a question.... the view is very trembling, why? Edited March 9, 2017 by Fenixs Link to comment Share on other sites More sharing options...
Ser Posted March 10, 2017 Author Share Posted March 10, 2017 (edited) 13 hours ago, Fenixs said: a question.... the view is very trembling, why? It should tremble only when walking/running on a surface, is it so? Initially the camera worked as in usual chase view always looking in certain direction so there wasn't any tremble but that caused a falling (or EVA-ing in space) and rotating kerbal to rotate around a fixed first person camera. To fix that I had to bind the camera to the kerbal's origin for the camera always rotated together with kerbal. As a side effect the camera's angles now change according to body movement when walking/running animation is played. I've tried to fix that somehow but KSP cameras are a little hell to work with, so it's on my yet long TODO list. Edited March 10, 2017 by Ser Link to comment Share on other sites More sharing options...
adsffm Posted March 25, 2017 Share Posted March 25, 2017 Either I am retarded or this mod is full of bugs (Which is fine, I just need a workaround for them). This is a must have mod for me right now, but unfortunately I cannot properly use it. There are couple of bugs that I have noticed. First one, when sight angle ticks (or whatever they are called) are enabled in config file, you can't interact with vessel or right-click on anything, but this bug is fine I can live without angle ticks. Second bug is, when I have force-eva enabled and am preforming eva, if I go to map view and then go back, it like glitches out and I am looking at my kerbal from far behind, locked to his back, but this can be fixed by switching vessels etc (It also happens if you press C for some reason, even though I changed the button to switch first-person view to B) Second bug which makes this unplayable (or maybe it's not a bug and I am a retard) but I cannot seem to switch between kerbals in a ship, while in iva view? Oh and I also can't figure out how to recover a vessel while in iva view (I know this can be done from tracking station, but eh.) Any help would be appreciated a lot!! Link to comment Share on other sites More sharing options...
Ser Posted March 26, 2017 Author Share Posted March 26, 2017 On 25.03.2017 at 7:25 AM, adsffm said: First one, when sight angle ticks (or whatever they are called) are enabled in config file, you can't interact with vessel or right-click on anything, but this bug is fine I can live without angle ticks. Second bug is, when I have force-eva enabled and am preforming eva, if I go to map view and then go back, it like glitches out and I am looking at my kerbal from far behind, locked to his back, but this can be fixed by switching vessels etc (It also happens if you press C for some reason, even though I changed the button to switch first-person view to B) Second bug which makes this unplayable (or maybe it's not a bug and I am a retard) but I cannot seem to switch between kerbals in a ship, while in iva view? Oh and I also can't figure out how to recover a vessel while in iva view (I know this can be done from tracking station, but eh.) Any help would be appreciated a lot!! Thanks for the bug report. I don't use the forceIVA option so wasn't aware of them. I've reproduced all those issues except for the one when a kerbal on EVA can't interact with parts from 1st person view. I've tried to attach a goo container to a pod and the kerbal successfully activated right click menu and interacted with it if standed close enough, with ticks enabled. So please provide more details and exact reproduction steps. Link to comment Share on other sites More sharing options...
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