ElonsMusk Posted August 30, 2021 Share Posted August 30, 2021 48 minutes ago, Vexmae said: That would give at least 30% more delta v Everyone knows that setting your lighting to blue increases Δv by ~+15% /s Quote Link to comment Share on other sites More sharing options...
MOARdV Posted August 30, 2021 Author Share Posted August 30, 2021 2 hours ago, Vexmae said: Thanks you for replying me :). I would like to know if it's possible to create a script for a "rainbow mode" for the panel dividers ? ( like the rainbow mode on a rgb keyboard ( i know this is a bit stupid but help me please) ( i tried with a friend to make a lua code but we failed ) Thanks for reading me I actually thought about rainbow mode when I was writing the response. To answer your question, yes, it's possible to create a script for it, although it will change all of the dividers at the same time (no wave effects). It will be a little bit more complicated. When I finish work today, I will see if I can put it together quickly. Quote Link to comment Share on other sites More sharing options...
Vexmae Posted August 30, 2021 Share Posted August 30, 2021 (edited) 21 minutes ago, MOARdV said: I actually thought about rainbow mode when I was writing the response. To answer your question, yes, it's possible to create a script for it, although it will change all of the dividers at the same time (no wave effects). It will be a little bit more complicated. When I finish work today, I will see if I can put it together quickly. We tried to make a script but it didn't work ( This file is named RGB.lua ) Spoiler function onTick() x = 0 y = false if x > 1 then y = true end if x < 0 then y = false end if y == true then x = x - 0.01 --c'est la vitesse else x = x + 0.01 --c'est la vitesse end fc.SetPersistent("PD_RGB_RED", math.sin(x)*255) fc.SetPersistent("PD_RGB_GREEN", math.sin(x+2)*255) fc.SetPersistent("PD_RGB_BLUE", math.sin(x+4)*255) end ( This one is MAS_Script.cfg ) Spoiler //Loading the RGB .lua with this cfg file MAS_LUA { name = VEXARP_Scripts script = VexarpIVA/VexarpIVACore/Scripts/RGB.lua } ( and this one is RGB_Backlight.cfg ) Spoiler PROP { name = MAS_VEXARP_RGB_Divider MODEL { model = ASET/ASET_Props/Misc/PanelDivider/PanelDivider } MODULE { name = MASComponent COLOR_SHIFT { name = BackLight On/Off transform = PanelDivider variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = fc.GetPersistentAsNumber("PD_RGB_RED"),fc.GetPersistentAsNumber("PD_RGB_GREEN"),fc.GetPersistentAsNumber("PD_RGB_BLUE"),255 blend = true } } } actually the lua code is not mine but one of my friend said he know how to code in lua because he play Stormworks and gave me this code 4 minutes ago, Vexmae said: actually the lua code is not mine but one of my friend said he know how to code in lua because he play Stormworks and gave me this code i don't knowwhat is function.OnTick( ), i don't find it in the lua documentation Edited August 30, 2021 by Vexmae Quote Link to comment Share on other sites More sharing options...
MOARdV Posted August 31, 2021 Author Share Posted August 31, 2021 3 hours ago, Vexmae said: i don't knowwhat is function.OnTick( ), i don't find it in the lua documentation That is a custom function that your friend wrote. With what you have, you are 99% done with something you can test. Change RGB_Backlight.cfg like this (one new component): Spoiler PROP { name = MAS_VEXARP_RGB_Divider MODEL { model = ASET/ASET_Props/Misc/PanelDivider/PanelDivider } MODULE { name = MASComponent TRIGGER_EVENT { name = Update divider color event = OnTick() // Only updates if backlight is on. Can also use variable = 1 to always update color. variable = fc.GetPersistentAsNumber("Backlight") > 0 autoRepeat = true } COLOR_SHIFT { name = BackLight On/Off transform = PanelDivider variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = fc.GetPersistentAsNumber("PD_RGB_RED"),fc.GetPersistentAsNumber("PD_RGB_GREEN"),fc.GetPersistentAsNumber("PD_RGB_BLUE"),255 blend = true } } } TRIGGER_EVENT will call the script 10x per second. The Lua script may need some debugging. The 'x' and 'y' variable might need to be declared outside of the function body - I think, the way they are written, they are always going to be set to '0' and 'false' each time the script is called, so the color will not change. The formula used to set the color needs changed - it will set each color to a value between -255 and +255 (anything less than zero will be treated as zero). Maybe instead use 127.5 + math.sin(x) * 127.5 127.5 + math.sin(x + 2) * 127.5 127.5 + math.sin(x + 4) * 127.5 One thing that may happen - the more dividers you have, the faster it might change, since the TRIGGER_EVENT is on each prop, and each prop is going to call OnTick(). I think the script might need a small change to prevent that, but I'll need to look at it in the morning. Quote Link to comment Share on other sites More sharing options...
Vexmae Posted August 31, 2021 Share Posted August 31, 2021 it worked ! thanks you :). Quote Link to comment Share on other sites More sharing options...
Vexmae Posted August 31, 2021 Share Posted August 31, 2021 I need help again, i want a button to activate that rgb mode, i tried creating a prop, the action on the collider is: onClick = fc.SetPersistent("WRP_R", fc.GetPersistentAsNumber("VEX_RGB_RED")), fc.SetPersistent("WRP_G", fc.GetPersistentAsNumber("VEX_RGB_GREEN")), fc.SetPersistent("WRP_B",fc.GetPersistentAsNumber("VEX_RGB_BLUE")) and the active color of the pannel divider is activeColor = fc.GetPersistentAsNumber("WRP_R"), fc.GetPersistentAsNumber("WRP_G"), fc.GetPersistentAsNumber("WRP_B"), 255 ( there is the TRIGGER_EVENT from before in that pannel divider .cfg too) and the pannel divider don't light up at all because i'm not good at making props Quote Link to comment Share on other sites More sharing options...
MOARdV Posted August 31, 2021 Author Share Posted August 31, 2021 1 hour ago, Vexmae said: I need help again, i want a button to activate that rgb mode, i tried creating a prop, the action on the collider is: What do you want the button to do? Press the button to pause RGB mode, press again to start it? Press the button to start RGB mode, press again and the divider becomes a color (like white, or whatever color) and pauses? 1 is easy to do - the collider on the button would be onClick = fc.TogglePersistent("VEX_RGB_ENABLE") The beginning of the Lua script would be function onTick() if fc.GetPersistentAsNumber("VEX_RGB_ENABLE") == 0 then return end -- Rest of function, same as it is now This will make the RGB mode pause when VP_RGB_ENABLE is 0. fc.TogglePersistent("VP_RGB_ENABLE") changes VP_RGB_ENABLE from 0 to 1, or from 1 to 0, each time it is pressed. You do not need an extra TRIGGER_EVENT that way. If you want option 2, it is the same, except in the Lua script: function onTick() if fc.GetPersistentAsNumber("VEX_RGB_ENABLE") == 0 then fc.SetPersistent("VEX_RGB_RED", 255) fc.SetPersistent("VEX_RGB_GREEN", 255) fc.SetPersistent("VEX_RGB_BLUE", 255) return end -- Rest of function, same as it is now Quote Link to comment Share on other sites More sharing options...
Vexmae Posted September 1, 2021 Share Posted September 1, 2021 (edited) Hi, it's me (again). i'm writting a script and i need the script to wait for 2 seconds. i tried to make a function like that: function Wait(seconds) local start = fc.UT repeat until fc.UT > fc.UT + seconds end i also tried: x = 0 function wait(seconds) if x = x then x = x + 0.1 --The script should be run 10 times per second so the value of x should go up by 1 every second end if x > 60 then x = 0 end repeat until x > x + seconds end but none of this worked and it juste give me a initialization error, can you help me with that ? i also tried to play a sound with the lua script like that: fc.PlayAudio( VexarpIVA/VexarpIVACore/Sounds/Startup/warning, 100, false) and it doesn't work too ( an initialization error too and no sound played but the script still works ) i would like help with that too .. The whole code looks like that Spoiler x = 0 -- function wait(seconds) -- if x = x then -- x = x + 0.1 --The script should be run 10 times per second so the value of x should go up by 1 every second -- end -- if x > 60 then -- x = 0 -- end -- repeat until x > x + seconds -- end function MAS_VEXARP_MainComp() if fc.GetPersistentAsNumber("MAS_VEXARP_MainComp_State") < 1 then if fc.GetPersistentAsNumber("MAS_VEXARP_MainComp_Button") > 0 then --wait(6) if fc.GetPersistentAsNumber("MAS_VEXARP_MainComp_Button") > 0 then fc.TogglePersistent("MAS_VEXARP_MainComp_State") fc.PlayAudio( VexarpIVA/VexarpIVACore/Sounds/Startup/goodbip, 1, false) elseif fc.GetPersistentAsNumber("MAS_VEXARP_MainComp_Button") < 1 then fc.PlayAudio( VexarpIVA/VexarpIVACore/Sounds/Startup/badbip, 1, false) --wait(1) fc.PlayAudio( VexarpIVA/VexarpIVACore/Sounds/Startup/badbip, 1, false) end end elseif fc.GetPersistentAsNumber("MAS_VEXARP_MainComp_State") > 0 then if fc.GetPersistentAsNumber("MAS_VEXARP_MainComp_Button") > 0 then --wait(3) if fc.GetPersistentAsNumber("MAS_VEXARP_MainComp_Button") > 0 then fc.TogglePersistent("MAS_VEXARP_MainComp_State") fc.PlayAudio( VexarpIVA/VexarpIVACore/Sounds/Startup/warning, 1, false) --wait(1) fc.PlayAudio( VexarpIVA/VexarpIVACore/Sounds/Startup/fanstop, 1, false) elseif fc.GetPersistentAsNumber("MAS_VEXARP_MainComp_Button") < 1 then fc.PlayAudio( VexarpIVA/VexarpIVACore/Sounds/Startup/badbip, 1, false) --wait(1) fc.PlayAudio( VexarpIVA/VexarpIVACore/Sounds/Startup/badbip, 1, false) end end end end ( Some lines are in front of -- because they just make the script crash ) i'm sorry if i'm getting annoying by asking help that often Thanks for reading me. Edited September 1, 2021 by Vexmae edited because i forgot a part of my message Quote Link to comment Share on other sites More sharing options...
MOARdV Posted September 2, 2021 Author Share Posted September 2, 2021 15 hours ago, Vexmae said: i'm writting a script and i need the script to wait for 2 seconds This is a little tricky - the game loop in Unity calls the MAS code ten times per second, and if something in a MAS script pauses for two seconds, the entire game will hang for that amount of time. What you need to do is have two parts - one part where you set a timer (such as using onClick, or in a different script), and a trigger event that looks for the timer. -- In a collider onClick event onClick = fc.SetPersistent("VP_Event_Trigger_Time", fc.UT() + 2) -- TRIGGER_EVENT variable = fc.GetPersistentAsNumber("VP_Event_Trigger_Time") >= fc.UT() autoRepeat = false 15 hours ago, Vexmae said: i also tried to play a sound with the lua script like that The audio clip name needs to be a "string" surrounded with quotation marks: fc.PlayAudio("VexarpIVA/VexarpIVACore/Sounds/Startup/warning", 100, false) Quote Link to comment Share on other sites More sharing options...
Vexmae Posted September 2, 2021 Share Posted September 2, 2021 (edited) thanks you for helping me, i managed to make the code work but now i have another problem ( i'm so sorry i'm too dumb too understand how to make the code but i want to make something really good ): when i want to play a sound ( commented --First Sound in the code ) is played well but none of the others PlayAudio work (even if i copy / paste the first line that works) Here is the code: Spoiler -- To help anyone who will read my code to understand all of that if else mess i'm gonna comment every line function MAS_VEXARP_MainComp() -- Function for a button to toggle the iva ( like MainBus or Battery switches ) if fc.GetPersistentAsNumber("MAS_VEXARP_MainComp_State") < 1 then -- if the main computer is off if fc.GetPersistentAsNumber("MAS_VEXARP_MainComp_Button") > 0 then -- and if the button is pressed if fc.GetPersistentAsNumber("MAS_VEXARP_Event_Trigger_Time") > fc.UT() then -- Wait 5 Seconds if fc.GetPersistentAsNumber("MAS_VEXARP_MainComp_Button") > 0 then -- If the button is still pressed fc.TogglePersistent("MAS_VEXARP_MainComp_State") -- turn the main computer ON fc.PlayAudio( "VexarpIVA/VexarpIVACore/Sounds/Startup/goodbip", 1, true) -- Play a beep sound (like on a computer) // First Sound elseif fc.GetPersistentAsNumber("MAS_VEXARP_MainComp_Button") < 1 then -- if the button is not pressed anymore fc.PlayAudio( "VexarpIVA/VexarpIVACore/Sounds/Startup/badbip+fanstop", 1, true) -- Play an error sound and don't turn on the computer // Second Sound end end end elseif fc.GetPersistentAsNumber("MAS_VEXARP_MainComp_State") > 0 then -- if the main computer is on if fc.GetPersistentAsNumber("MAS_VEXARP_MainComp_Button") > 0 then -- if the button is pressed if fc.GetPersistentAsNumber("MAS_VEXARP_Event_Trigger_Time") > fc.UT() then -- Wait 5 seconds if fc.GetPersistentAsNumber("MAS_VEXARP_MainComp_Button") > 0 then -- if the button is still pressed fc.TogglePersistent("MAS_VEXARP_MainComp_State") -- Turn the main computer off fc.PlayAudio( "VexarpIVA/VexarpIVACore/Sounds/Startup/warning+fanstop", 1, true) -- Play a computer stopping sound // Third Sound elseif fc.GetPersistentAsNumber("MAS_VEXARP_MainComp_Button") < 1 then -- if the button is not played anymore fc.PlayAudio( "VexarpIVA/VexarpIVACore/Sounds/Startup/badbip", 1, true) -- play an error sound and don't turn off the computer // Fourth Sound end end end end end function MAS_VEXARP_WAIT() --This is the Wait script, it start only one time when the button is pressed fc.SetPersistent("MAS_VEXARP_Event_Trigger_Time", fc.UT() + 5) -- Set the timer to 5 seconds if fc.GetPersistentAsNumber("MAS_VEXARP_MainComp_State") < 1 then -- If the main coumputer is Off fc.PlayAudio( "VexarpIVA/VexarpIVACore/Sounds/Startup/starthdd", 1, false) -- Play a computer start sound // This sound works end end -- All sounds are in the .wav file format Can you help me ( again i'm sorry ) with that ? Thanks for reading me. Edited September 2, 2021 by Vexmae edited because i have made a writting error, english is a bit difficult :c Quote Link to comment Share on other sites More sharing options...
MOARdV Posted September 4, 2021 Author Share Posted September 4, 2021 On 9/2/2021 at 4:24 PM, Vexmae said: Can you help me ( again i'm sorry ) with that ? I will reply by private message soon. That way, we do not fill the MAS forum thread with Lua programming questions. Quote Link to comment Share on other sites More sharing options...
The Brazilian Luigi Posted September 19, 2021 Share Posted September 19, 2021 How do I check the error log? There is an error related to this mod. I think its the reason all I can see is the HUD Quote Link to comment Share on other sites More sharing options...
Ilya_Torshov Posted September 27, 2021 Share Posted September 27, 2021 I'm having an issue with this mod. During loading it gets stuck when loading MAS-ASET/ALCORMFD40x20/MAS_ALCOR_MFD1 Quote Link to comment Share on other sites More sharing options...
ElonsMusk Posted September 29, 2021 Share Posted September 29, 2021 On 9/19/2021 at 2:43 PM, The Brazilian Luigi said: How do I check the error log? There is an error related to this mod. I think its the reason all I can see is the HUD On 9/27/2021 at 1:30 PM, Ilya_Torshov said: I'm having an issue with this mod. During loading it gets stuck when loading MAS-ASET/ALCORMFD40x20/MAS_ALCOR_MFD1 Please see this post. There are simply too many potential causes to diagnose without more info. Quote Link to comment Share on other sites More sharing options...
AstroMatthew Posted September 30, 2021 Share Posted September 30, 2021 i think i am having an issues with this mod. when i play with tundra the screens for crew dragon show up but it blank on the screen i have all of the depends and it still does not work i play in 1.11. Quote Link to comment Share on other sites More sharing options...
johnnydope Posted October 14, 2021 Share Posted October 14, 2021 (edited) Greetings @MOARdV I absolutely love your prop pack so much i caught the IVA creators bug myself. I just finished a cockpit but im having a problem. i looked hard through all the wiki documentation and could not find any reference to what i was looking for. Long story short, i cant seem to find the command to toggle FSengines on and off. the switches you provide respond to rocket engines but not the stock ksp turboshaft or firespitter helicopter engines. is there any way to setup the internal props to interact with the helicopter and propeller blades? Im literally a lightbulb and a switch away from releasing this IVA. very frustrating. Any help would be appreciated. I did manage to find an ugly workaround but id rather do it properly. I tried putting lines like GetFSengineBladedEnabled() ToggleFSengineBladedEnabled(), ive tried using the FSActionGroup "engine" which the start/stop button by firespitter uses but no luck. what am i doing wrong? Edited October 15, 2021 by johnnydope additional relevant comments Quote Link to comment Share on other sites More sharing options...
MOARdV Posted October 17, 2021 Author Share Posted October 17, 2021 On 10/14/2021 at 7:21 AM, johnnydope said: what am i doing wrong? You're not doing anything wrong - MAS doesn't have Firespitter support (I never use that mod). I haven't added support for the stock propeller / rotor system, either, since I rarely make atmospheric craft. There is some support for Advanced Jet Engines parts, but I don't know if it does what you need. Quote Link to comment Share on other sites More sharing options...
johnnydope Posted October 21, 2021 Share Posted October 21, 2021 OK. Thanks anyway. I do however have a question of a new subject. MechJeb & kOs. RPM fixed MechJeb & kOs integration and it fully works on the JSI version of the 40x20 mfd. The ALCOR mfd and any MAS mfd fails to see mechjeb or kOs present. Why is that? No more autopilot for MAS right now it seems. I installed everything fresh in a new install of ksp and tested this on IVA's already made by others. Its a shame. That beautiful autopilot board in the OPT JHT cockpit you made i cant even use right now...... (sadface) Quote Link to comment Share on other sites More sharing options...
MOARdV Posted October 22, 2021 Author Share Posted October 22, 2021 17 hours ago, johnnydope said: OK. Thanks anyway. I do however have a question of a new subject. MechJeb & kOs. RPM fixed MechJeb & kOs integration and it fully works on the JSI version of the 40x20 mfd. The ALCOR mfd and any MAS mfd fails to see mechjeb or kOs present. Why is that? No more autopilot for MAS right now it seems. I installed everything fresh in a new install of ksp and tested this on IVA's already made by others. Its a shame. That beautiful autopilot board in the OPT JHT cockpit you made i cant even use right now...... (sadface) kOS support is on my to-do list, but I have not had time for modding for a while. I have not looked at KSP 12.x for more than a quick peek, so it's possible that something changed in MJ that broke the MAS interface with it. I haven't heard anything else about MJ and MAS misbehaving, though. Quote Link to comment Share on other sites More sharing options...
johnnydope Posted October 27, 2021 Share Posted October 27, 2021 Thats ok. I can be patient for all the bugs to get worked out. Im not in any rush. Id rather wait for a good job, than pressure people for a crappy bandaid fix that breaks other things. Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted December 12, 2021 Share Posted December 12, 2021 (edited) MAS seems to make the screen go black when a capsule implementing its IVA elements detaches from a Modular Launchpads base. The issue was identified here and I managed to replicate it as well Edited December 12, 2021 by Tonas1997 Quote Link to comment Share on other sites More sharing options...
MOARdV Posted December 13, 2021 Author Share Posted December 13, 2021 On 12/11/2021 at 6:05 PM, Tonas1997 said: MAS seems to make the screen go black when a capsule implementing its IVA elements detaches from a Modular Launchpads base. The issue was identified here and I managed to replicate it as well I saw the issue on the MAS GitHub as well (thanks for submitting that, so it doesn't get forgotten). I need to see the KSP.log to see if there's a hint about what's going haywire. I don't currently have MLP installed, and I've been too busy in Real Life to spend much time on KSP, so the more info the better. Quote Link to comment Share on other sites More sharing options...
marioq70 Posted December 18, 2021 Share Posted December 18, 2021 On 12/11/2021 at 6:05 PM, Tonas1997 said: MAS seems to make the screen go black when a capsule implementing its IVA elements detaches from a Modular Launchpads base. The issue was identified here and I managed to replicate it as well On 12/13/2021 at 7:49 AM, MOARdV said: I saw the issue on the MAS GitHub as well (thanks for submitting that, so it doesn't get forgotten). I need to see the KSP.log to see if there's a hint about what's going haywire. I don't currently have MLP installed, and I've been too busy in Real Life to spend much time on KSP, so the more info the better. I found a temporal workaround. Since Modular Launchpads base in some towers is using squad space GenericSpace3, there is a JSI patch adding props and mfd's: generic3-cockpit-patch.cfg, and MAS Avionic Systems patch JsiToMasUpgrade.cfg is upgrading the props to MAS, so either renaming to "*.nocfg" or deleting the generic3-cockpit-patch.cfg or JsiToMasUpgrade.cfg should workaround the issue, i prefered the first one. Quote Link to comment Share on other sites More sharing options...
baldamundo Posted December 20, 2021 Share Posted December 20, 2021 Are there instructions somewhere for adding the camera functionality to existing parts? I tried to add it to some of the cameras from Tantares by copying the existing configs, and the modules are appearing on the parts in the editor, but they don't actually work at all as cameras. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted December 20, 2021 Share Posted December 20, 2021 1 hour ago, baldamundo said: Are there instructions somewhere for adding the camera functionality to existing parts? I tried to add it to some of the cameras from Tantares by copying the existing configs, and the modules are appearing on the parts in the editor, but they don't actually work at all as cameras. I cant remember if MAS has its own, built-in camera support, or not. It *may* need, but have support for, some of the sepertely downloadable camera mods. ie HullCam, KURS Docking cam, etc Not sure if there is Neptune Camera support or not..?? If I get back to KSP Soon™, I may investigate NC support Quote Link to comment Share on other sites More sharing options...
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