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[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]


Mihara

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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

}

?
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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.

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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. :)

Z7zMhbh.jpg

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 by nli2work
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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.jpg

Really like the idea of this, would be cool to find a nice way to get this in every IVA.

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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.

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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?

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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. :D

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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?

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Like that a long time. Now, re putting on .24.2

in 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.

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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!

;)

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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. :)

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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 by Climberfx
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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

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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.

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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

Make 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.

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can someone help me? the screens don't show up the cameras only do by cameras i mean the parts

Some 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.

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