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[1.8.x-1.12.x] - RasterPropMonitor (adopted)


JonnyOThan

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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?

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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.

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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!

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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 by Nestea3
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Posted (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 by JonnyOThan
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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!

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  • 3 weeks later...
  • 4 weeks later...
Posted (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.Screenshot_26.png?ex=6646ae6c&is=66455ce

No filter^

Screenshot_27.png?ex=6646ae6f&is=66455ce

^Filter

Bottom one is just HullCam view. Top is from in IVA with RPM

Any help is greatly appreciated!

Edited by EmDash
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Posted (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.Screenshot_26.png?ex=6646ae6c&is=66455ce

No filter^

Screenshot_27.png?ex=6646ae6f&is=66455ce

^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 by KeaKaka
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  • 1 month later...

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.

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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.

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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.

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  • 2 months later...

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
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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 by SheepDog2142
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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 ? :o
It seems the new update works fine with KSA IVA, I got no issues with the MK1 Inline and the MK1 standard cockpits.

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36 minutes ago, Nyxilo said:

Does this mean we could hope for a RealFuels compatibility in the future ? :o
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 by JonnyOThan
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  • 2 weeks later...

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

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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.

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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 by JonnyOThan
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