Mecripp Posted May 13, 2014 Share Posted May 13, 2014 (edited) I take it by the license some 1 could post a easy'er install way ? LOL @ K3 thats if he downloaded them. Edited May 13, 2014 by Mecripp2 Quote Link to comment Share on other sites More sharing options...
The Jedi Master Posted May 13, 2014 Share Posted May 13, 2014 Vessel View is the problem then. This is extremely convoluted... Quote Link to comment Share on other sites More sharing options...
Mecripp Posted May 14, 2014 Share Posted May 14, 2014 (edited) Vessel View is the problem then. This is extremely convoluted...You don't have to have vessel view but it's nice.Your install should look like KSP/GameData/ASETKSP/GameData/JSIKSP/GameData/ASET/ALCOR_LanderCapsuleKSP/GameData/ASET/ALCOR IVA PatchKSP/GameData/ASET/ASET_PropsKSP/GameData/ASET/ExtCamRadiaVertThat will get you running the rest is a optional. Edited May 14, 2014 by Mecripp2 Quote Link to comment Share on other sites More sharing options...
Einarr Posted May 14, 2014 Share Posted May 14, 2014 (edited) @Alex: So I now have Action Groups Extended, which disables normal action groups 1-10 in the current version. Although you can map the AGX groups to the same keys, and include text for action groups in the vessel description, the buttons in the ALCOR pod do not seem to correspond to hitting the appropriate keys when pressed, nor do they light up when I press the appropriate keys. Perhaps you could look into incorporating some AGX compatibility into ALCOR at some point? Edited May 15, 2014 by Einarr Typos begone! Quote Link to comment Share on other sites More sharing options...
K3-Chris Posted May 17, 2014 Share Posted May 17, 2014 alexustas: Could you please correct the downloads to have the GameData folder directly in root? would make the installation instructions unnecessary, unwritten KSP convention to have the GameData folder first thing when you open the Zip, only exceptions are people that have their mod in root which you put in GameData, I'm sure a lot of people are currently installing this GameData\ASET_ALCOR-v0.8\ALCOR Lander\GameData\Aset etc.Also ModuleManager can check if a folder in GameData exists or not, you can also use "@PART[somePartName]:FOR[Whatever] { }" in a .cfg to make MM basically make a hidden part that can be used as a variable, useful to make MM.cfgs checking if a mod is installed or not, for example if ASET_Props was in GameData or included a mm.cfg like that I could make make an mm.cfg that picks between 2 or more versions of an internal (with ASET_Props+RPM, with only ASET_Props, with only RPM, or with neither) and similar, RPM includes a .dll so I can target that comfortably but I can't target ASET_Props, since I can't differentiate between people that have the pod installed and people with the pod and props, or just props. Quote Link to comment Share on other sites More sharing options...
alexustas Posted May 17, 2014 Author Share Posted May 17, 2014 @Alex: So I now have Action Groups Extended, which disables normal action groups 1-10 in the current version. Although you can map the AGX groups to the same keys, and include text for action groups in the vessel description, the buttons in the ALCOR pod do not seem to correspond to hitting the appropriate keys when pressed, nor do they light up when I press the appropriate keys. Perhaps you could look into incorporating some AGX compatibility into ALCOR at some point?It's RPM stuff. You should address this to Mihara in his RPM thread. Quote Link to comment Share on other sites More sharing options...
alexustas Posted May 17, 2014 Author Share Posted May 17, 2014 K3|ChrisMany thanks for advise Quote Link to comment Share on other sites More sharing options...
K3-Chris Posted May 17, 2014 Share Posted May 17, 2014 It's partially for my own benefit, I'm using the ASET Props and I've linked them, having to include installation instructions is a bit silly And it would be nice if I could make MM check if people have ASET Props or not so I can downgrade the IVA without them instead of it just breaking. Quote Link to comment Share on other sites More sharing options...
Venexion Posted May 17, 2014 Share Posted May 17, 2014 What is JSI and where can I get it? Quote Link to comment Share on other sites More sharing options...
K3-Chris Posted May 17, 2014 Share Posted May 17, 2014 http://forum.kerbalspaceprogram.com/threads/57603-0-23-RasterPropMonitor-make-your-IVA-a-glass-cockpit-%28v0-12%29-25-Dec Quote Link to comment Share on other sites More sharing options...
wolveirne16 Posted May 18, 2014 Share Posted May 18, 2014 I'm having a minor issue with my install - I have the most recent version of MechJeb2 and MechJebRPM, but the autopilot functions don't work, nor do the autopilot buttons. Is there any way to fix this? Am I potentially missing something? Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted May 18, 2014 Share Posted May 18, 2014 Use Dev version 255 of MJ thats working for me Quote Link to comment Share on other sites More sharing options...
NathanKell Posted May 18, 2014 Share Posted May 18, 2014 alexustas: Could you please correct the downloads to have the GameData folder directly in root? would make the installation instructions unnecessary, unwritten KSP convention to have the GameData folder first thing when you open the Zip, only exceptions are people that have their mod in root which you put in GameData, I'm sure a lot of people are currently installing this GameData\ASET_ALCOR-v0.8\ALCOR Lander\GameData\Aset etc.There is no one set "convention": See here for a long discussion. http://forum.kerbalspaceprogram.com/threads/76644-Is-there-a-standard-for-where-to-root-the-ZIP-archive-of-a-mod-downloadMany do place GameData in the root of the zip; however, this is bad for Mac users since they are wont to extract the folder, move it to the KSP folder, and blow away their GameData because they forgot to merge instead of move. Another convention is to skip the GameData folder entirely and place the stuff that would be extracted into GameData at the root of the zip; then install instructions can say simply "extract the archive to GameData."Further, including installation instructions is always a good idea to have install instructions, no matter how simple the install might look. Heck, even with instructions people get it wrong... Quote Link to comment Share on other sites More sharing options...
K3-Chris Posted May 18, 2014 Share Posted May 18, 2014 (edited) OSX has specific merge and move commands? Yikes that's ridiculous.His zip files are structured <mod name>/GameData/Mod/ fitting neither convention.I know my mannerism tend to be brusk and or blunt but I meant these suggestions to be constructive, no real need to make installing mods more complicated than it needs to be, people have gotten used to drag a GameData folder in the root of the zip to their KSP folder or if the folder in root isn't GameData drag it into GameData.As the previous posts suggest people find other ways of doing it confusing. Edited May 18, 2014 by K3|Chris Quote Link to comment Share on other sites More sharing options...
K3-Chris Posted May 19, 2014 Share Posted May 19, 2014 alexustas: If you ever have the time a verbose tutorial on IVA stuff would be appreciated, the only one I can find made by TT is very brief: http://http://forum.kerbalspaceprogram.com/threads/45070 and skips a lot of stuff.Primary things I can't find any info on:Making your walls cast shadows and your windows let through light as you'd expect it to work, seems you need to setup an actual light around the part in unity and make the light follow the sun or something like that, even stock IVAs don't do this and just let sunlight straight through the outer walls.Making interior buttons affect the exterior model (opening/closing shutters, turn on lights adding emissive texture).Making interior buttons that cause animations in the IVA (like your button on the seat that turns it 180).Any help you're willing to offer would be appreciated, did you figure this stuff out yourself by trial and error, or from unity experience or from poking Squad members until they told you? XD Quote Link to comment Share on other sites More sharing options...
PizzaMore Posted May 20, 2014 Share Posted May 20, 2014 - To display maps, SCANsat plugin build 5 is required. DL: http://github.com/thatfool/SCAN/releases/download/build5/SCANsat_b5.zip Thread: http://forum.kerbalspaceprogram.com/threads/55832-PLUGIN-PARTS-0-23-SCANsat-terrain-mappingFYI: SCANsat plugin had been updated on May 18th 2014 to release 6.0- To display maps, SCANsat plugin Release 6.DL: https://github.com/S-C-A-N/SCANsat/releases/download/v6.0/SCANsat_v6.0.zipThread: http://forum.kerbalspaceprogram.com/threads/80369love the mod. thanks for putting in the time & sharing it! Quote Link to comment Share on other sites More sharing options...
Bongo_Brother Posted May 22, 2014 Share Posted May 22, 2014 (edited) Hi, I decided to start using this mod after seeing it linked on the RPM mod page but when I use it I get error messages and things appear to be missing in the cabin. None of the side buttons on the MFD's seem to do anything and sometimes the screens overlay each other. I have checked that everything is laid out correctly and have blacklisted ASET from ATM. I have used RPM with other command pods and would really like to be able to use this one fully. any help would be appreciated.Javascript is disabled. View full album Edited May 22, 2014 by Bongo_Brother Quote Link to comment Share on other sites More sharing options...
plash Posted May 23, 2014 Share Posted May 23, 2014 can anyone give me any pointers in getting this working. I have Active Texture Management (ATM) and ALCOR working in game. everything this great except for 2 (two) discrepancies.1. i get the black bands on top and below along side with the black door. - http://i.imgur.com/t26q32R.png- http://i.imgur.com/YwMklRi.pngand 2. while in IVA none of the windows transparencies work.- http://i.imgur.com/6a2lBLB.pngI added the "ASET Blacklist Config" exception file to \GameData\BoulderCo\ActiveTextureManagerConfigs (where it seems most of the configs are).ok, now for the deducing. issue 1, the black bars/door seems to be a ATM problem. thought still i have no fix for, i've added the exception file to the GameData root with no results. i guess i just have to keep digging into the 112 pages worth of comments. The transparency (and white screens) seems to be a Raster Prop Monitor issue and is a new issue at that. i've done a reinstall (fresh including root files) and it still occurs. is there a wiki, source or knowledgebase for ATM,RPM or ALOR? something that i can read on in regards to how things are handled. maybe i can find a lead or at least mitigate the issues. anywho. thanks for any guidance, good'day. (sorry for the links, apparently i don't have the privileges of embedding) Quote Link to comment Share on other sites More sharing options...
Mecripp Posted May 23, 2014 Share Posted May 23, 2014 can anyone give me any pointers in getting this working. I have Active Texture Management (ATM) and ALCOR working in game. everything this great except for 2 (two) discrepancies.1. i get the black bands on top and below along side with the black door. - http://i.imgur.com/t26q32R.png- http://i.imgur.com/YwMklRi.pngand 2. while in IVA none of the windows transparencies work.- http://i.imgur.com/6a2lBLB.pngI added the "ASET Blacklist Config" exception file to \GameData\BoulderCo\ActiveTextureManagerConfigs (where it seems most of the configs are).ok, now for the deducing. issue 1, the black bars/door seems to be a ATM problem. thought still i have no fix for, i've added the exception file to the GameData root with no results. i guess i just have to keep digging into the 112 pages worth of comments. The transparency (and white screens) seems to be a Raster Prop Monitor issue and is a new issue at that. i've done a reinstall (fresh including root files) and it still occurs. is there a wiki, source or knowledgebase for ATM,RPM or ALOR? something that i can read on in regards to how things are handled. maybe i can find a lead or at least mitigate the issues. anywho. thanks for any guidance, good'day. (sorry for the links, apparently i don't have the privileges of embedding)What ver. of MJ you using ? Quote Link to comment Share on other sites More sharing options...
plash Posted May 23, 2014 Share Posted May 23, 2014 What ver. of MJ you using ?Mechjeb 2.2.1.0not sure what version MechJebRPM is since it came bundled with RasterPropMonitor 0.16 Quote Link to comment Share on other sites More sharing options...
Confusedracoon Posted May 26, 2014 Share Posted May 26, 2014 (edited) Hey, I'm having problems with the Pod. I can get most of it working, the auto pilot/mechjeb function doesn't respond with the switchs inside, but I can just use the MJ GUI so that's not much of a problem. The main bummer is that I cant get te nav ball/green jet HUD to show. It works in all other IVA's that I've tried, It's just this one thats crapping out . It displays text on the screen telling me to check the config... I'm not, I have little to no knowledge of how to tweak config files and I've usually ended up busting them more and having to nuke and pave. I've reinstalled Kethain, MJ, Vessleview, ASET, ScanSat and the RPM's for them all. I will test again, but I figure I'll get the same result. I also couldn't get MJ to work at all while Toolbar was installed, also Toolbar wasn't working at all right but thats not your mod, Just thought I'd mention it. Cheers!Beast mod btw, My fav capsule so far.Update, no change. Detailed errors that are on my screen right now read:RasterPropMonitor:Initialization error, Check config.JSIPrimaryFlightDisplay:Initialization error, Check config. Edited May 26, 2014 by Confusedracoon Quote Link to comment Share on other sites More sharing options...
alexustas Posted May 26, 2014 Author Share Posted May 26, 2014 well ... for some unknown reasons I have stopped receiving notifications about new messages in this thread. I will try to answer your questions asap Quote Link to comment Share on other sites More sharing options...
alexustas Posted May 27, 2014 Author Share Posted May 27, 2014 So,I've clean copy of KSP with this mods installed:ALCOR w/IVA (OP)JSI: RPM and MechJeb2RPM ( OP, v0.16)MechJeb (OP/SpacePort, v2.2.1.0)SCANsat and SCANsatRPM (from here, v6.0)VesselView (OP, v0.5)ModuleManager (from here, v2.1.5)All works fine Quote Link to comment Share on other sites More sharing options...
Confusedracoon Posted May 27, 2014 Share Posted May 27, 2014 (edited) Hmm. Mine looks exactly the same except I once I open ASET folder I find another folder with ASET-ALCOR-v0.8. (also have your stack lights.)When I enter ASET-ALCO.... I findAlcore IVE patchAlcore LanderAset_propsMod structure image and the read me, because I'm lazy. I'm guessing I need to move these 3 folders up a level and get rid of the ASET-ALCOR-v0.8. folder. I'll load an image hang on...So pro with paint.I've removed the middle folder, ASET-ALCOR-v0.8. and put the two Alcore and the aset prop folders directly into Aset folder. Also removed the .png and the readme. Will test this now =)AHAH! Like Anikin skywalker said in episode (crap) 1 "It's working! It's working!".Now to figure out how to get mj to work. OSD's are saying "Autopilot not installed". I can live with this for now. Thanks for the speedy response and picture, that helped me spot my incompetence =D Edited May 27, 2014 by Confusedracoon Quote Link to comment Share on other sites More sharing options...
SrFancyMustachio Posted May 30, 2014 Share Posted May 30, 2014 Bug report: First time installing the capsule and the monitors don't work (1). I do not think it is a problem with RPM because my kso's screens work (2):1:2Anybody have an idea ?Thanks Quote Link to comment Share on other sites More sharing options...
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