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[1.12.x] ProbeControlRoom Recontrolled (adopted)


JonnyOThan

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In regards to getting kicked out of PCR when staging, I am also having the same problem.  

Only thing I see in the log file that might have to do with PCR is:

[ERR 10:11:27.434] Coroutine couldn't be started because the the game object 'PortraitContainer' is inactive!

KSP log file

 

And I also have the flag transparency issue as mentioned by Squeaky above.

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ProbeControlRoom 1.3.1.0 is now available!

Changes

  • Fix test for ASET props installation
  • Mission timer starts at day 0 instead of day 1
  • Fix PCR disappearing on staging/docking/etc events
  • Fix kerbal portraits freezing after exiting PCR
  • Respect the "retain control point on IVA" game setting
  • Fix transparent flags (this was actually caused by FreeIva, and fixed in FreeIva 0.2.10.2)
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4 hours ago, JonnyOThan said:

Fix kerbal portraits freezing after exiting PCR

Same issue.  Log file below:

https://glacialsoftware.net/KSP2.zip

Note that for me, changing the hotkey with dnspy from the default IVA hotkey (along with some related code changes) fixes it.

Edited by R-T-B
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10 hours ago, R-T-B said:

  

Same issue.  Log file below:

https://glacialsoftware.net/KSP2.zip

Note that for me, changing the hotkey with dnspy from the default IVA hotkey (along with some related code changes) fixes it.

I might need a video of this because I can't repro it.  Or please test with nothing but PCR installed.

edit: ok I finally repro’d it. It doesn't occur if FreeIva isn't installed.

Edited by JonnyOThan
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6 hours ago, JonnyOThan said:

I might need a video of this because I can't repro it.  Or please test with nothing but PCR installed.

edit: ok I finally repro’d it. It doesn't occur if FreeIva isn't installed.

I'd be happy to diagnose with you.  I'll reach out to you on discord.

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There is a "Call Recovery Team" radio, but pressing it just gives me some chatter. Is it supposed to give me the recovery screen?

 

A few things I'm curious if they could be added. 1. A way to return to Space Center and/or Tracking Station from the PCR. Currently have to return to craft and use the top drop-down or press escape. 2. I'd really like a way to access the Kerbalism menus. Specifically craft status menu, but I can live without it as long as I have the UI on. This might be out of scope for PCR and more on the Kerbalism team or PropMonitor team.

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1 hour ago, Mitokandria said:

There is a "Call Recovery Team" radio, but pressing it just gives me some chatter. Is it supposed to give me the recovery screen?

 

A few things I'm curious if they could be added. 1. A way to return to Space Center and/or Tracking Station from the PCR. Currently have to return to craft and use the top drop-down or press escape. 2. I'd really like a way to access the Kerbalism menus. Specifically craft status menu, but I can live without it as long as I have the UI on. This might be out of scope for PCR and more on the Kerbalism team or PropMonitor team.

Yeah the recovery radio is supposed to recover the ship after a short delay, but I've found it to be pretty flaky, at least when using it in VR.  I haven't dug in to figure out why yet.  I do suspect that the waves from scatterer might be interfering with it.

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  • 1 month later...

Any possibility to see and control PAW info for a part? 

Also, in my RO/RP1 save, the control room reverts sometimes to the old look, how can I see the version of it in module manager, I suspect something it overwrites/deletes the necessary info for it.

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1 hour ago, Cristi said:

Any possibility to see and control PAW info for a part? 

Also, in my RO/RP1 save, the control room reverts sometimes to the old look, how can I see the version of it in module manager, I suspect something it overwrites/deletes the necessary info for it.

VesselViewer lets you activate any part event from the MFD.

You'd have to look at your patching log to figure out which mods are changing the internal model used, and just remove the ones you don't want.

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On 2/10/2023 at 11:50 AM, JonnyOThan said:

Yes, currently each probe core can specify which control room to use (just like how each part specifies its internal).  There's only one available room "shell" right now but there are a couple different flavors of prop layouts that you could set up - JSI only, basic ASET are available in PCR itself, DE_IVAExtension has a different ASET layout, and then KSA has the one shown in the OP.

You can see my plans for development here: https://github.com/JonnyOThan/KSP-ProbeControlRoom/issues.

Could you please explain how to change the IVAs manually?  I was previously using DE_IVAExtension IVA for PCR and would like to go back to it (mostly because I can't see throttle position anywhere in the KSA layout).  

There is no IVA Switch in the PAW, so I'm assuming I would need to adjust a cfg file somewhere?

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2 hours ago, orionguy said:

Could you please explain how to change the IVAs manually?  I was previously using DE_IVAExtension IVA for PCR and would like to go back to it (mostly because I can't see throttle position anywhere in the KSA layout).  

There is no IVA Switch in the PAW, so I'm assuming I would need to adjust a cfg file somewhere?

There's a throttle lever at each desk...

But in any case you can delete KSA\IVAUpgrade\Spaces\KSA_MissionControl.cfg

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8 hours ago, JonnyOThan said:

There's a throttle lever at each desk...

But in any case you can delete KSA\IVAUpgrade\Spaces\KSA_MissionControl.cfg

I have no clue how I missed the one at the CAPCOM desk!  Strangely, the one at the Crash Specialist Desk is mostly hidden by the yellow work helmet of the Kerbal sitting in that position.

screenshot19.png

Thanks for all the help.  Now that I've found the throttle at the CAPCOM desk, I'll just keep using the KSA layout.  And thanks again for all your hard work.

 

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9 hours ago, orionguy said:

I have no clue how I missed the one at the CAPCOM desk!  Strangely, the one at the Crash Specialist Desk is mostly hidden by the yellow work helmet of the Kerbal sitting in that position.

screenshot19.png

Thanks for all the help.  Now that I've found the throttle at the CAPCOM desk, I'll just keep using the KSA layout.  And thanks again for all your hard work.

 

Ah, yikes.  Well, if you have FreeIva you can always just press Y to hide the kerbal entirely...oh but I guess you lose attitude control when out of the seat.  Can still click on stuff though.

KSA IVA Upgrade is largely for supporting KerbalVR, which is why it didn't occur to me that you wouldn't be able to steer with the keyboard.

Edited by JonnyOThan
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  • 2 weeks later...

v1.3.3.0 - Bug fixes

Changes

  • Don't add RPMComputer module if RPM isn't installed (allows for using PCR with MAS-only)
  • PCR is now aware of ThroughTheEyes and cycles cameras correctly when you have an external command seat and a probe core
  • DisableSounds option no longer touches music/ui/voice volume because it didn't restore it properly
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  • 6 months later...

Hi, I asked on the Reviva thread regarding RP1 probes defaulting to the base PCR instead of DE_IVA's . RP1 is a very very very VERY complex mod and I am terrified of messing with the procedural parts it uses, but I was wondering if maybe the problem regarding DE_IVA is that it would be loading before PCR causing the game to default to it? So I was wondering if there would be a way to increase the base PCR's loading order to see if that was causing the problem. Thank you.

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  • 2 weeks later...

Hello, would it be possible to prevent switching to PCR by typing 'c' in kOS console? Alternatively, is it possible to disable usage of 'c' button and switch only via toolbar icon?
Also, when I have multiple controlling parts on a probe, reverting from PCR always sets 'control from here' to default part instead of the one which was last used.

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54 minutes ago, ngx said:

Hello, would it be possible to prevent switching to PCR by typing 'c' in kOS console? Alternatively, is it possible to disable usage of 'c' button and switch only via toolbar icon?
Also, when I have multiple controlling parts on a probe, reverting from PCR always sets 'control from here' to default part instead of the one which was last used.

Yeah the C thing is a known issue, whenever I get around to the next update I’ll fix that.  Or if someone wants to send a PR that would be great.  I don’t think it would be too hard.

Regarding the control point, does it change behavior if you change the “retain control point on IVA “ option?

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27 minutes ago, JonnyOThan said:

Yeah the C thing is a known issue, whenever I get around to the next update I’ll fix that.  Or if someone wants to send a PR that would be great.  I don’t think it would be too hard.

That would be great, thank you! PCR is excellent mod which brings a lot of realism, but I use kOS almost everytime, so I'd be really grateful.

 

29 minutes ago, JonnyOThan said:

Regarding the control point, does it change behavior if you change the “retain control point on IVA “ option?

Setting that option ON solves the problem. I didn't think about it, thanks for the hint!

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  • 3 weeks later...

How do you actually switch between various versions of the Control Room? I am only able to get the basic RPM version which doesn't really have enough controls to be useful IMO. The ASET one is the one I'm after, and occasionally it will select that one, but it's rare and random.

I'm assuming you should be able to use RevIVA on the probe cores just like on manned pods, but it doesn't show up.

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  • 1 month later...
On 12/31/2023 at 9:14 PM, dancingferret said:

I'm assuming you should be able to use RevIVA on the probe cores just like on manned pods, but it doesn't show up.

As far as I can see, ProbeControlRoom does not have support for RevIVA. Yet.

I'm in the same situation as @dancingferret and about to cobble up some MM patches to add RevIVA support to ProbeControlRoom - I'll post here as soon as I have something that can be tested.

@JonnyOThan: Would you prefer that I integrate the RevIVA support into ProbeControlRoom itself and send a pull request for it once it is done, or should I do it as a standalone Mini-Mod?

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2 hours ago, RKunze said:

Would you prefer that I integrate the RevIVA support into ProbeControlRoom itself

Yes please! I think the best way to do this would be to add the reviva and b9ps modules alongside where it adds the INTERNAL node.  And ideally that would be in a pretty early pass.  We could populate it with all the mods that we know about.  The subtypes should have a name that makes it clear the config is coming from PCR, so that the other mods can delete it or tweak it and provide their own.

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On 2/8/2024 at 11:26 PM, JonnyOThan said:

I think the best way to do this would be to add the reviva and b9ps modules alongside where it adds the INTERNAL node.  And ideally that would be in a pretty early pass.

Ideally, yes - but PCR uses "@PART[*]:HAS[@MODULE[ModuleCommand],!INTERNAL[*]]:Final" to add the internal which is pretty much the opposite of "early". And all modules that I have looked at of that provide alternate mission control IVAs (DE_IVA, KSA and PCRIVAPLUS - which happen to be the PCR-IVA modules in my current game :cool:) expect it to and explicitly add their own IVA version in an earlier pass so that the one from PCR itself does not run...

And I don't really want to change that and risk to break things (even though I think the way PCR uses :FINAL is a bit iffy).

I think I'll go with a slightly different approach:

  • set up a config node with an IVASwitch module at the start which contains just one subtype with the default MissionControl internal from PCR
  • add subtypes for all mods that we want to support out of the box by modifying that config node in the BEFORE[ProbeControlRoom] pass. Those patches can also serve as a template for other mods that we don't support out of the box that want to hook into the PCR RevIVA support.
  • Copy the (now filled in) IVASwitch module from the config node to everything that has a MODULE[ProbeControlRoomPart] but no IVASwitch module in the LAST[ProbeControlRoom] pass. That should handle any modules that add their own mission control IVA but do not handle RevIVA for it on their own
  • And finally, extend the existing :FINAL patch to also add the IVASwitch module (need to do it here as well, because those parts do not yet have a MODULE[ProbeControlRoomPart]  in the previous step).
Edited by RKunze
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15 hours ago, RKunze said:

but PCR uses "@PART[*]:HAS[@MODULE[ModuleCommand],!INTERNAL[*]]:Final"

Yeah, I'm basically proposing we invert that - at least as long as Reviva is installed, because the whole point of the ordering here is to not step on the toes of other mods that might want to be adding their custom control rooms.  And really it's probably better if PCR didn't use FINAL...I'm not sure if there was some good reason it's set up like that rather than setting up defaults early and expecting other mods to overwrite it.

15 hours ago, RKunze said:

modifying that config node in the BEFORE[ProbeControlRoom] pass

Why BEFORE and not FOR?

Edited by JonnyOThan
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10 minutes ago, JonnyOThan said:

Why BEFORE and not FOR

Mostly so that other mods can just copy the setup andcadapt to their own IVA name an description, and do not have to worry about intra-pass ordering by patch name. For the integrated support in PCR itself it doesn't really matter.

16 minutes ago, JonnyOThan said:

Yeah, I'm basically proposing we invert that - at least as long as Reviva is installed, because the whole point of the ordering here is to not step on the toes of other mods that might want to be adding their custom control rooms.

OK, then I'll change the whole patch procesd to a "setup config/modify defaults/apply" pattern, with setup early and apply in LAST. Should be doable without breaking existing MissionControl IVAs and makes it easier to integrate with PCR in the future.

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2 hours ago, RKunze said:

Mostly so that other mods can just copy the setup andcadapt to their own IVA name an description, and do not have to worry about intra-pass ordering by patch name. For the integrated support in PCR itself it doesn't really matter.

Im not sure but I think you might be misunderstanding how the patch ordering works. BEFORE[ProbeControlRoom] runs immediately before FOR[ProbeControlRoom].  It’s a bit of a code smell for a mod to be using BEFORE or AFTER for its own identifiers.  Those specifiers are most useful for *other* mods to insert patches immediately before or after some other mod that they interact with.  If the mod itself uses them, then it limits the ability for other patches to position themselves correctly.

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