Mihara Posted December 23, 2013 Author Share Posted December 23, 2013 It's already been done, it should be in download. If not surf the thread. All possibilities and mods have been covered, for the time being.Well, I'm sure there are a few more pods that it can be patched into out there (There's at least four in my collection alone, though they've mostly been abandoned a few versions ago) but so far nobody came up requesting support for any mod pods except B9.RPM has outran anything that used it in terms of features anyway. Not even ALCOR uses the full range anymore, and my own example prop has always kind of lagged behind. Link to comment Share on other sites More sharing options...
aeTIos Posted December 23, 2013 Share Posted December 23, 2013 Thanks for the early release cockpit interiors, now I can just lurk in the IVA and do everything \o/This makes the game a lot more boring for people that are watching over your shoulder though Link to comment Share on other sites More sharing options...
Mihara Posted December 23, 2013 Author Share Posted December 23, 2013 This makes the game a lot more boring for people that are watching over your shoulder though That would explain why RPM isn't showing up in any videos. Link to comment Share on other sites More sharing options...
XanderTek Posted December 24, 2013 Share Posted December 24, 2013 (edited) MechJebRPM seems to be having trouble with the latest version of mechjeb. It's tossing up exceptions in my output log.AssemblyLoader: Exception loading 'MechJebRPM': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'MechJebRPM.MechJebRPM' from assembly 'MechJebRPM, Version=0.11.1.40581, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MJMenu' from assembly 'MechJebRPM, Version=0.11.1.40581, Culture=neutral, PublicKeyToken=null'. Edited December 24, 2013 by XanderTek Link to comment Share on other sites More sharing options...
Mihara Posted December 24, 2013 Author Share Posted December 24, 2013 MechJebRPM seems to be having trouble with the latest version of mechjeb. It's tossing up exceptions in my output log.Development build doesn't have this problem for obvious reasons (I update the local copy of MJ all the time, and it's compiled against it) but I wonder what exactly changed and what should I compile it against if this sort of mess keeps up. Link to comment Share on other sites More sharing options...
rottielover Posted December 24, 2013 Share Posted December 24, 2013 Well, I'm sure there are a few more pods that it can be patched into out there (There's at least four in my collection alone, though they've mostly been abandoned a few versions ago) but so far nobody came up requesting support for any mod pods except B9.RPM has outran anything that used it in terms of features anyway. Not even ALCOR uses the full range anymore, and my own example prop has always kind of lagged behind.I thought I had asked about FASA, maybe not, can't remember. But I suppose it wouldn't really be historically accurate. Does Lack have IVA's for LLL? Super high-tech instruments would fit in well with it. Link to comment Share on other sites More sharing options...
DasBananenbrot Posted December 24, 2013 Share Posted December 24, 2013 Well MechJeb dev build 147 lists 100 points in the changelog, so any problems with MJ may originate from those changes. Or is it sorted out already Link to comment Share on other sites More sharing options...
Mihara Posted December 24, 2013 Author Share Posted December 24, 2013 (edited) I thought I had asked about FASA, maybe not, can't remember. But I suppose it wouldn't really be historically accurate. Not with the current MFD models, at the very least. If anyone is up to making a bulging CRT screen, it would be somewhat less so, and it's very definitely possible. Does Lack have IVA's for LLL? Super high-tech instruments would fit in well with it.Some. Most of LLL's IVAs use stock interiors, so they're covered, but there are those that don't. I don't use LLL myself, though, so I'll leave those patches up for volunteers.EDIT: Correction, only two use stock interiors. The rest seem to use the same HogPit. I'll leave that to volunteers right now, though...Well MechJeb dev build 147 lists 100 points in the changelog, so any problems with MJ may originate from those changes. Or is it sorted out alreadyI think it's actually the version number bump rather then the changelog points themselves. If that is so, that will be sorted for good in a few hours when I post 0.12. EDIT: If that isn't so, it will be sorted anyway, just not for good. Edited December 24, 2013 by Mihara Link to comment Share on other sites More sharing options...
DasBananenbrot Posted December 24, 2013 Share Posted December 24, 2013 0.12 in a few hours? Nice Link to comment Share on other sites More sharing options...
Mihara Posted December 25, 2013 Author Share Posted December 25, 2013 Merry Christmas (GMT. ) RasterPropMonitor v0.12 released.Bugs fixedJSIExternalCameraSelector would start all parts with cameras in them in show FOV mode, which would create problems when loading a craft with a large number of them. It will now remember the state of FOV cones, so if you saved the craft with them off, they will remain off upon loading.More kicking to JSIPrimaryFlightDisplay. If that doesn't get you a correct target vector now, I don't know what will.Force roll settings would fail to change if force roll was actually enabled.Illegal characters would actually produce worse log spam than before. Fixed.ALTITUDEBOTTOM was actually returning nonsense instead of the altitude of the lowest point of the ship above the terrain. Fixed.Visual Enhancements clouds and city lights are now shown in cameras as good as they're probably ever going to, provided you're using release 6-3 of Visual Enhancements.Multi-mode engines should now be supported correctly for ISP and other calculations. Hopefully.Now the MechJebRPM plugin is compiled for the latest full release of MechJeb, which should maintain the MechJeb control menu compatibility for the subsequent development builds of MechJeb. Hopefully.New featuresPartModules can now provide page and background handler functions, with certain restrictions.There is now a special reserved camera transform name, "CurrentReferenceDockingPortCamera", which always looks out from the current reference (i.e. 'control from here') docking port, if that reference transform is in fact a docking port. And you can change the current reference transform from the targeting menu, thus permitting you to look out of any docking port, no matter how many do you have or whether they're mod or stock. It works with JSISteerableCamera too.Consequently, the patch to include external camera selector modules into docking ports has been removed and the docking port cameras button has been freed up for other pursuits, because that feature makes separate docking cameras completely extraneous.By popular demand, the package now comes with an explicit external camera part, for those people who don't wish to use the ALCOR one.A new formatter extension lets you draw values as horizontal bar charts, handy for resource screens.Fonts can now be printed in half width and double width using tags. They are compatible with subscript/superscript.Font definition files now permit you to create fonts that contain any unicode character. I.e. if you wanted to write page definition files in Russian without resorting to transliteration, now you can.A monitor can now have as many fonts as you like, provided their dimensions are the same, and they can be switched using [font...] tags.JSIVariableAnimator now supports handling multiple indicators using one instance of the module and shifting texture colors instead of animations.JSIActionGroupSwitch can also do color shifting in addition to animations.JSIInternalFlagDecal is the equivalent of the stock FlagDecal PartModule for use inside IVA -- now you can have a mission flag inside the IVA as well.Most components which can fail to initialise due to configuration errors will now display an unhelpful message saying that they're broken if that happens.Page locking/unlocking options to support touchscreen-style page selectors.There is now an option to plaster a texture over a page as the last step in rendering it, as well as do the same after the background has finished rendering but before text starts printing.New IVA patches for Mk1 pod, Mk1 cockpit, Mk1 lander can, Mk2 lander can, Cupola and Mk1-2 pod with much more monitors -- basically redoing the stock IVA prop placement entirely and preferentially using monitors for instruments, leaving stock instruments in only as backups when appropriate console space is available.A separate included patch completely guts the stock indicator panel and fits it with JSIVariableAnimator-driven lights, all of which actually work.JSISCANsatRPM now also displays AP/PE markers on orbits.New variables: STAGEREADY, APPROACHSPEED, VERTSPEEDROUNDED, TERRAINHEIGHT, GEARALARM, GROUNDPROXIMITYALARM, ISDOCKINGPORTREFERENCE, ALTITUDEALARM, TUMBLEALARM, SLOPEALARM, DOCKINGANGLEALARM, DOCKINGSPEEDALARM. Link to comment Share on other sites More sharing options...
Guest Posted December 25, 2013 Share Posted December 25, 2013 Any idea what would cause, say, the Mk 1-2 pod IVA to have no monitors whatsoever? The new indicator panels are there, but no monitors at all. I've made no changes to any of the IVA's myself. All I've done is use the previous version of RPM. Link to comment Share on other sites More sharing options...
Mihara Posted December 25, 2013 Author Share Posted December 25, 2013 (edited) Any idea what would cause, say, the Mk 1-2 pod IVA to have no monitors whatsoever? The new indicator panels are there, but no monitors at all. I've made no changes to any of the IVA's myself. All I've done is use the previous version of RPM.The prop didn't load at all. Which means that something happened to JSI/RasterPropMonitor/Example/ExampleMFD/MFD40x20.cfg file, as that, I think, is the only case where it would show like that. In most other cases of borked installation, you would get one of multiple error messages in green across the screen.EDIT: Actually, come to think of it, misplacing any of these:JSI/RasterPropMonitor/Example/ExampleMFD/MFD40x15.muJSI/RasterPropMonitor/Example/ExampleMFD/MFD40x15000.pngJSI/RasterPropMonitor/Example/ExampleMFD/MFD40x15001.pngJSI/RasterPropMonitor/Example/ExampleMFD/MFD40x15002.pngJSI/RasterPropMonitor/Example/ExampleMFD/MFD40x15003.pngJSI/RasterPropMonitor/Example/ExampleMFD/MFD40x15004.pngwould also prevent the prop from loading at all, even if the rest of the system is functional.EDIT EDIT: Alternatively, if you see the stock IVA prop placement, distinct from the one shown in the imgur album in the OP post, so there's no monitors but the new led panel is in place, the reason it's not working is that all the *.cfg files in JSI/RasterPropMonitor/Example are either missing or not getting ModuleManager to process them -- or your stock IVA components (Squad/Spaces) have somehow been moved.The newly redone stock pod IVAs are not exactly patches of IVAs themselves -- they're completely new IVA configuration files referencing stock IVA models. So if you have a pod that uses a stock IVA that is not itself stock, (like Ledenko's Apollo pod) it would remain completely untouched. Look at mk12pod-patch.cfg to see how to patch it in. Edited December 25, 2013 by Mihara Link to comment Share on other sites More sharing options...
Guest Posted December 25, 2013 Share Posted December 25, 2013 OK, thanks! I'll give things a careful going over. Link to comment Share on other sites More sharing options...
Mihara Posted December 25, 2013 Author Share Posted December 25, 2013 OK, thanks! I'll give things a careful going over.Check the EDIT EDIT, remembering how much you like Ledenko's Apollo pod, I think that's your actual problem. Link to comment Share on other sites More sharing options...
Termaul Posted December 25, 2013 Share Posted December 25, 2013 For some reason when i installed the new IVA's i get a all black back round but the props load up , when i don't have them installed the spaces load fine . I tried fresh JSI install and delete but still no fix any idea what i might be doing wrong? thx:cool: Link to comment Share on other sites More sharing options...
Mihara Posted December 25, 2013 Author Share Posted December 25, 2013 For some reason when i installed the new IVA's i get a all black back round but the props load up , when i don't have them installed the spaces load fine . I tried fresh JSI install and delete but still no fix any idea what i might be doing wrong? thx:cool:Are you by any chance using the texture reduction mod? New IVAs reference Squad models and textures for the original IVAs that are in Squad/Spaces, the texture reduction mod moves them around because they actually duplicate a lot of textures between each other. That would do it -- either the model or it's texture didn't load because it wasn't found where expected. (Or because an empty black texture has been substituted to make them load.)If that's what happened, you can fix it, but it requires knowing exactly where the textures and/or models went off to. Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 25, 2013 Share Posted December 25, 2013 Is there any performance hit on the all the MFD's in the new update? Link to comment Share on other sites More sharing options...
Termaul Posted December 25, 2013 Share Posted December 25, 2013 (edited) Are you by any chance using the texture reduction mod? New IVAs reference Squad models and textures for the original IVAs that are in Squad/Spaces, the texture reduction mod moves them around because they actually duplicate a lot of textures between each other. That would do it -- either the model or it's texture didn't load because it wasn't found where expected. (Or because an empty black texture has been substituted to make them load.)If that's what happened, you can fix it, but it requires knowing exactly where the textures and/or models went off to.That is exactly it , I am using the texture reduction mod , yes im going to look right now to see were they might be .Well , i found a quick fix i re-downloaded the squad/spaces with out texture reduction and replaced the folders :cool:Thanks for the help !!! Edited December 25, 2013 by Termaul Link to comment Share on other sites More sharing options...
Mihara Posted December 25, 2013 Author Share Posted December 25, 2013 (edited) That is exactly it , I am using the texture reduction mod , yes im going to look right now to see were they might be .The texture reduction mod replaces original Squad pod interior configuration files with it's own that contain MODEL{} nodes that reference new locations of the models and textures. You need to find those configuration files, and edit RPM interiors (JSI/RasterPropMonitor/Example/*-remade-internal.cfg) so that the MODEL{} nodes therein contain the same texture references as well. Edited December 25, 2013 by Mihara typo Link to comment Share on other sites More sharing options...
Mihara Posted December 25, 2013 Author Share Posted December 25, 2013 Is there any performance hit on the all the MFD's in the new update?Not that I noticed, unless you bring up the map on more than one simultaneously, that is -- but it's very hard to tell, to be honest. Link to comment Share on other sites More sharing options...
Termaul Posted December 25, 2013 Share Posted December 25, 2013 The texture reduction mod replaces original Squad pod interior configuration files with it's own that contain MODEL{} nodes that reference new locations of the models and textures. You need to find those configuration files, and edit RPM interiors (JSI/RasterPropMonitor/Example/*-remade-internal.cfg) so that the MODEL{} nodes therein contain the same texture references as well.Thanks very much ! , going to do this instead of the quick fix im using. Link to comment Share on other sites More sharing options...
Guest Posted December 25, 2013 Share Posted December 25, 2013 Mihara, thank you kindly for guiding me in the right direction. I've got the cockpit sorted for Ledenko's Apollo as well as the FASA Mercury. Link to comment Share on other sites More sharing options...
SmarterThanMe Posted December 25, 2013 Share Posted December 25, 2013 This might sound like a stupid question... But how do you click the buttons? I've been mouseclicking, and... Yeah. Link to comment Share on other sites More sharing options...
Mihara Posted December 25, 2013 Author Share Posted December 25, 2013 This might sound like a stupid question... But how do you click the buttons? I've been mouseclicking, and... Yeah.Generally by mouseclicking, yes. Mind you, some buttons are inactive, and cursor buttons do not switch pages, just like they don't switch pages on real MFDs. Link to comment Share on other sites More sharing options...
SmarterThanMe Posted December 25, 2013 Share Posted December 25, 2013 OK.. I think I have issues then. Because none of the buttons react to mouseclicking. Was there a part that I was meant to include?I have all the files installed in the right parts (AFAIK), including the MechJebRPM, ScanSatRPM and JSI folders. Link to comment Share on other sites More sharing options...
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