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[1.1]Hullcam VDS - mod adopted by linuxgamer


Albert VDS

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Just tried this out, and have only one nitpick: The reaction wheels on the HST-lookalike are FAR too powerful. I can't maintain a lock on any sort of deep field target (Minmus, Jool, Eeloo... :P) I'm going to experiment and see if I can find a better value for the torque.

Also, Mechjeb seems to introduce a "jitter" in it's pointing at a target that's proving rather irritating at deep zoom. Any ideas as to how to dampen that out?

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OK, quick test using torque scaled back to 1% has yielded MUCH better results than the standard. However, targets like Gilly and Bop are still very tough to image... Overall, it's a step in the right direction. I'm going to as another zero between the decimal point and the numbers and see what happens. :P

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That last order of magnitude did the trick: Clear shots of EVERY body in the system are now possible. And, it's stable enough to get flyby-grade photos of Mun and Minmus. :cheesy:

If there's any interest in the revised .cfg figures, PM me for them. It's a simple change, so I'm not going to bother posting them.

Cheers for the great addon, guys!

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That last order of magnitude did the trick: Clear shots of EVERY body in the system are now possible. And, it's stable enough to get flyby-grade photos of Mun and Minmus. :cheesy:

If there's any interest in the revised .cfg figures, PM me for them. It's a simple change, so I'm not going to bother posting them.

Post them! :D

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That last order of magnitude did the trick: Clear shots of EVERY body in the system are now possible. And, it's stable enough to get flyby-grade photos of Mun and Minmus. :cheesy:

If there's any interest in the revised .cfg figures, PM me for them. It's a simple change, so I'm not going to bother posting them.

Cheers for the great addon, guys!

Are you using this in junction with the LTech mod so you can grab high-res shots, or are you using a external program?

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even though this does not seem all that popular I just want to say thank you for keeping this mod updated! I use this for recording video's and getting some shots you just can't get any other way. So I really appreciate all the time you've put in to this and hope you keep up the great work! :)

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Post them! :D

PART{
// --- general parameters ---
name = Pictozoom 2000
module = CommandPod
author = hubbazoot (www.myordan.com/ksp/downloads.php)

// --- asset parameters ---
mesh = model.mu
scale = 1
rescaleFactor = 1.25

CrewCapacity = 0
// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0.0, -1.05, 0.0, 0.0, 1.0, 0.0, 1

// --- editor parameters ---
TechRequired = unmannedTech
entryCost = 4900
cost = 1800
category = Pods
subcategory = 0
title = Ordan Industrial KOMMAND-R Pictozoom 2000 Series Variable Aperture Spectograph Net
manufacturer = Ordan Industrial (modified by MaverickSawyer)
description = After Jeb received a formal reprimand for his cavalier behavior (he was not given a juice box at lunch time), the engineers have designed a more modular and stable telescope to inspect kerbonauts crew cuts for consistency and fleas. Now features MUCH lower torque to allow for deep-field observations.
//attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 2
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 6
breakingForce = 200
breakingTorque = 200
maxTemp = 2500

// --- pod/rcs parameters ---

rotPower = 0.005
linPower = 10

maxTorque = 2
Ki = 1
Kp = 0.6
Kd = 1

vesselType = Probe

MODULE
{
name = ModuleCommand
minimumCrew = 0

RESOURCE
{
name = ElectricCharge
rate = 0.030
}

}

RESOURCE
{
name = ElectricCharge
amount = 100
maxAmount = 100
}


MODULE
{
name = MuMechModuleHullCameraZoom
cameraName = Pictozoom 2000
cameraForward = 0, 1, 0
cameraUp = 0, 1, 0
cameraPosition = 0.00, 3.00, 0.00
cameraFoVMax = 60
cameraFoVMin = 0.0005
}

MODULE
{
name = ModuleDeployableSolarPanel
animationName = solar
raycastTransformName = sunAR
pivotName = sunPivot
resourceName = ElectricCharge

chargeRate = 5

powerCurve
{
key = 206000000000 0 0 0
key = 13599840256 1 0 0
key = 68773560320 0.5 0 0
key = 0 10 0 0
}
}


MODULE
{
name = ModuleAnimateGeneric
animationName = deploy
startEventGUIName = Open LensGuard
endEventGUIName = Close Lens Guard
actionGUIName = Toggle Lens Guard


INPUT_RESOURCE
{
name = ElectricCharge
rate = .0045
}
}

MODULE
{
name = BOSS
}

MODULE
{
name = ModuleReactionWheel

PitchTorque = 0.01
YawTorque = 0.01
RollTorque = 0.01

RESOURCE
{
name = ElectricCharge
rate = 0.0105
}
}

MODULE
{
name = ModuleScienceExperiment

experimentID = externcam

experimentActionName = Snap Picture
resetActionName = Delete Picture

useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True

resettable = True
resettableOnEVA = True

xmitDataScalar = 0.8

FxModules = 0
}

MODULE
{
name = HullCamera
cameraName = Hull
cameraForward = 0, 1, 0
cameraUp = 0, 0, -1
cameraPosition = 0, 0.05, -0.07
cameraFoVMax = 60
cameraFoVMin = 0.3
resolution = 2
}

}

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@MaverickSawyer: Thanks for the telescope fix.

What is the manley mode?

Manley mode is named after Scott Manley and because of this video where he does a moon mission without leaving the cockpit view:

This mode will force you to install cameras and use the cockpit.

even though this does not seem all that popular I just want to say thank you for keeping this mod updated! I use this for recording video's and getting some shots you just can't get any other way. So I really appreciate all the time you've put in to this and hope you keep up the great work! :)

Thanks! :)

New update:

V0.2.9 30-Dec-2013

- Added the new camera science module, from L-tech Science, to every camera.

- Added the following new cameras made by Rubber Ducky:

- Launchpad camera - made for being set up around the launchpad for great views of lift-offs. Future update will have a moving version.

- ScienceCam - just a basic all-purpose camera

- NavCam - tiny with a wide FOV, mainly for piloting rovers. Has a static-y overlay built into the model.

- BoosterCam - a variation of aerocam; two cameras built in, facing up and down.

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  • 2 weeks later...

I also get the flickering after having used the camera at all. I think it was fine with the mod installed without using it, but once you view through a camera, the textures on the planets start flashing and glitching and won't stop until you restart KSP. I hope this can be worked out as I want to be able to take all the lovely pictures from space with the clouds still there. :)

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I also get the flickering after having used the camera at all. I think it was fine with the mod installed without using it, but once you view through a camera, the textures on the planets start flashing and glitching and won't stop until you restart KSP. I hope this can be worked out as I want to be able to take all the lovely pictures from space with the clouds still there. :)

Which mods do you have installed?

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Which mods do you have installed?
I personally have a bunch of mods, pretty much all the main ones. The problem goes away as soon as I drop Hullcam though. Im going to give it a shot in a pure stock with clouds and hullcam when I get home from work though and see how it goes. Edited by Amazingteknique
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I personally have a bunch of mods, pretty much all the main ones. The problem goes away as soon as I drop Hullcam though. Im going to give it a shot in a pure stock with clouds and hullcam when I get home from work though and see how it goes.

I've experienced flickering and outright disappearing planets at high magnification while testing my telescope mod that uses this plugin -- have you tried cycling the GUI off and back on (press F2 to toggle it)? This completely gets rid of flickering for me, even with both Universe Replacer and City Lights and Clouds installed.

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Tried creating a MM patch but the models are missing transforms where the raster prop can anchor the module.

Could you add a transform per camera, Rubber Ducky?

In case you missed it, RPM 0.13 already contains a patch that does it anyway.

An extra transform in hc_booster would help though, since I can't add two cameras at once without a second transform.

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