DocNappers Posted November 14, 2023 Author Share Posted November 14, 2023 v1.30.1 of CameraTools is now available, which fixes a bug in the pathing camera if timestamps are set to the same value by shifting one of them by 0.001s (fixes PR8). Quote Link to comment Share on other sites More sharing options...
Kion Posted December 14, 2023 Share Posted December 14, 2023 How can I make my "pathing cameras" to "stationary cameras" in the Camera Tools Mod in KSP 1.12.x? I have a "scene" or also knows as a path. and I want to use that path for a rocket stationary pad camera but the "pathing mode" follows the rocket (And I don't want that so I need to use the stationary mode) but I don't know how to use the same camera position (exact) for the "stationary camera mode". Please Help Me. Thanks. Quote Link to comment Share on other sites More sharing options...
DocNappers Posted December 14, 2023 Author Share Posted December 14, 2023 45 minutes ago, Kion said: How can I make my "pathing cameras" to "stationary cameras" in the Camera Tools Mod in KSP 1.12.x? I have a "scene" or also knows as a path. and I want to use that path for a rocket stationary pad camera but the "pathing mode" follows the rocket (And I don't want that so I need to use the stationary mode) but I don't know how to use the same camera position (exact) for the "stationary camera mode". Switching from the pathing camera to the stationary camera without any of the flyby or target options selected ought to start the stationary camera in the same position and orientation that it's currently in, but it looks to be shifting the camera down a bit for some reason. I'll look into why it's doing that and add an explicit option to transfer the current view from the pathing camera to the stationary camera. In the meantime, moving the camera up ([7] on the keypad by default) should allow you to bring it close to the position it was in when you switched. Quote Link to comment Share on other sites More sharing options...
DocNappers Posted December 16, 2023 Author Share Posted December 16, 2023 v1.31.0 of CameraTools is now released. It has the following improvements / bugfixes: Fix NREs from atmospheric audiosources when not in atmosphere. Don't reset the original camera parent's position when reverting (fixes weird camera angle). Override the camera restore distance with custom distance (from BDA) when reverting due to auto-enabling for BDA. Add support for a new BDA helper property for inhibiting camera tools. Add support for new BDA helpers for tracking missiles' targets in dogfight mode. Minor tweaks to MouseAimFlight helpers. Some internal restructuring of utils. Begin adding localisation support (not yet complete). Begin adding tooltips (not yet complete). More localisation/tooltips and the feature mentioned in the previous post should be coming in the next update. Quote Link to comment Share on other sites More sharing options...
DocNappers Posted January 7 Author Share Posted January 7 v1.32.0 of CameraTools is now released. It has the following improvements / bugfixes: Improvements to death camera angles and transitions for dogfight mode. Add a button to switch from pathing mode to stationary mode while maintaining the current view. Adjust location of random mode options. Add a button for resetting the camera roll (in stationary and pathing modes). Optimisations to use vessel.CoM instead of vessel.transform.position where applicable. Apply maxRelV to the stationary camera when using random mode. Remove the low-altitude stationary mode override for random mode. Prevent the camera from going below terrain and water (when vessel is only partially submerged) in dogfight mode. Separate the auto-zoom toggle between dogfight and stationary modes. Adjust default settings for a dynamic dogfight mode. Add a slider for setting the minimum interval to check for a new secondary dogfight target if the secondary target is a missile. Don't restart the dogfight camera when switching secondary targets for smoother transitions. Krakensbane optimisations (from BDArmory). Finish adding English (en-us) localisation and tooltips. Quote Link to comment Share on other sites More sharing options...
kspbutitscursed Posted February 8 Share Posted February 8 Hi i cannot seem to get the zoom key function to work Quote Link to comment Share on other sites More sharing options...
DocNappers Posted February 21 Author Share Posted February 21 (edited) On 2/8/2024 at 4:51 AM, kspbutitscursed said: Hi i cannot seem to get the zoom key function to work Do you have "Keypad Control" enabled (near the bottom above "Edit Keybindings"), Zoom In/Out bound to keys and the "Zoom Speed" set to a reasonable value? v1.33.0 of CameraTools is now released. It has the following improvements / bugfixes: Add a slider for controlling how long after BDA's secondary dogfight target dies (for non-missiles) before selecting a new secondary non-missile target (to enable lingering on kills). Fix false positives of Krakensbane being active on vessel switches. Edited February 21 by DocNappers Quote Link to comment Share on other sites More sharing options...
ThreeMACH Posted March 2 Share Posted March 2 cool,More perspectives,thank you Quote Link to comment Share on other sites More sharing options...
DocNappers Posted March 10 Author Share Posted March 10 v1.34.0 of CameraTools is now released. It has the following improvements / bugfixes: Chinese localisation thanks to user ThreeMACH. Pivot toggle: Add an option to toggle pivot points between the camera and the target (if valid) when rotating with the right mouse button. A hotkey can be assigned to this toggle, but is not assigned by default. When pivoting around the camera, the behaviour is unchanged. When pivoting around a target in pathing or stationary camera modes, the behaviour is similar to KSP's standard camera movement depending on whether the movement modifier is being held or not. While the movement modifier is not being held, rotation is aligned with the camera's axes. While the movement modifier is being held, rotation is aligned with the target vessel's axes. In pathing camera mode, the pivot point is the vessel's reference transform position. In stationary camera mode, the pivot point is either the targeted part or the vessel CoM if that option is selected. In dogfight camera mode, the pivot toggle affects the free-look mode and pivots around the closest point to the vessel along the camera's forward axis. Fix camera roll when transitioning between modified and non-modified movement modes in stationary camera mode. The free-move mode (position vs speed) and pivot mode are now preserved in the settings. Tweak the mouse sensitivity for input to rotations for more comfortable rotations. Quote Link to comment Share on other sites More sharing options...
Sidestrafe2462 Posted March 10 Share Posted March 10 update sounds great, thanks! Quote Link to comment Share on other sites More sharing options...
kspbutitscursed Posted March 20 Share Posted March 20 On 2/21/2024 at 9:31 PM, DocNappers said: Do you have "Keypad Control" enabled (near the bottom above "Edit Keybindings"), Zoom In/Out bound to keys and the "Zoom Speed" set to a reasonable value? v1.33.0 of CameraTools is now released. It has the following improvements / bugfixes: Add a slider for controlling how long after BDA's secondary dogfight target dies (for non-missiles) before selecting a new secondary non-missile target (to enable lingering on kills). Fix false positives of Krakensbane being active on vessel switches. thanks it works now Quote Link to comment Share on other sites More sharing options...
NBDesigns Posted May 30 Share Posted May 30 @DocNappers I have a question for a feature request. Would it be possible to add controller support to stationary/pathing cams? When I am in stationary cam I keep reaching for my ps4 controller which is linked to tilt and pan in the stock camera controls. Maybe there a way to “port” the camera controls option into camera tools? Many thanks for your work and continued support for this mod. Quote Link to comment Share on other sites More sharing options...
DocNappers Posted May 31 Author Share Posted May 31 13 hours ago, NBDesigns said: @DocNappers I have a question for a feature request. Would it be possible to add controller support to stationary/pathing cams? When I am in stationary cam I keep reaching for my ps4 controller which is linked to tilt and pan in the stock camera controls. Maybe there a way to “port” the camera controls option into camera tools? That should be possible. You should already be able to map the controller's buttons to the various keybindings, but it'll need some code changes to make use of the stick axes. Quote Link to comment Share on other sites More sharing options...
DocNappers Posted September 7 Author Share Posted September 7 v1.35.0 of CameraTools is now released. It has the following improvements / bugfixes: Add better handling of dogfight mode for BDA waypoint mode with combat. Adjust get/set accessor templates to return specified types instead of generic objects. Reduce / eliminate unintended roll and camera offset in dogfight mode due to low lerp rates. Add a slider for selecting the reference frame to use for the dogfight offset. Adjust the dogfight inertial chase slider to the range 0—1 and adjust the "inertia" behaviour, including affecting camera rotation. Add a chase plane mode to dogfight mode where the secondary target is the active plane and roll is disabled. Allow choosing which part (or CoM) to track. Add controller input (AXIS_CAMERA_HDG and AXIS_CAMERA_PITCH) to freelook in dogfight mode and camera rotation in stationary and pathing modes. Add a geospatial pathing option to pathing mode where points are GPS coordinates and rotations are absolute instead of relative to the active vessel. It can be a bit jittery when Krakensbane is active and the floating origin is more than a few km away. Also, for now, this is just using spline interpolation between GPS points instead of proper geospatial interpolation via https://www.movable-type.co.uk/scripts/latlong.html, so paths crossing 180° longitude won't work properly. Quote Link to comment Share on other sites More sharing options...
NBDesigns Posted October 15 Share Posted October 15 You my friend are amazing! There's no way I could play ksp without CameraTools. Quote Link to comment Share on other sites More sharing options...
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