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


Mihara

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I'm really enjoying this addon, but I'm having a slight issue. Every time I board the MK1 pod from EVA with this addon (haven't tested any other pods), the game crashes. I've tried doing the same tests without the addon, and it doesn't crash, but as soon as I add it back into the game, I get crashes again.

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I'd like to point however, that some of the info seems rather unorganized. For instance, the orbital values AP and PE are neat, but the fact that they are isolated from burn time and d-V makes for some tiresome back and forth clicking.

Which is mostly because I barely have time to fly myself these days. The files are completely user-editable text files you can edit in Notepad or your favourite text editor, so you can tweak them to your heart's content. See the manual: https://github.com/Mihara/RasterPropMonitor/wiki/Writing-page-definition-files

Using ModuleManager you could even module-manage the prop configuraiton file and point the URLs at your own text files elsewhere to keep your changes personalised in case of updates. Or you could share them here, I don't pretend my layout is best -- but the nice thing is, it can be changed on the fly even without restarting the game. :)

I'm really enjoying this addon, but I'm having a slight issue. Every time I board the MK1 pod from EVA with this addon (haven't tested any other pods), the game crashes. I've tried doing the same tests without the addon, and it doesn't crash, but as soon as I add it back into the game, I get crashes again.

Cannot replicate the problem on the ground... well, no, not in orbit either. :) I have an idea what could be going on, though:

Internal space does not actually exist while the vessel is not active, it's deleted from memory, but there's always something asking for more memory in KSP. If you leave the pod in EVA, it disappears. If you come back, it gets recreated again. This entails a spike in memory use as everything is getting initialised. If your environment is mod-heavy already, this might just be enough to trigger an out-of-memory crash.

There is, unfortunately, little to nothing I can do about that.

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Cannot replicate the problem on the ground... well, no, not in orbit either. :) I have an idea what could be going on, though:

Internal space does not actually exist while the vessel is not active, it's deleted from memory, but there's always something asking for more memory in KSP. If you leave the pod in EVA, it disappears. If you come back, it gets recreated again. This entails a spike in memory use as everything is getting initialised. If your environment is mod-heavy already, this might just be enough to trigger an out-of-memory crash.

There is, unfortunately, little to nothing I can do about that.

Understood. I'll try clearing out some mods, and see if it works then.

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but the nice thing is, it can be changed on the fly even without restarting the game. :)

This is one of the most useful features I've seen in any mod. You don't have to exit the game. You don't have to use the debug menu to reload things (which messes up ModuleManager modifications, IIRC). Just switch to space center, Alt-Tab out, edit the text file (and save it), switch back to KSP, go back to your ship. It was far faster for me to edit what is displayed than it was for me to get monitors and accessories positioned the way I wanted them in the capsule I was editing.

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I looked at the wiki, but it seems geared to developers. Is there a "user guide" for the MFD's? I've been poking around on them, but things don't work quite the way I would expect. For example: If you are viewing an external camera, pressing the "UP or DOWN" arrows on the MFD do nothing. My expectation would have been for it to cycle thru the available camera's on the craft? It's just a "training issue". Would anyone be willing to put together the idiot's guide to the using this mod in game?

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I looked at the wiki, but it seems geared to developers. Is there a "user guide" for the MFD's? I've been poking around on them, but things don't work quite the way I would expect. For example: If you are viewing an external camera, pressing the "UP or DOWN" arrows on the MFD do nothing. My expectation would have been for it to cycle thru the available camera's on the craft? It's just a "training issue". Would anyone be willing to put together the idiot's guide to the using this mod in game?

There isn't really a user guide because they are so developer-programmable that it'd be tricky to say anything specific... The version in this package starts off with a blank page that displays a shorthand describing what kind of data each page contains next to each button. Most buttons directly correspond to a page and "select" them for display, and most pages are not interactive. Up-down-enter-escape-home buttons are passed to the active content of a page to act upon, and so far the only page that does anything meaningful in response to those is the map page. (In the future, there will be a page containing a targeting menu that will react to these buttons by navigating the menu, for example.)

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Which is mostly because I barely have time to fly myself these days. The files are completely user-editable text files you can edit in Notepad or your favourite text editor, so you can tweak them to your heart's content. See the manual: https://github.com/Mihara/RasterPropMonitor/wiki/Writing-page-definition-files

Thanks for the tip. Will see if my truly miserable programing skills can handle not messing up the config file!

Once again, thanks for such an amazing add-on.

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Hi, I tried getting this prop in the S2 Cockpit but fail miserably with positioning it.

Could someone help me with that?

post a screen showing where you want the prop in the cockpit and I'll upload a cfg file that will place it.

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post a screen showing where you want the prop in the cockpit and I'll upload a cfg file that will place it.

That is awesome, here is the screen:

adJAHpF.jpg

By the way, I just tried adding the JSIExternalCameraSelector module to the lazor cam which broke it.

I'm guessing it should be possible, if only I knew what cameraContainer I need to specify?

Edited by Lucchese
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By the way, I just tried adding the JSIExternalCameraSelector module to the lazor cam which broke it.

I'm guessing it should be possible, if only I knew what cameraContainer I need to specify?

It should be possible, but there are caveats.

Caveat 1: RPM cameras are coded in the assumption that the transform is oriented in a specific way, unlike, say, cameras of Hullcam VDS, where the camera can be reoriented relative to the transform it is created at. If the Lazor cam has some other orientation, specifying an appropriate cameraContainer won't help because it won't be looking where you need it to.

Caveat 2: JSIExternalCameraSelector wants a specific parenting structure of transforms, i.e. the cameraContainer is really a container -- the first child of this transform is found and renamed in flight to let the monitor's camera code find it. If no such child exists, it is created, but some other code might depend on that child not existing, or, which is much more likely, if you make a mistake and use a transform that already has children that are used for something to be a cameraContainer, it might rename a transform that is needed by something else.

For best results, use that Blender addon that imports .mu files, import the model and look at it's structure to see if there's any transform that has an appropriate orientation (Z+ pointed in the direction the camera sees) and has no children.

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Download:...

I think this ModuleManager patch will be a slightly better way to do it, though, because JSIInternalPersistence needs to be added to the pod itself as well:


@PART[B9_Cockpit_S2]{
MODULE {
name = JSIInternalPersistence
}
}

@INTERNAL[B9_Cockpit_S2_Internal] {

MODULE {
name = InternalCameraTargetHelper
}

PROP
{
name = RasterPropMonitorExampleMFD
position = 0.3177514,0.4179461,-0.1573321
rotation = -0.03385292,0,0,0.9994268
scale = 0.75,0.7500001,0.7500001
}
PROP
{
name = RasterPropMonitorExampleMFD
position = -0.317751,0.417946,-0.157332
rotation = -0.03385299,0,0,0.9994269
scale = 0.75,0.75,0.7500001
}

}

Edited by Mihara
Ack, messed it up a bit.
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These are the two I have been working on, I love the B9 MK2 cockpit, but it's difficult to get around in there and I am not very good with the Unity interface. Both aren't done yet, but the MK1 is coming along nicely.

Y8ZhaFR.jpg

bA8I9NT.jpg

Looking great man ! , should let us know when your done would love to try these out :D. And thx Mihara for that snipet of code for the S2 cockpit works nicely.

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I have gotten a bit closer to getting the lazor camera to work by using this "cameraContainer = CameraLense":

(the model also has CameraBase, CameraChassy, CameraRotator, CameraSphere and a node_collider)

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Monitor has no feed in the screenshot but thats because I forgot to change the page configuration.

Im afraid the fov direction can only be changed model wise, not with some configuration?

Btw that fov beam near the cockpit in the first picture is from a docking port, you can ignore that one :)

Camera rotation in action (keep pressing your key right for an "animation" :P):

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Edited by Lucchese
moar info
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Does this take as many resources as the similar Display in the B9 (I forget the oroginal creator) pack?

Which particular resources? It's very hard to measure anyway, and no longer fair to compare, since RPM has long since exceeded Firespitter displays in terms of features.

But they don't create a GameObject for each letter if that's what you mean.

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Im afraid the fov direction can only be changed model wise, not with some configuration?

Not in this version, I'm afraid. For cameras managed by JSIExternalCameraSelector it is theoretically possible, though, but I really wouldn't want to get involved with quaternions again...

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Would this be compatible with the B9 Aerospace Packs? If not it would be awesome if you could! if it already is could you tell me?

"Compatible" is a very non-specific term. For example, even if these monitors would make no attempt to get installed into B9 Aerospace cockpits, they would still, strictly speaking, be compatible -- they coexist just fine. :)

They can be installed into B9 cockpits, though, there's no doubt about that, but someone would need to make the effort of actually doing it, which I can't always spare and which I generally would prefer to leave to the author of the cockpit in question -- or at least to a volunteer. Just a few posts back in the thread, there's a ModuleManager patch file I have adapted from an internal.cfg that Nazari posted, that does install the monitor from this package straight into one of the B9 cockpits. If he doesn't mind, I'll add it to the distribution starting with the next version, and I'm ready to do that for any such patches anyone sends in.

So the short answer is probably "It already is for a very limited subset of 'is'".

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