Albert VDS Posted August 10, 2015 Author Share Posted August 10, 2015 Thanks for fixing that problem. Link to comment Share on other sites More sharing options...
BahamutoD Posted August 10, 2015 Share Posted August 10, 2015 Cool! I'm curious if you used the same technique for nightvision that I did for my targeting camera. Set global ambient light to max on pre-render and reset it on post-render? Link to comment Share on other sites More sharing options...
Albert VDS Posted August 10, 2015 Author Share Posted August 10, 2015 Thanks. Changing the ambient light is a pretty good idea! Hullcam uses a shader to increase the brightness and contrast. Link to comment Share on other sites More sharing options...
Artfact Posted August 10, 2015 Share Posted August 10, 2015 Awesome! I'm currently doing all my unmanned missions in the probe control room. It'll be very interesting to only have visuals in crappy B/W screens.^^ Have been anticipating the integration into the tech tree. Will it work retroactively on previous saves which already had the cams unlocked at the start? Link to comment Share on other sites More sharing options...
LostOblivion Posted August 10, 2015 Share Posted August 10, 2015 Great bunch of features in the new release, Albert! Good job!I notice some of the cameras don't have their point if view actually where it would seem to be according to the model and editor viewport. The NavCam and BoosterCam are both correct, but the Aerocam is way offset out from where the camera actually is. This is also the case for the ScienceCam and WideAngleCam, both being offset way ahead of them. Link to comment Share on other sites More sharing options...
asbrand Posted August 10, 2015 Share Posted August 10, 2015 Love the latest update! Thank you for adding docking cams.Question: Is there any way you would consider having the camera views be able to be brought up in a smaller popup window view, instead of full screen? Especially the new docking port cam view. Link to comment Share on other sites More sharing options...
MartGonzo Posted August 10, 2015 Share Posted August 10, 2015 great update, docking cams seem like a great addition.btw does anyone know if it's possible to alter the zoom/field of view in first person EVA?i'd like to pull it back a bit /increase the fov Link to comment Share on other sites More sharing options...
Albert VDS Posted August 10, 2015 Author Share Posted August 10, 2015 Awesome! I'm currently doing all my unmanned missions in the probe control room. It'll be very interesting to only have visuals in crappy B/W screens.^^ Have been anticipating the integration into the tech tree. Will it work retroactively on previous saves which already had the cams unlocked at the start?Please note that PCR uses RPM which doesn't use the actual Hullcam VDS plugin to show the camera's on the RPM screens, so there is are no camera filters in PCR or RPM.Great bunch of features in the new release, Albert! Good job!I notice some of the cameras don't have their point if view actually where it would seem to be according to the model and editor viewport. The NavCam and BoosterCam are both correct, but the Aerocam is way offset out from where the camera actually is. This is also the case for the ScienceCam and WideAngleCam, both being offset way ahead of them.Thanks, I'll take a look at it.Love the latest update! Thank you for adding docking cams.Question: Is there any way you would consider having the camera views be able to be brought up in a smaller popup window view, instead of full screen? Especially the new docking port cam view.Not at the moment, maybe later versions.great update, docking cams seem like a great addition.btw does anyone know if it's possible to alter the zoom/field of view in first person EVA?i'd like to pull it back a bit /increase the fovThe field of view for EVA is hardcoded. Link to comment Share on other sites More sharing options...
V8jester Posted August 10, 2015 Share Posted August 10, 2015 The new camera filters and overlays are great! Really Digging the new update Albert, thanks! Link to comment Share on other sites More sharing options...
theJesuit Posted August 11, 2015 Share Posted August 11, 2015 Awesome update thanks AlbertVDS, especially the docking cam. Great work!I'll reiterate a desire to have camera views in simple popup windows (possibly with no gui windows stuff or just a black border framing), but possibly able to be adjusted in terms of size). No idea how difficult it is though!Peace. Link to comment Share on other sites More sharing options...
drtedastro Posted August 11, 2015 Share Posted August 11, 2015 Awesome update thanks AlbertVDS, especially the docking cam. Great work!I'll reiterate a desire to have camera views in simple popup windows (possibly with no gui windows stuff or just a black border framing), but possibly able to be adjusted in terms of size). No idea how difficult it is though!Peace.If at all possible, this would be great.Great mod and great work, thanks.Cheers. Link to comment Share on other sites More sharing options...
GDJ Posted August 11, 2015 Share Posted August 11, 2015 Excellent work! Love the night vision. Link to comment Share on other sites More sharing options...
tg626 Posted August 11, 2015 Share Posted August 11, 2015 I agree, excellent work! Apropos of our earlier PM conversation, it works great with my target: I did notice one bug tho:This happened when I pressed "C" while in docking camera view (and double clicked the view port of course). It seems the overlay doesn't get cleared.Oh, I also notice that the "readout" of distance and relative velocity doesn't appear if you target a docking port, only when you target the whole ship. Link to comment Share on other sites More sharing options...
Albert VDS Posted August 12, 2015 Author Share Posted August 12, 2015 That looks great, tg626.Thanks for mentioning the bug, I'll look into it. Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 13, 2015 Share Posted August 13, 2015 as awesome as the filters and docking camera features are, while I look forward to using them they also aren't things I use very often in the game as I'm carrying out regular operations on various craft. Would it be possible to disable them in the Space Center so that they aren't loaded when in the Flight Scene? This mod now allocates more than 100MB RAM more than it used to under v0.90 when you load up a vessel. I only have a few hundred MB of overhead for my game, a little over a GB at most even under the best cases where I take extra measures like removing planet/cloud textures, so every little bit counts...Anyone who tries to point me towards the 64-bit hack - thanks but no thanks. Link to comment Share on other sites More sharing options...
Phil deCube Posted August 16, 2015 Share Posted August 16, 2015 Love the update Albert VDS. I'm just wondering though, am I meant to have cross hairs on all cameras? I can see that the docking ports should have them, but all of mine do. Like this: Link to comment Share on other sites More sharing options...
Dortmunder Posted August 16, 2015 Share Posted August 16, 2015 Stupid question, but how do you activate the docking cam. It says it's part of docking ports, but I couldn't figure out how to turn it on I tried right clicking the port to see if you activate it from there, tried using the cycle next cam. Link to comment Share on other sites More sharing options...
Mecripp Posted August 16, 2015 Share Posted August 16, 2015 Stupid question, but how do you activate the docking cam. It says it's part of docking ports, but I couldn't figure out how to turn it on I tried right clicking the port to see if you activate it from there, tried using the cycle next cam.Are you using the newest download ? and is it a stock docking port ? there is a cfg the adds it to all the stock docking ports. Link to comment Share on other sites More sharing options...
Dortmunder Posted August 17, 2015 Share Posted August 17, 2015 Are you using the newest download ? and is it a stock docking port ? there is a cfg the adds it to all the stock docking ports.I used the link in this thread, so I assume it's the most recent.Maybe I did something wrong. You just extract the folders into the KSP directory as you would with any mod, yes? All the cameras that you put on manually work fine. Link to comment Share on other sites More sharing options...
Mecripp Posted August 17, 2015 Share Posted August 17, 2015 I used the link in this thread, so I assume it's the most recent.Maybe I did something wrong. You just extract the folders into the KSP directory as you would with any mod, yes? All the cameras that you put on manually work fine.But is it a stock docking port ? Link to comment Share on other sites More sharing options...
Dortmunder Posted August 17, 2015 Share Posted August 17, 2015 But is it a stock docking port ?Yes it is. Link to comment Share on other sites More sharing options...
Mecripp Posted August 17, 2015 Share Posted August 17, 2015 Yes it is.Are you using Ven's mod ? And you should have DockingPortCameraPatch.cfg in a folder KSP/GameData/ HullCameraVDS is where it is, It adds the docking port if you have ModuleManager.*.*.* installed.EDIT- @PART[dockingPort2]{ MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0, 0.07, 0 cameraFoVMax = 60 cameraFoVMin = 60 cameraMode = 1 }}@PART[dockingPortLateral]{ MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 0, -1 cameraUp = 0, 1, 1 cameraPosition = 0, 0.0, -0.4 cameraFoVMax = 60 cameraFoVMin = 60 cameraMode = 1 }}@PART[dockingPort3]{ MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0, 0.0, 0 cameraFoVMax = 60 cameraFoVMin = 60 cameraMode = 1 }}@PART[dockingPort1]{MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0, 0.12, 0.0 cameraFoVMax = 80 cameraFoVMin = 80 cameraMode = 1 }}@PART[dockingPortLarge]{ MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0, 0, 0 cameraFoVMax = 80 cameraFoVMin = 80 cameraMode = 1 }}@PART[mk2DockingPort]{ MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 0, -1 cameraUp = 0, 1, 1 cameraPosition = 0, 0.0, -0.51 cameraFoVMax = 60 cameraFoVMin = 60 cameraMode = 1 }} Link to comment Share on other sites More sharing options...
drtedastro Posted August 17, 2015 Share Posted August 17, 2015 I have been looking for a telescoping / pan / tilt / zoom part that would use these cameras.Seems that the parts I have found are old and do not exist any longer (old spaceport links).Is there a replacement for the telescoping mount or what else is there. And if nothing, could that part be added???Cheers and thanks for a great mod. Link to comment Share on other sites More sharing options...
Dortmunder Posted August 18, 2015 Share Posted August 18, 2015 Are you using Ven's mod ? And you should have DockingPortCameraPatch.cfg in a folder KSP/GameData/ HullCameraVDS is where it is, It adds the docking port if you have ModuleManager.*.*.* installed.Dunno what Ven's mod is, so probably don't have it. And I don't have that folder or that file. Is it not included with the download in this thread? Link to comment Share on other sites More sharing options...
-ctn- Posted August 20, 2015 Share Posted August 20, 2015 All of the cameras are working great, I love the docking cameras. I do have a question though, I'm sorry if this has been covered recently but is there a hot key to turn off the readout for the docking cameras? I had it displayed once, but it no longer comes up. I would like to have it as it's pretty useful, and I'm not sure if I accidentally turned it off or something. Link to comment Share on other sites More sharing options...
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