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[0.20] HydroTech Mouse Drive v0.2 (2013.06.03)


Michael Kim

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HydroTech Mouse Drive enables you to control your ship with mouse for sensitive steering.

Download at Mediafire

Please delete previous content of this mod! (Under Plugins\ and PluginData\)

Source code available at mediafire (HydroTech_FC.dll, HydroTech_Mouse.dll)

New version v0.2 released!

- Reorganised folders for 0.20.

- Added a flag.

- Settings can now be saved.

If you have ideas and suggestions, or encounter bugs, please go to the development thread. I will also have my work update there.

Usage included in Readme.txt

Screenshots

Idea originated from http://forum.kerbalspaceprogram.com/showthread.php/27568-Mouse-control

Edited by Michael Kim
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+1 from me for making this! Great job! Have you thought of using a filesharing service like mediafire?

Ahhh I would have done that if I could. Mediafire and Dropbox are blocked in China. I tried gettiing access to them using GoAgent which I use for FaceBook and YouTube but obviously it didn't help...

EDIT: I'm happy if someone uploads this mod with his/her own account and post the link here, before I can get it to the Spaceport.

Edited by Michael Kim
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[...]

EDIT: I'm happy if someone uploads this mod with his/her own account and post the link here, before I can get it to the Spaceport.

I uploaded it to mediafire here : [Edit : Old version, removed.. , check newer pages or the original post]

I made some videos of it because I was liking it so much. And you can tell Jeb loves it. Just look at him.

I tested a plane included with FAR and one I built this week, and they fly great. I landed on my first try with it.

FAR SlowSoarer was the plane, it was easy to fly with this.

I'm curious if you're planning changes too!

I was thinking of :

Overlay grid with navball...if it can be alpha blended or even sort of blended, that seems nice.

Hide mouse cursor and use custom indicator instead when mousedrive is active.

Clip (constrain) mouse to the mousedrive window when it is active.

Adjustable deadzone, toggle visibility graphically of deadzone and input gradient on the grid.

Maybe an arrow indicator that points in direction of steering at corners of the screen (HUD), or on the grid instead, to help determine where the steering is directed, but I would also keep numerical indicators too. Because the pitch, roll and yaw indicators can be distracting from what you're usually looking at, in the center of the screen.

use a key to toggle activating mousedrive interface..

option to have mousedrive hold whatever position it has when it is disabled instead of revert to center, so that you can toggle out, and then back in with better stability.

use a key to switch between roll and yaw or otherwise.

I was making a mockup to explain but thought that maybe you know about this stuff already.

I guess a deadzone of a circular area between two axes would be comfortable, and then interpolating from the edge of the circle starting at minimum input value to the same bounds of the axis as without a deadzone. I guess!

Thanks, I'm looking forward to however it goes.

Edited by localSol
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Thank you for the file upload LocalSol :D

I have a question, as I've read somewhere that editing some game files may cause a bunch of issues D: What file exactly do I need to edit in order to add the new code? also which program should I use to edit it, and last but not least (as I've yet to open any save files), where exactly do you add the code inside the file? is there a specific area you need to include the code into or just a standard -scroll all the way down to the end and add the extra lines-?

Thanks in advance!

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D: What file exactly do I need to edit in order to add the new code? also which program should I use to edit it, and last but not least (as I've yet to open any save files), where exactly do you add the code inside the file? is there a specific area you need to include the code into or just a standard -scroll all the way down to the end and add the extra lines-?

I'm not sure if you were asking me, but it's possible to use the notepad included with windows and probably standard similar tools for other operating systems. I use Notepad++, it has lots of good stuff for convenience, scripting, programming, formatting for many formats, et cetera..

It's not much more complicated than editing an INI file, CFG, etc. A lot like an xml file, but easier.

You can do this: Load KSP, create new save, call it whatever you want, go back to main menu (where the start new game option is),

alt-tab out of KSP, go to your KSP folder (in steam - go to library, right click on Kerbal Space Program , choose properties, click 'local files' tab, click 'browse local files' button - it will open the folder [and you can see the full path if you need it later by clicking the top bar where it begins something like 'computer > local disk K: > etc > etc , it will change to the path display instead of linear icon tree or whatever that is] ) ... then go to the saves folder, then find the folder with the same name that you named your new save inside KSP. There persistent.sfs is the saved game to edit. It's an ascii/UTF file, no complicated stuff.

(assuming windows now pretty much) double click and choose notepad to open it, or whatever you prefer.

After "GAME", there is an open curly bracket "{" . It's the start of a huge parenthesis. Nearly at the end of the file is the close of it, "}" .

Edit : (I checked again that) I started a new line after scene = 5, remove the 'whitespace' and put :

	SCENARIO
{
name = HydroMouseControlModule
scene = 7
}

after it.

Then save the file, and you can go back in KSP, load the new game, load a craft, fly it and look for the mousedrive window minimized, click that.

Later the game reordered the edit I made in the save to come right after the PARAMETERS{blahblahblah} section. Experiment but probably anywhere inside GAME is fine as long as it doesn't go inside one of the subsections under GAME, probably not inside PARAMETERS, or FLIGHTSTATE or the subsections inside those.

If you want to use it in your existing saved games, you can do the same for the persistent.sfs in your other folder, but it helps to make a backup first by just copy pasting the folder somewhere else.

Edited by localSol
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Thanks again for the help Sol :)

The mod works like a charm, although I have to say, not sure if it's just me but this is hard as hell to control lol. It's probably just me :P Need a bit more practice :D

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I uploaded it to mediafire here : http://www./?jdo5pt7hhhh5b13

Thanks a lot for that!

I made some videos of it because I was liking it so much. And you can tell Jeb loves it. Just look at him.

I tested a plane included with FAR and one I built this week, and they fly great. I landed on my first try with it.

FAR SlowSoarer was the plane, it was easy to fly with this.

I'm curious if you're planning changes too!

I was thinking of :

Overlay grid with navball...if it can be alpha blended or even sort of blended, that seems nice.

Hide mouse cursor and use custom indicator instead when mousedrive is active.

Clip (constrain) mouse to the mousedrive window when it is active.

Adjustable deadzone, toggle visibility graphically of deadzone and input gradient on the grid.

Maybe an arrow indicator that points in direction of steering at corners of the screen (HUD), or on the grid instead, to help determine where the steering is directed, but I would also keep numerical indicators too. Because the pitch, roll and yaw indicators can be distracting from what you're usually looking at, in the center of the screen.

use a key to toggle activating mousedrive interface..

option to have mousedrive hold whatever position it has when it is disabled instead of revert to center, so that you can toggle out, and then back in with better stability.

use a key to switch between roll and yaw or otherwise.

I was making a mockup to explain but thought that maybe you know about this stuff already.

I guess a deadzone of a circular area between two axes would be comfortable, and then interpolating from the edge of the circle starting at minimum input value to the same bounds of the axis as without a deadzone. I guess!

Thanks, I'm looking forward to however it goes.

Wow so many things... Some of these are not difficult so I think I can start working on them. Thanks again!

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Do you nned more testers;)? How well does the steering response to mouse control? cheers

Well I don't think I'll need pre-release testers (maybe I should think otherwise?). This mod is already in release state. It's just that I can't get it on the Spaceport. But thanks for the offer anyway :)

If you want to have a try, you can download it on mediafire. I've updated #1.

The control is not really comfortable as I made this mod in only 8 hours... But it will be improved of course.

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Thanks again for the help Sol :)

The mod works like a charm, although I have to say, not sure if it's just me but this is hard as hell to control lol. It's probably just me :P Need a bit more practice :D

Well obviously you are not the only one... localSol's got some good suggestions and we'll see if it gets better after I make them

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Thanks for the help [...]

[..it's hard to control.. ] It's probably just me :P Need a bit more practice :D

You're very welcome monababii and michael.

One thing that helps for twitchy light vehicles just for the moment in version 0.1 is to alt tab out of KSP and set your mouse sensitivity much lower.

Edited by localSol
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Well I don't think I'll need pre-release testers (maybe I should think otherwise?). This mod is already in release state. It's just that I can't get it on the Spaceport. But thanks for the offer anyway :)

If you want to have a try, you can download it on mediafire. I've updated #1.

The control is not really comfortable as I made this mod in only 8 hours... But it will be improved of course.

Oh just saw that mediafiae link, sweet! Also thanks for replying ^^ 8h sounds sounds pretty fast for first version ;) Iv began some plugin reading/writing but all those "labels" confuses me haha cheers for this plugin

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A new version from Michael! (the author, not me!) HydroTech Mouse Drive v0.1.1 : [Edit : Link now in original post (first post)]

Instructions and changelog are included in the archive, check my post a page back for additional instructions for new users.

Changelog is also now in the original post.

Edit : Good improvement in 0.1.1. The floating indicators are helpful and a first from any mod I would think! I doubted it would be possible. At times it might be possible for them to obstruct the view of small objects - I suggest alpha of 120 of 255 or adjustable alpha. Though that is only a small convenience.

Edited by localSol
link now in first post
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Is there a youtubevideo showing how its used, maybe? Im wondering if i can switch it on and off again at will.

Id mostly prefer to keep my button-controls, but when landing, hovering or especially doing transports with a skycrane this could be a charm.

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Is there a youtubevideo showing how its used, maybe? Im wondering if i can switch it on and off again at will.

Id mostly prefer to keep my button-controls, but when landing, hovering or especially doing transports with a skycrane this could be a charm.

No videos yet, as it's just out for a few days. Switching on/off is fairly simply, just a click. (Have you tried it?)

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