Klungi Posted January 15, 2015 Share Posted January 15, 2015 I got it to work by downloading the B9 mod pack, that seemed to include it. Link to comment Share on other sites More sharing options...
monstah Posted January 15, 2015 Share Posted January 15, 2015 is there a way to save screens / setup default screen layouts? Haven't used this mod since 0.25, but check my sig Link to comment Share on other sites More sharing options...
Mecripp Posted January 16, 2015 Share Posted January 16, 2015 (edited) Can anyone tell me what # will bring the POV out or in name = JSIExternalCameraSelector cameraContainer = cam rotateCamera = -180,0,15 cameraIDPrefix = ExtCamAs you can see, I'm looking at the back of the cambody Edited January 16, 2015 by Mecripp2 Link to comment Share on other sites More sharing options...
MOARdV Posted January 16, 2015 Share Posted January 16, 2015 Can anyone tell me what # will bring the POV out or in As you can see, I'm looking at the back of the cambody You mean to move the camera POV out towards the end of the camera body? per the documentation, you need to add translateCamera = x, y, zI don't know what values you need to use, however - that'll be something you need to sort out by trial & error. Link to comment Share on other sites More sharing options...
Mecripp Posted January 16, 2015 Share Posted January 16, 2015 You mean to move the camera POV out towards the end of the camera body? per the documentation, you need to add translateCamera = x, y, zI don't know what values you need to use, however - that'll be something you need to sort out by trial & error.Did add that line and been test but still working on it and MOARdV have you seen this mod http://forum.kerbalspaceprogram.com/threads/107397-Kerbal-CCTV-release-1-0 has TV and Cam you can grab and if you grab the cam you can still have the TV working was hope it could work with RPM's ? Link to comment Share on other sites More sharing options...
artwhaley Posted January 16, 2015 Share Posted January 16, 2015 (edited) To start with, you should be able to get any of his cams that are presently in the same vessel with your pod to 'just work' with a MM script. You need to add a JSIExternalCameraSelector module to his camera part, that lists his camera's transform as the cameraContainer. It would be polite to ask him for the name of that camera transform, as I consider yanking the name out of his .mu to be a potential IP violation, as the .mu format makes a (poor) effort at being a 'sealed magic box' format. This would just make his cameras act like RPM cameras, while you were in IVA.On a lower level, he's creating public textures in the camera object and accessing them from the screen object. I don't see a good reason that a handler couldn't be hacked together to put them on an RPM screen directly if you needed to? Of course, you can't be both EVA and looking at your IVA screens... so the only features this integration would add to RPM is that they continue to feed from vessel to vessel, and it seems like that feature could be added for all of the existing RPM compatible cameras as well by fiddling with the code where RPM detects available cameras and giving it a clever way to remember a previously docked camera until it leaves a certain range. As for KAS integration... RPM detects cameras again on every page switch, so any camera added via KAS (that has a JSIExternalCameraSelector) should just work next time you go IVA. I'm still (slowly... when I find time...) working on a docking interface for RPM... so I probably won't be personally taking this bit on, but if the CCTV mod really catches on, I'll look into it after that. What I'm MORE interested in is the possibility of putting RPM textures on his screens, than of putting his cameras on RPM's screens. The ability to put an RPM console on the outside of a ship and use it in EVA would be very cool. EVA back to the cargo bay and call up controls for a manipulator arm? Run science experiments from a menu on the side of the capsule? Give smartASS commands to the satellite you're about to service to have it hold an alignment! And even just RPM animated props - you could put a fuel readout on the fuel tank! Or build a 'time to next node' display for EVA... so you don't get distracted and miss your reentry window. I know presently the RPM computer checks to make sure you're in IVA before it does anything, but I don't know that it has to.And, of course, long term... when multiplayer becomes more of a thing... the ability for my RPM screen to show your 'helmetcam' feed would be VERY cool... but that's a long way off from being something worth fiddling with.Edit- thought of more stuff.Art Edited January 16, 2015 by artwhaley Link to comment Share on other sites More sharing options...
Mecripp Posted January 16, 2015 Share Posted January 16, 2015 To start with, you should be able to get any of his cams that are presently in the same vessel with your pod to 'just work' with a MM script. You need to add a JSIExternalCameraSelector module to his camera part, that lists his camera's transform as the cameraContainer. It would be polite to ask him for the name of that camera transform, as I consider yanking the name out of his .mu to be a potential IP violation, as the .mu format makes a (poor) effort at being a 'sealed magic box' format. This would just make his cameras act like RPM cameras, while you were in IVA.On a lower level, he's creating public textures in the camera object and accessing them from the screen object. I don't see a good reason that a handler couldn't be hacked together to put them on an RPM screen directly if you needed to? Of course, you can't be both EVA and looking at your IVA screens... so the only features this integration would add to RPM is that they continue to feed from vessel to vessel, and it seems like that feature could be added for all of the existing RPM compatible cameras as well by fiddling with the code where RPM detects available cameras and giving it a clever way to remember a previously docked camera until it leaves a certain range. As for KAS integration... RPM detects cameras again on every page switch, so any camera added via KAS (that has a JSIExternalCameraSelector) should just work next time you go IVA. I'm still (slowly... when I find time...) working on a docking interface for RPM... so I probably won't be personally taking this bit on, but if the CCTV mod really catches on, I'll look into it after that. What I'm MORE interested in is the possibility of putting RPM textures on his screens, than of putting his cameras on RPM's screens. The ability to put an RPM console on the outside of a ship and use it in EVA would be very cool. EVA back to the cargo bay and call up controls for a manipulator arm? Run science experiments from a menu on the side of the capsule? Give smartASS commands to the satellite you're about to service to have it hold an alignment! And even just RPM animated props - you could put a fuel readout on the fuel tank! Or build a 'time to next node' display for EVA... so you don't get distracted and miss your reentry window. I know presently the RPM computer checks to make sure you're in IVA before it does anything, but I don't know that it has to.And, of course, long term... when multiplayer becomes more of a thing... the ability for my RPM screen to show your 'helmetcam' feed would be VERY cool... but that's a long way off from being something worth fiddling with.Edit- thought of more stuff.ArtThats what, I was hoping was to get the RPM screens to show on his screens. Link to comment Share on other sites More sharing options...
Sanguine-Fiend Posted January 17, 2015 Share Posted January 17, 2015 Just by chance I thought I would try this and now I don't go anywhere unless its IVA so thank you to all involved in the creation and maintaining of this.However a quick trivia question, I am playing career mode, hard and thus far I've only got access to MK 1 Pod and cockpit and the inline all of which work great RPM. However I started a sandbox game to try and build a plane that could lift and spent ages designing one with the MK 2 and 3 cockpit only to get it on the runway and find that the mark 2 didn't work with RPM and the mark 3 IVA isnt finished yet (Should have read the fine print!).I've downloaded the ALCOR, and a Taurus Cockpit which all work wonderfully with RPM, can you recommend any other cockpit mods that are known to be working with RPM in this current version.Thanks again. Link to comment Share on other sites More sharing options...
SquaredSpekz Posted January 19, 2015 Share Posted January 19, 2015 Im wondering how we are going to get mk2 support? Link to comment Share on other sites More sharing options...
ElliottKitson Posted January 22, 2015 Share Posted January 22, 2015 (edited) I seem to be getting some weird bug where some binary code seems to be randomly displaying over all my screens :/ used the hotfix as noted on the main page http://gyazo.com/7b71d96d37d551f812114b14889cf1fe Edited January 22, 2015 by ElliottKitson Link to comment Share on other sites More sharing options...
ZeroGravitas Posted January 25, 2015 Share Posted January 25, 2015 Hi all, totally love this mod, because of this (and probe control room) I play almost every mission in IVA...The only ones that seem impossible are the atmospheric/rover survey missions etc (previously added by FinePrint). This is because the targets don't show up on either the navball or the Scansat map view. Is there any way I can did one or other of these, if so my KSPing would be as perfect as I can imagine! Link to comment Share on other sites More sharing options...
jimmyjack Posted January 26, 2015 Share Posted January 26, 2015 Is there a way to fix this [Missing Green Nav](http://i.imgur.com/KWU21x0.png) Link to comment Share on other sites More sharing options...
Svm420 Posted January 27, 2015 Share Posted January 27, 2015 Is there a way to fix this [Missing Green Nav](http://i.imgur.com/KWU21x0.png)It is casue by running in -opengl mode afaik. So only way is to remove that. Link to comment Share on other sites More sharing options...
Col. Kurtz Posted January 28, 2015 Share Posted January 28, 2015 Odd, RPM works for my cockpits except the two new MK2s. I did install the new .90 dll and still no joy. Any thoughts? Link to comment Share on other sites More sharing options...
Mecripp Posted January 28, 2015 Share Posted January 28, 2015 (edited) Odd, RPM works for my cockpits except the two new MK2s. I did install the new .90 dll and still no joy. Any thoughts?For the SPP MK2 you need a RPM cfg for it and the MK3 maybe ? you can use the MK2 INTERNAL{ name = mk2CockpitStandardInternals}EDIT- The SPP MK2 RPM's by nli2work http://www./download/12ud82caadrehws/SPPMk2_RPMIVA.zip Edited January 28, 2015 by Mecripp2 Link to comment Share on other sites More sharing options...
Col. Kurtz Posted January 28, 2015 Share Posted January 28, 2015 When it does, download the SPP configs from nli2work here For the SPP MK2 you need a RPM cfg for it and the MK3 maybe ? you can use the MK2 INTERNAL{ name = mk2CockpitStandardInternals}I found one better!When it does, download the SPP configs from nli2work here I was running through the post and came to this post. I downloaded the SPP MK2 RPM IVA file. Fixed my issue. Thank you for your reply bud! Friggin KSP community is by far the greatest gaming community I have ever been apart of. Link to comment Share on other sites More sharing options...
NavyFish Posted January 28, 2015 Share Posted January 28, 2015 For those interested, the next release of Docking Port Alignment Indicator will include RPM support! Huzzah!Question for Mihara's or MOARdv - is it 'kosher' for me to include a modified JSI\RPMPodPatches\BasicMFD\p0_home40x20.txt file (which adds "DPAI" to the top-right button)? If not, would you like to include DPAI in the next release of RPM?Many thanks for the fantastic work on this plugin..-Navy Link to comment Share on other sites More sharing options...
Wavechaser Posted January 28, 2015 Share Posted January 28, 2015 Ugh. Thank you for figuring that out. I'll get a bug filed, and we'll see what we can do about it. I haven't played career mode, so I wouldn't have found that.EDIT: And... There's a proposed fix available on DropBox. This fixes the null-ref bug that Hubricles tracked down to the tracking station. There could be other ones hiding in there, but hopefully this one was the most egregious.EDIT2: I got a reminder that I need to include the license in the file, and post a link to my source.Erm, not exactly sure what happened, but there's definitely something not right about my install. I do have the 0.90 capability patch, but it just turned out look like this: (nomatter which pod I'm doing IVA in)And actually, RPM for 0.25.0 works on my 0.25.0System specification: MacBook Pro, OS X Maverick, 4GB RAM, Intel Core i5 Link to comment Share on other sites More sharing options...
MOARdV Posted January 28, 2015 Share Posted January 28, 2015 Erm, not exactly sure what happened, but there's definitely something not right about my install. I do have the 0.90 capability patch, but it just turned out look like this: (nomatter which pod I'm doing IVA in)And actually, RPM for 0.25.0 works on my 0.25.0System specification: MacBook Pro, OS X Maverick, 4GB RAM, Intel Core i5It'd be helpful if you can post the log file (KSP/KSP_Data/output_log.txt - although Mac may put it somewhere else), to see if there's a clue what's going on. Link to comment Share on other sites More sharing options...
jimmyjack Posted January 28, 2015 Share Posted January 28, 2015 It is casue by running in -opengl mode afaik. So only way is to remove that.Hey thanks homey, It was just killing me not knowing what was wrong i tried so many fixes to no avail thanks for the heads up! Link to comment Share on other sites More sharing options...
Subcidal Posted January 29, 2015 Share Posted January 29, 2015 Hey thanks homey, It was just killing me not knowing what was wrong i tried so many fixes to no avail thanks for the heads up!You can fix it by changing the background color, but it looks nowhere near as nice. I've done it before, can't remember where the value is though. Link to comment Share on other sites More sharing options...
irbisgreif Posted January 29, 2015 Share Posted January 29, 2015 I've got the same problem. I'm getting this error in my output logs.[LOG 21:28:17.016] RasterPropMonitor: Trying to locate "JSI/RasterPropMonitor/Library/Fonts/baseFont" in GameDatabase...[LOG 21:28:17.016] RasterPropMonitor: Loading font texture from URL, "JSI/RasterPropMonitor/Library/Fonts/baseFont"[LOG 21:28:17.016] RasterPropMonitor: Loading font definition from JSI/RasterPropMonitor/Library/Fonts/fontDefinition.txt[ERR 21:28:17.041] Invalid value length for Vector2[ERR 21:28:17.061] Cannot find an InternalModule of typename 'InternalVesselView'[LOG 21:28:17.061] RasterPropMonitor: Warning, handler module "InternalVesselView" could not be loaded. This could be perfectly normal.[ERR 21:28:17.061] Cannot find an InternalModule of typename 'InternalVesselView'[LOG 21:28:17.061] RasterPropMonitor: Warning, handler module "InternalVesselView" could not be loaded. This could be perfectly normal.[ERR 21:28:17.061] Cannot find an InternalModule of typename 'EngineIgnitorRPM'[LOG 21:28:17.061] RasterPropMonitor: Warning, handler module "EngineIgnitorRPM" could not be loaded. This could be perfectly normal.[LOG 21:28:17.062] MonitorPage: Page 'KSF_NAV_HSI' (#26) registers 1 page redirects and 0 global button redirects.[LOG 21:28:17.063] RasterPropMonitor: Trying to locate "JSI/RasterPropMonitor/Library/Fonts/extraFont1" in GameDatabase...[LOG 21:28:17.063] RasterPropMonitor: Loading extra font texture from URL, "JSI/RasterPropMonitor/Library/Fonts/extraFont1"[LOG 21:28:17.063] RasterPropMonitor: Trying to locate "JSI/RasterPropMonitor/Library/Fonts/hudfont" in GameDatabase...[LOG 21:28:17.063] RasterPropMonitor: Loading extra font texture from URL, "JSI/RasterPropMonitor/Library/Fonts/hudfont"[LOG 21:28:17.063] RasterPropMonitor: Done setting up pages, 27 pages ready.[LOG 21:28:17.065] RasterPropMonitor: Trying to locate "JSI/RasterPropMonitor/Library/Fonts/baseFont" in GameDatabase...<<<Here it repeats the above several times.>>>I think the EngineIgnitorRPM and InternalVesselView are nothing to worry about because that's not installed for me. As it says "this could be normal"What does catch my attention is this line:[LOG 21:28:17.016] RasterPropMonitor: Loading font texture from URL, "JSI/RasterPropMonitor/Library/Fonts/baseFont"[LOG 21:28:17.016] RasterPropMonitor: Loading font definition from JSI/RasterPropMonitor/Library/Fonts/fontDefinition.txt[ERR 21:28:17.041] Invalid value length for Vector2Does this help those with more knowledge of RPM under the hood understand what I've done wrong with my install? Link to comment Share on other sites More sharing options...
megatiger78 Posted January 29, 2015 Share Posted January 29, 2015 how you get the monitors map to show up? Link to comment Share on other sites More sharing options...
irbisgreif Posted January 29, 2015 Share Posted January 29, 2015 (edited) I've got the same problem. I'm getting this error in my output logs.I fixed it.Some mods strip the batteries out of command modules.That's why the RPM displays were not working.I didn't plug it in.ID-10T Error. Edited January 29, 2015 by irbisgreif typo Link to comment Share on other sites More sharing options...
Enceos Posted January 30, 2015 Share Posted January 30, 2015 Its a pain in the ass today checking the Crew professions in flight. It would be SO AWESOME if the RPM "Crew" Tab displayed the real professions of Kerbals instead of fictional (commander, medic..), especially with their lvl of experience. Link to comment Share on other sites More sharing options...
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