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


Mihara

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How is it bent? I would really like to see this.

Just load it up with Unity and see. It is not actually symmetrical. If you place props in perfect orientation related to any axis, they will be non-parallel to any edge of any console. You don't normally notice because of the high fisheye distortion of a kerbal's eye camera (so you blame the bendiness on the distortion) and the fact that you are normally highly limited in where you can look. When you try to place the props symmetrically you realise what a pain it is.

My biggest complaint about the stock IVA is the seat placement, though. I basically have to duplicate the entire array of flight instruments for each kerbal (thus increasing the processing load needlessly) because there is no clear single pilot seat, I can't make a single big console.

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With the new version its just giving me things like "1010101010101010101010101101010" over all the screens? I deleted my old version and installed the new one. I also added the configs for the mk2 and mk3 cockpit mods that someone else made. I don't know if its those configs or not. :huh:

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With the new version its just giving me things like "1010101010101010101010101101010" over all the screens? I deleted my old version and installed the new one. I also added the configs for the mk2 and mk3 cockpit mods that someone else made. I don't know if its those configs or not. :huh:

....waitwaitwait, things like what? A screenshot would be helpful. A look at KSP_Data/output_log.txt would be even more so because pretty much every obvious problem shows there immediately.

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I just completed an all-IVA trip to the Mun and back (after suffering two non-RPM catastrophic bugs), and the new orbital display is just a joy to work with. I didn't think I'd like/need/want it at first, but it actually meshes perfectly with my current pages in a way I hadn't considered.

I have a request for the JSIOrbitDisplay; when orbiting another body, it would be useful for a line from the center of said body in the direction of the body IT is current orbiting, ie: a line from the Mun towards Kerbin, indicated by the red line in the picture below:

monitor2014-01-10_21-23-29_4294604076_62_zps4981045f.jpg~original

Also, I didn't see the ability to customize the color of the AN, DN nodes. Is it just not coded in, or is it missing from the documentation?

EDIT: Forgot to mention, the orbital display only appears to go clockwise, even if you are in a counter-clockwise orbit. I'm doing some other tests on some alarms but it looks good.

Edited by Hyomoto
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....waitwaitwait, things like what? A screenshot would be helpful. A look at KSP_Data/output_log.txt would be even more so because pretty much every obvious problem shows there immediately.

Ok heres a pic. I could only get a screenshot of the screen for some reason. Dropbox is down for me. Should I copy and paste it using the code thing on the forums?

7pyeKDi.png

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Ok heres a pic. I could only get a screenshot of the screen for some reason. Dropbox is down for me. Should I copy and paste it using the code thing on the forums?

No, I know what this is. You are using Active Texture Management in some kind of agressive mode on RPM.

It is too agressive -- RPM components all rely on exactly known pixel sizes of textures, reducing their sizes breaks things. Make sure Active Texture Management makes an exception.

EDIT: Something like that should work:


OVERRIDES_FOLDERS
{
JSI/RasterPropMonitor/ExampleMFD/
{
compress = true
mipmaps = false
scale = 1
max_size = 0
filtering = Bilinear
make_not_readable = true
}
}

Edited by Mihara
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Ooo hey neat, you fixed the IVA in the S3 Hypersonic cockpit from B9. I had to manually do that before because it got overlooked in the MM patching process, probably because it referenced the stock Mk1 Cockpit instead of it's own cockpit. Glad to see you switched to using a HAS function in the MM config, good catch. :D

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I'm insistent that throttle percentage should be in the navball page - can someone teach me how to just replace one of the values there with current throttle instead?

EDIT: OH in that case is there a way to make a slider that shows the current throttle, rather than a percentage value?

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I'm insistent that throttle percentage should be in the navball page - can someone teach me how to just replace one of the values there with current throttle instead?

It's not too hard, you know. :)


THR: {0,6:00.0%} ({1,6:00.0%}) $&$ THROTTLE EFFECTIVETHROTTLE

EDIT: OH in that case is there a way to make a slider that shows the current throttle, rather than a percentage value?

An on-screen slider?


[{0:BAR,10}][{1:BAR=,10}] $&$ THROTTLE EFFECTIVETHROTTLE

Or a prop slider? For a prop slider you'll need a prop. :)

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Upon the update. Im getting vessels removed because of a missing part jsiprimitivecamera? Whats am I doing wrong?

I have no idea how you can manage to misplace JSI/RasterPropMonitor/Example/ExternalCameraPart/external-camera.cfg and it's accompanying texture when unpacking. But apparently you did.

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I have no idea how you can manage to misplace JSI/RasterPropMonitor/Example/ExternalCameraPart/external-camera.cfg and it's accompanying texture when unpacking. But apparently you did.

holy crap....ksp mod admin must have screwed up somehow it didnt unpack half the crap. Thx man

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edit: wait no its there.

Then you can only have misplaced the Squad model that it references and/or texture that it references:

MODEL

{

model = Squad/Parts/Utility/linearRCS/model

texture = model000,JSI/RasterPropMonitor/Example/ExternalCameraPart/model000

scale = 0.4,0.8,0.4

}

Now, which isn't there?

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No, I know what this is. You are using Active Texture Management in some kind of agressive mode on RPM.

It is too agressive -- RPM components all rely on exactly known pixel sizes of textures, reducing their sizes breaks things. Make sure Active Texture Management makes an exception.

EDIT: Something like that should work:


OVERRIDES_FOLDERS
{
JSI/RasterPropMonitor/ExampleMFD/
{
compress = true
mipmaps = false
scale = 1
max_size = 0
filtering = Bilinear
make_not_readable = true
}
}

Thanks that fixed it. I love the new orbit maps! :D

EDIT: Just tested it, still there. :P

Edited by tygoo7
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OVERRIDES_FOLDER
{
JSI/RasterPropMonitor/ExampleMFD/
{
compress = true
mipmaps = false
scale = 1
max_size = 0
filtering = Bilinear
make_not_readable = true
}
}

Does this go in a folder as is because I loaded up and I saw no difference.

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This goes in BoulderCo/textureCompressorConfigs/JSI.cfg

Yes, I found that out quickly. I am an active user with Texture Compressor and their thread. However, I see why that guys config didn't work. Here is the updated version.

JSI.cfg


NORMAL_LIST
{

}

OVERRIDES
{

}

OVERRIDES_FOLDERS
{
JSI/RasterPropMonitor/Example/ExampleMFD
{
compress = true
mipmaps = false
scale = 1
max_size = 0
filtering = Bilinear
make_not_readable = true
}
}

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Check the aviation PFD screen, (one of the screens on the A button) -- it has one.

That wasn't quite what I meant. I see that display, which displays throttle percentage. I'm looking for something that displays current actual thrust percentage, basically current thrust divided by maximum thrust.

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See the FAQ: https://github.com/Mihara/RasterPropMonitor/blob/master/FAQ.md

If that doesn't help, I want your KSP_Data/output_log.txt

I checked thoroughly, I don't have a duplicate plugin.

Here's my output log: https://drive.google.com/file/d/0BzrxF3J1YKZsN21CblAtcGlzUWc/edit?usp=sharing

edit: most mysteriously, when i zoomed in i discovered it's actually displaying the kerbal spacesuit normal texture...who knows why

Edited by hett
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fyi anyone who didnt read back a page. This goes in BoulderCo/textureCompressionConfigs/JSI.cfg. If you are using the Aggressive texture compressor.

edit: okay...well i noticed also the buttons are crappy looking...So im just gonna go ahead and say we need to put the entire RasterPropMonitor folder. but someone correct me if im wrong.

2nd edit: not compressing the entire folder fixed all the weird problems for me


NORMAL_LIST
{

}

OVERRIDES
{

}
OVERRIDES_FOLDERS
{
JSI/RasterPropMonitor/
{
compress = true
mipmaps = false
scale = 1
max_size = 0
filtering = Bilinear
make_not_readable = true
}
}

Edited by synik4l
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That wasn't quite what I meant. I see that display, which displays throttle percentage. I'm looking for something that displays current actual thrust percentage, basically current thrust divided by maximum thrust.

That is what is in () after THR - the current actual thrust divided by maximum thrust.

I checked thoroughly, I don't have a duplicate plugin.

Ah, well, here it is. Looking at the log, it appears you need to update your Firespitter.dll from the main Firespitter package.

I'm not sure what exactly triggers this error, I'm just certain it's not me, and I know that pre-0.23 Firespitter does trigger it -- and it kills the IVA module thread before RPM gets a chance to draw on the texture:


MissingFieldException: Field '.FlightGlobals.ship_altitude' not found.
at Part.ModulesOnUpdate () [0x00000] in <filename unknown>:0

at Part.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

edit: most mysteriously, when i zoomed in i discovered it's actually displaying the kerbal spacesuit normal texture...who knows why

That's not bizarre, it often does that.

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Ah, well, here it is. Looking at the log, it appears you need to update your Firespitter.dll from the main Firespitter package.

I'm not sure what exactly triggers this error, I'm just certain it's not me, and I know that pre-0.23 Firespitter does trigger it -- and it kills the IVA module thread before RPM gets a chance to draw on the texture:


MissingFieldException: Field '.FlightGlobals.ship_altitude' not found.
at Part.ModulesOnUpdate () [0x00000] in <filename unknown>:0

at Part.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

That's not bizarre, it often does that.

I've just reinstalled Firespitter and it did not solve the problem.

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