Hippodingo Posted March 20 Share Posted March 20 6 hours ago, JonnyOThan said: Not really...looking for something dealing with drawing to textures. Line 804 in VesselRadarData.cs, isn't it where BDA draws the radar window? Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted March 20 Author Share Posted March 20 1 hour ago, Hippodingo said: Line 804 in VesselRadarData.cs, isn't it where BDA draws the radar window? Ah yep somehow I missed that...unfortunately it looks like it's drawn incrementally in IMGUI instead of drawing onto a texture and then the window, so it's not directly usable. But at least it's a template of how it should be done. Quote Link to comment Share on other sites More sharing options...
Hippodingo Posted March 21 Share Posted March 21 8 hours ago, JonnyOThan said: Ah yep somehow I missed that...unfortunately it looks like it's drawn incrementally in IMGUI instead of drawing onto a texture and then the window, so it's not directly usable. But at least it's a template of how it should be done. Thank you very much for your help, I'm going to see what I can do. This is by far the most advanced thing I've ever tried to do with KSP mods until now! Quote Link to comment Share on other sites More sharing options...
Nestea3 Posted March 24 Share Posted March 24 (edited) Can anyone help? I hope this is the right place. I want the nice cockpits so i installed de_ivaextention and the ASET mods, but whenever i transfer crew or switch vessels, i get hundreds of such errors: [ERR 21:21:37.410] [JSICallbackAnimator]: Error in building prop number 23 - Could not find transform swRotaryCircleMarkObj in prop SwitchRotary-5pos-ElecOutput_Selector [ERR 21:21:37.422] [JSICallbackAnimator]: Error in building prop number 47 - Could not find transform GlowBorder in prop tggl_ABORT_T1-G3-B15-C1Y-S [ERR 21:21:37.423] [JSICallbackAnimator]: Error in building prop number 49 - Could not find transform GlowBorder in prop pb_EXT_LIGHT-SH02-B2 [ERR 21:21:37.428] [JSICallbackAnimator]: Error in building prop number 53 - Could not find transform SmallLablePlate in prop Lable_LSS_STATUS I use the latest KSP version and these mods: ALCOR Adopted (ALCOR 1.0.1) ASET Consolidated Agency (ASETAgency v2.0.2) ASET Consolidated Avionics Pack (ASETAvionics v3.0.1) ASET Consolidated Props Pack (ASETProps v2.0.7) Breaking Ground (BreakingGround-DLC 1.7.1) DE_IVAExtension (DE-IVAExtension v1.2.0) FreeIva (FreeIva 0.2.18.4) Making History (MakingHistory-DLC 1.12.1) Module Manager (ModuleManager 4.2.3) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.13.4) Edited March 24 by Nestea3 Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted March 24 Author Share Posted March 24 (edited) 5 hours ago, Nestea3 said: Can anyone help? I hope this is the right place. I want the nice cockpits so i installed de_ivaextention and the ASET mods, but whenever i transfer crew or switch vessels, i get hundreds of such errors: [ERR 21:21:37.410] [JSICallbackAnimator]: Error in building prop number 23 - Could not find transform swRotaryCircleMarkObj in prop SwitchRotary-5pos-ElecOutput_Selector [ERR 21:21:37.422] [JSICallbackAnimator]: Error in building prop number 47 - Could not find transform GlowBorder in prop tggl_ABORT_T1-G3-B15-C1Y-S [ERR 21:21:37.423] [JSICallbackAnimator]: Error in building prop number 49 - Could not find transform GlowBorder in prop pb_EXT_LIGHT-SH02-B2 [ERR 21:21:37.428] [JSICallbackAnimator]: Error in building prop number 53 - Could not find transform SmallLablePlate in prop Lable_LSS_STATUS I use the latest KSP version and these mods: ALCOR Adopted (ALCOR 1.0.1) ASET Consolidated Agency (ASETAgency v2.0.2) ASET Consolidated Avionics Pack (ASETAvionics v3.0.1) ASET Consolidated Props Pack (ASETProps v2.0.7) Breaking Ground (BreakingGround-DLC 1.7.1) DE_IVAExtension (DE-IVAExtension v1.2.0) FreeIva (FreeIva 0.2.18.4) Making History (MakingHistory-DLC 1.12.1) Module Manager (ModuleManager 4.2.3) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.13.4) These are side effects of the prop batching system in RPM. They shouldn’t actually cause any issues. You can disabel the prop batching system by removing or changing the file extension on JIS/RasterPropMonitor/Propbatching.cfg - but that patch greatly improves performance so unless you're actually seeing any problems I wouldn't recommend it. Edited March 25 by JonnyOThan Quote Link to comment Share on other sites More sharing options...
Nestea3 Posted March 25 Share Posted March 25 22 hours ago, JonnyOThan said: These are side effects of the prop batching system in RPM. They shouldn’t actually cause any issues. You can disabel the prop batching system by removing or changing the file extension on JIS/RasterPropMonitor/Propbatching.cfg - but that patch greatly improves performance so unless you're actually seeing any problems I wouldn't recommend it. Very well, then I'm reassured. They don't cause any crashes so it's good. Thanks for the reply and all the amazing mods you guys make! Quote Link to comment Share on other sites More sharing options...
J534 Posted April 13 Share Posted April 13 @JonnyOThan How do I get the comms to work? I cant find your fork of KSPIRC anywhere Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted April 13 Author Share Posted April 13 7 hours ago, J534 said: @JonnyOThan How do I get the comms to work? I cant find your fork of KSPIRC anywhere https://github.com/JonnyOThan/ksp_irc Quote Link to comment Share on other sites More sharing options...
J534 Posted April 16 Share Posted April 16 (edited) On 4/13/2024 at 4:03 AM, JonnyOThan said: https://github.com/JonnyOThan/ksp_irc Thanks!! edit: wait Im confused. I cant tell what I copy in to the GameData folder? Edited April 16 by J534 Quote Link to comment Share on other sites More sharing options...
GuyWhoEnjoysFlyingThings Posted May 14 Share Posted May 14 (edited) Hello everyone. Is there a detailed tutorial or guide covering everything in this mod? I've checked the GitHub page, but it doesn't explain anything relating to the actual info displayed on the MFDs. Thanks Edited May 14 by GuyWhoEnjoysFlyingThings Quote Link to comment Share on other sites More sharing options...
EmDash Posted May 16 Share Posted May 16 (edited) I'm extremely new to modding KSP, but my friend sent me a working modpack with RPM and HullCamVDS, they work fine and I even managed to figure out how to edit one of the camera's FOV to fix a bug where the starting camera (for career mode) was clipping through the fov. Now this is less of an issue but is there any way to add the filters from HullCamVDS (the ones that you can see when activating the camera from third person view) to the view in Raster Prop Monitor? I'm doing a hard-custom-realistic career FULLY in IVA and having that extra immersion of needing better quality cameras to see better would be awesome. Thank you so much for your help. No filter^ ^Filter Bottom one is just HullCam view. Top is from in IVA with RPM Any help is greatly appreciated! Edited May 16 by EmDash Quote Link to comment Share on other sites More sharing options...
KeaKaka Posted May 17 Share Posted May 17 (edited) On 5/16/2024 at 1:12 PM, EmDash said: I'm extremely new to modding KSP, but my friend sent me a working modpack with RPM and HullCamVDS, they work fine and I even managed to figure out how to edit one of the camera's FOV to fix a bug where the starting camera (for career mode) was clipping through the fov. Now this is less of an issue but is there any way to add the filters from HullCamVDS (the ones that you can see when activating the camera from third person view) to the view in Raster Prop Monitor? I'm doing a hard-custom-realistic career FULLY in IVA and having that extra immersion of needing better quality cameras to see better would be awesome. Thank you so much for your help. No filter^ ^Filter Bottom one is just HullCam view. Top is from in IVA with RPM Any help is greatly appreciated! Your images have broken links thanks to discord no longer working as a file hosting site, just upload them to something like Imgur; grab the link from there and it should be fine Edited May 17 by KeaKaka Quote Link to comment Share on other sites More sharing options...
EmDash Posted May 17 Share Posted May 17 Here this should work then, I'm sorry my friend said discord would be ok I guess their information was outdated. I hope I did this right I've never used imgur before. https://imgur.com/a/iI8EsJM Quote Link to comment Share on other sites More sharing options...
Nyxilo Posted July 1 Share Posted July 1 Hello, I am currently using KSA IVA Upgrade alongside RealFuels and, as the latter replaces LiquidFuel with Kerosene for the engines, the fuel and flow gauges do not display the correct amount / flow of fuel. This is a minor detail, as the KSP's own HUD is minimal in the IVA and can be left on to display fuel values and stuff, but I was wondering if this could be an easy compatibility fix or not. If it's out of place and only related to KSA, let me know and I'll ask there. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted July 1 Author Share Posted July 1 24 minutes ago, Nyxilo said: Hello, I am currently using KSA IVA Upgrade alongside RealFuels and, as the latter replaces LiquidFuel with Kerosene for the engines, the fuel and flow gauges do not display the correct amount / flow of fuel. This is a minor detail, as the KSP's own HUD is minimal in the IVA and can be left on to display fuel values and stuff, but I was wondering if this could be an easy compatibility fix or not. If it's out of place and only related to KSA, let me know and I'll ask there. Interesting...I think this would need to be fixed in either RealFuels or ASET props. If RealFuels has blanket patches to convert every engine to Kerosene then it seems like it would be appropriate to change there. I'm not very familiar with RealFuels though - is it possible to have some engines that still use LiquidFuel when it's installed? If so then any kind of blanket switch is probably not great because really you'd want it to depend on which engine the current craft is using. Perhaps this should be a new feature in RPM that provides variables for the current engines rather than a fixed, named resource. Quote Link to comment Share on other sites More sharing options...
Nyxilo Posted July 1 Share Posted July 1 47 minutes ago, JonnyOThan said: is it possible to have some engines that still use LiquidFuel when it's installed? LiquidFuel is replaced by Kerosene for all the airbreathing engines - excluding the RAPIER which uses LiquidMethane instead - however for the rocket engines it depends on their configs, some use Kerosene, others Aerozine50 and so on. Oxidizer also is replaced by LiquidOxygen for most of the engines (including the RAPIER). Stock ressources are still available for fuels tank though. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted September 13 Author Share Posted September 13 RasterPropMonitor's first release from its new home is now available as a pre-release. Please bang on it a bit and let me know how it goes. https://github.com/FirstPersonKSP/RasterPropMonitor/releases/tag/1.0.0.0 New Features Props can now reference methods on internalmodules that are placed directly in the Internal if one isn't found in the prop JSINumericInput can now take a variable as its increment term (thanks MirageDev) Added PROPELLANTR_ variables to access the resources that are in use by engines on the vessel AGMEMO system is less sensitive to whitespace Increased pitch bounds for all stock cockpits and pods Improved performance by removing modules that become useless due to prop batching Improved performance by doing more cfg parsing in OnLoad instead of Start Improved performance by removing props entirely if they have no InternalModules Bug Fixes Add RPM computer to several mods that were missing them (fixes crashes) CRY-5000Freezer from DeepFreeze DSEV Aviation Cockpits Add overlay depth masks to remade stock internals Fix looping shutter animation in ALCOR pod caused by multiple animation clips on the same object Fix black outline around text when using deferred rendering (thanks LGhassen) Fixed benign yet annoying error spew caused by prop batching system Fixed RPM_COLOROVERRIDE not working Quote Link to comment Share on other sites More sharing options...
SheepDog2142 Posted September 13 Share Posted September 13 (edited) Nice glad to see progress on this mod. Unfortunaly the update throws a critical launch blocking error for RPM_Seat_V3_Basic MOARdV prop that IVAs use but that's a different mod. Edited September 13 by SheepDog2142 Quote Link to comment Share on other sites More sharing options...
Nyxilo Posted September 13 Share Posted September 13 11 hours ago, JonnyOThan said: Added PROPELLANTR_ variables to access the resources that are in use by engines on the vessel Does this mean we could hope for a RealFuels compatibility in the future ? It seems the new update works fine with KSA IVA, I got no issues with the MK1 Inline and the MK1 standard cockpits. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted September 13 Author Share Posted September 13 (edited) 36 minutes ago, Nyxilo said: Does this mean we could hope for a RealFuels compatibility in the future ? It seems the new update works fine with KSA IVA, I got no issues with the MK1 Inline and the MK1 standard cockpits. Yes, next up the props themselves need to be updated to take advantage of it. 52 minutes ago, SheepDog2142 said: Nice glad to see progress on this mod. Unfortunaly the update throws a critical launch blocking error for RPM_Seat_V3_Basic MOARdV prop that IVAs use but that's a different mod. Mind posting a log all the same? Oh I see you commented on github - thanks! I'd still appreciate the full log every time though. Edited September 13 by JonnyOThan Quote Link to comment Share on other sites More sharing options...
SheepDog2142 Posted September 13 Share Posted September 13 14 minutes ago, JonnyOThan said: Yes, next up the props themselves need to be updated to take advantage of it. Mind posting a log all the same? I put it on the Github issue page Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted September 13 Author Share Posted September 13 Fatal crash with MAS fixed: https://github.com/FirstPersonKSP/RasterPropMonitor/releases/tag/1.0.1 Quote Link to comment Share on other sites More sharing options...
TheSpaceDinos4037 Posted September 22 Share Posted September 22 Does the latest version of RPM on GitHub also contain the Core that other IVA mods depend on? CKAN didn't yet have the new version of RPM so I had to download it manually, and when I attempted to download "RasterPropMonitor Core" it conflicted with Deferred Rendering so I was unable to download basically any IVA mod Quote Link to comment Share on other sites More sharing options...
Nyxilo Posted September 23 Share Posted September 23 21 hours ago, TheSpaceDinos4037 said: CKAN didn't yet have the new version of RPM CKAN works on my side, it registered the 1:v1.0.1 as the latest version, which is the right one, right ? Got an issue with Deferred Rendering conflitcs but it was with Parallax Contined though. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted September 23 Author Share Posted September 23 (edited) 21 hours ago, TheSpaceDinos4037 said: Does the latest version of RPM on GitHub also contain the Core that other IVA mods depend on? CKAN didn't yet have the new version of RPM so I had to download it manually, and when I attempted to download "RasterPropMonitor Core" it conflicted with Deferred Rendering so I was unable to download basically any IVA mod CKAN does have the latest version - however you will not see it unless you are using CKAN 1.34 or later. OH but I think we have not yet updated the metadata to remove that conflict, so thanks for the reminder... Wait, never mind, we were smart enough to declare the conflict with a max version so it automatically should have become compatible. Edited September 23 by JonnyOThan Quote Link to comment Share on other sites More sharing options...
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