Mecripp Posted August 10, 2014 Share Posted August 10, 2014 THAT is beautiful!!!!! Kudos!Does anyone know if there is a CFG file that adds the docking camera function, I have not been able to find it.You mean this MODULE { name = InternalCameraSwitch colliderTransformName = DockingWindowCam cameraTransformName = DockingWindowPoint } ? Link to comment Share on other sites More sharing options...
Mihara Posted August 10, 2014 Author Share Posted August 10, 2014 Does anyone know if there is a CFG file that adds the docking camera function, I have not been able to find it.You don't need one.Check the targeting page, and then use the "Reference part" option in the targeting menu to select a docking port. Link to comment Share on other sites More sharing options...
simsim Posted August 11, 2014 Share Posted August 11, 2014 I need help. I've installed this with mechjeb and scansat. Mechjeb works fine, but with scansat, I am getting the coloured lines and "No Signal". Any ideas?Thanks! Link to comment Share on other sites More sharing options...
Bob Jub Posted August 12, 2014 Share Posted August 12, 2014 Is there any way to change the docking port names in the tab for target? I have a station with several ports, and would like to organize them somehow. Link to comment Share on other sites More sharing options...
Riverey Posted August 12, 2014 Share Posted August 12, 2014 (edited) Something very strange happened=) I just installed custom suits from Renaissance Compilation...Who knows what happened?) Edited August 12, 2014 by Riverey Link to comment Share on other sites More sharing options...
nli2work Posted August 12, 2014 Share Posted August 12, 2014 Something very strange happened=) I just installed custom suits from Renaissance Compilation...https://lh4.googleusercontent.com/-_HEe8sEaE5E/U-nrBe_tGmI/AAAAAAAABG0/2MHSAZSK4Fk/w1580-h889-no/screenshot12.pngWho knows what happened?)see post #1873 Link to comment Share on other sites More sharing options...
nli2work Posted August 12, 2014 Share Posted August 12, 2014 (edited) little proof of concept; has potential I think, so it seems RPM doesn't display the entire SCANSat map on the screen, only a section of it, looking at the RPM screen capture in the upper right. I tried various UV positions, seems the map is in the middle 1/2 of UV space. top 1/4 and bottom 1/4 seem to be filled with parts of the SCANSat map that's not on the RPM screen. and left/right edges of the scansat map are clamped instead of tiled.Also transparency render order issues for background handler, KSP thing there, would be nice if this could work on a transparent globe, though probably difficult considering how problematic it was with the steerable camera on a transparent screen. Just remembered SCANSat integration is in the hands of technogeeky now, and MapRenderer is part of SCANSat.dll... should I be bugging him/her? Edited August 13, 2014 by nli2work Link to comment Share on other sites More sharing options...
JeffersonFlight Posted August 12, 2014 Share Posted August 12, 2014 little proof of concept; has potential I think, so it seems RPM doesn't display the entire SCANSat map on the screen, only a section of it, looking at the RPM screen capture in the upper right. Also transparency render order issues for background handler, KSP thing there, would be nice if this could work on a transparent globe. http://i.imgur.com/Z7zMhbh.jpgReally like the idea of this, would be cool to find a nice way to get this in every IVA. Link to comment Share on other sites More sharing options...
Shad0wCatcher Posted August 12, 2014 Share Posted August 12, 2014 That's pretty sick looking nli. Link to comment Share on other sites More sharing options...
Tidus Klein Posted August 13, 2014 Share Posted August 13, 2014 hehe he.....holograms..... Link to comment Share on other sites More sharing options...
nli2work Posted August 13, 2014 Share Posted August 13, 2014 so the gMeter prop I had rolling round my head...PROP{ name = gMeter MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { variable = PITCH scale = -45.0, 60.0 controlledTransform = PitchMover localRotationStart = -45,0,0 localRotationEnd = 60,0,0 } VARIABLESET { variable = ROLL scale = 60.0,-60.0 reverse = true controlledTransform = RollMover localRotationStart = 0,0,60 localRotationEnd = 0,0,-60 } }}What scale would I set for Roll Pitch and Heading Variables? in degrees? or radians? I've got nested mover dummies in the prop, everything loads, no error messages. but in game nothing happens. I figured my variableset is probably wrong. Link to comment Share on other sites More sharing options...
sal_vager Posted August 16, 2014 Share Posted August 16, 2014 Guys, you can make perfectly good posts without making them spammy Link to comment Share on other sites More sharing options...
MOARdV Posted August 17, 2014 Share Posted August 17, 2014 so the gMeter prop I had rolling round my head......snip...What scale would I set for Roll Pitch and Heading Variables? in degrees? or radians? I've got nested mover dummies in the prop, everything loads, no error messages. but in game nothing happens. I figured my variableset is probably wrong.They're in degrees. Same for the transforms. What happens if you remove one of the variable sets (just try one axis at a time)? Is there anything in the logs to indicate a problem with the prop? Link to comment Share on other sites More sharing options...
nli2work Posted August 17, 2014 Share Posted August 17, 2014 They're in degrees. Same for the transforms. What happens if you remove one of the variable sets (just try one axis at a time)? Is there anything in the logs to indicate a problem with the prop?Ah okay. I fiddled with the scale and got some movement. I think now it's just a matter of figuring out the right range and axis for the orientation. and actually modeling the prop... which would take a while. Link to comment Share on other sites More sharing options...
MawLr Posted August 17, 2014 Share Posted August 17, 2014 Well, perhaps I was very stupid during the installation or it is simply not working, after I placed everything in the GameData folder and ran the game I tested it with the Mk1-2 command pod but there were no monitors, there are no changes to the command pods yet the agency logo and the camera parts do load, it's quite silly. Help please? Link to comment Share on other sites More sharing options...
Climberfx Posted August 17, 2014 Share Posted August 17, 2014 Like that a long time. Now, re putting on .24.2in Mac. Lets see if it will run here.Thank you for you expertice. Link to comment Share on other sites More sharing options...
MawLr Posted August 18, 2014 Share Posted August 18, 2014 Like that a long time. Now, re putting on .24.2in Mac. Lets see if it will run here.Thank you for you expertice.Well, this is really confirming my worst fears, I have my KSP running on an iMac with .24.2 and the Monitors are not showing up, really nothing I can do. Link to comment Share on other sites More sharing options...
Climberfx Posted August 18, 2014 Share Posted August 18, 2014 Well, this is really confirming my worst fears, I have my KSP running on an iMac with .24.2 and the Monitors are not showing up, really nothing I can do.I couldn't use it too. I had to uninstall it to have my kip working again.But i know we gonna have a working version for us! Link to comment Share on other sites More sharing options...
MawLr Posted August 18, 2014 Share Posted August 18, 2014 I couldn't use it too. I had to uninstall it to have my kip working again.But i know we gonna have a working version for us!Ah! Very good to hear, I guess I'll just wait until it is released, thanks. Link to comment Share on other sites More sharing options...
Climberfx Posted August 18, 2014 Share Posted August 18, 2014 (edited) Ah! Very good to hear, I guess I'll just wait until it is released, thanks. I make it work here Mawlr.Just use the Active texture manager in aggressive version. I think was that that make it to run smooth here and with RasterProp Working. Maybe not directly, but releasing more memory from other mods i have... Edited August 19, 2014 by Climberfx Link to comment Share on other sites More sharing options...
cfrantz190 Posted August 18, 2014 Share Posted August 18, 2014 I don't know if anyone here can help me but I am having an issue where even though I have satscan, and satscanrpm, I get "No satellite connection" I have a full scanned map too. I have no stray copies of the mod anywhere in my installation Link to comment Share on other sites More sharing options...
MawLr Posted August 18, 2014 Share Posted August 18, 2014 I make it work here Mawlr.Just use the Active texture manager in aggressive version. I think was that that make it to run smooth here. Maybe not directly, but releasing more memory from other mods i have...Alright, I'll have to test that, thanks for the info. Link to comment Share on other sites More sharing options...
nli2work Posted August 18, 2014 Share Posted August 18, 2014 I don't know if anyone here can help me but I am having an issue where even though I have satscan, and satscanrpm, I get "No satellite connection" I have a full scanned map too. I have no stray copies of the mod anywhere in my installationMake sure you have the latest versiosn of SCANSat, and no SCANSatRPM folder or dll. SCANSatRPM has been integrated with SCANSat and if you still have issues, you should check with SCANSat for additional help. Link to comment Share on other sites More sharing options...
PineApplePotatoe Posted August 19, 2014 Share Posted August 19, 2014 can someone help me? the screens don't show up the cameras only do by cameras i mean the parts Link to comment Share on other sites More sharing options...
MawLr Posted August 19, 2014 Share Posted August 19, 2014 can someone help me? the screens don't show up the cameras only do by cameras i mean the partsSome of us using Macs are having this exact problem, try doing this: Just use the Active texture manager in aggressive version. I think was that that make it to run smooth here. Maybe not directly, but releasing more memory from other mods i have...I'll also try that, I'll post my results later. Link to comment Share on other sites More sharing options...
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