Mihara Posted January 11, 2014 Author Share Posted January 11, 2014 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. Link to comment Share on other sites More sharing options...
tygoo7 Posted January 11, 2014 Share Posted January 11, 2014 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. Link to comment Share on other sites More sharing options...
Mihara Posted January 11, 2014 Author Share Posted January 11, 2014 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. ....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. Link to comment Share on other sites More sharing options...
Hyomoto Posted January 11, 2014 Share Posted January 11, 2014 (edited) 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: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 January 11, 2014 by Hyomoto Link to comment Share on other sites More sharing options...
tygoo7 Posted January 11, 2014 Share Posted January 11, 2014 ....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? Link to comment Share on other sites More sharing options...
Mihara Posted January 11, 2014 Author Share Posted January 11, 2014 (edited) 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 January 11, 2014 by Mihara Link to comment Share on other sites More sharing options...
Dreadp1r4te Posted January 11, 2014 Share Posted January 11, 2014 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. Link to comment Share on other sites More sharing options...
theSpeare Posted January 11, 2014 Share Posted January 11, 2014 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? Link to comment Share on other sites More sharing options...
synik4l Posted January 11, 2014 Share Posted January 11, 2014 Upon the update. Im getting vessels removed because of a missing part jsiprimitiveexternalcamera? Whats am I doing wrong? Link to comment Share on other sites More sharing options...
Mihara Posted January 11, 2014 Author Share Posted January 11, 2014 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 EFFECTIVETHROTTLEEDIT: 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 EFFECTIVETHROTTLEOr a prop slider? For a prop slider you'll need a prop. Link to comment Share on other sites More sharing options...
Mihara Posted January 11, 2014 Author Share Posted January 11, 2014 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. Link to comment Share on other sites More sharing options...
synik4l Posted January 11, 2014 Share Posted January 11, 2014 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 Link to comment Share on other sites More sharing options...
Mihara Posted January 11, 2014 Author Share Posted January 11, 2014 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? Link to comment Share on other sites More sharing options...
hett Posted January 11, 2014 Share Posted January 11, 2014 Can anyone explain why this happens in every cockpit? I have reinstalled the mod twice, can't figure out what I'm doing wrong. Link to comment Share on other sites More sharing options...
bulletrhli Posted January 11, 2014 Share Posted January 11, 2014 Can anyone explain why this happens in every cockpit? I have reinstalled the mod twice, can't figure out what I'm doing wrong.http://i.imgur.com/NwuvvMcl.pngMy panels arent blank but they have obfuscated text thats jumlbed and woah. XD Link to comment Share on other sites More sharing options...
Mihara Posted January 11, 2014 Author Share Posted January 11, 2014 Can anyone explain why this happens in every cockpit? I have reinstalled the mod twice, can't figure out what I'm doing wrong.See the FAQ: https://github.com/Mihara/RasterPropMonitor/blob/master/FAQ.mdIf that doesn't help, I want your KSP_Data/output_log.txt Link to comment Share on other sites More sharing options...
tygoo7 Posted January 11, 2014 Share Posted January 11, 2014 (edited) 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! EDIT: Just tested it, still there. Edited January 11, 2014 by tygoo7 Link to comment Share on other sites More sharing options...
bulletrhli Posted January 11, 2014 Share Posted January 11, 2014 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. Link to comment Share on other sites More sharing options...
Mihara Posted January 11, 2014 Author Share Posted January 11, 2014 Does this go in a folder as is because I loaded up and I saw no difference.This goes in BoulderCo/textureCompressorConfigs/JSI.cfg Link to comment Share on other sites More sharing options...
bulletrhli Posted January 11, 2014 Share Posted January 11, 2014 This goes in BoulderCo/textureCompressorConfigs/JSI.cfgYes, 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.cfgNORMAL_LIST{}OVERRIDES{}OVERRIDES_FOLDERS{ JSI/RasterPropMonitor/Example/ExampleMFD { compress = true mipmaps = false scale = 1 max_size = 0 filtering = Bilinear make_not_readable = true }} Link to comment Share on other sites More sharing options...
dlrk Posted January 11, 2014 Share Posted January 11, 2014 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. Link to comment Share on other sites More sharing options...
hett Posted January 11, 2014 Share Posted January 11, 2014 (edited) See the FAQ: https://github.com/Mihara/RasterPropMonitor/blob/master/FAQ.mdIf that doesn't help, I want your KSP_Data/output_log.txtI checked thoroughly, I don't have a duplicate plugin.Here's my output log: https://drive.google.com/file/d/0BzrxF3J1YKZsN21CblAtcGlzUWc/edit?usp=sharingedit: most mysteriously, when i zoomed in i discovered it's actually displaying the kerbal spacesuit normal texture...who knows why Edited January 11, 2014 by hett Link to comment Share on other sites More sharing options...
synik4l Posted January 11, 2014 Share Posted January 11, 2014 (edited) 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 meNORMAL_LIST{}OVERRIDES{}OVERRIDES_FOLDERS{ JSI/RasterPropMonitor/ { compress = true mipmaps = false scale = 1 max_size = 0 filtering = Bilinear make_not_readable = true }} Edited January 11, 2014 by synik4l Link to comment Share on other sites More sharing options...
Mihara Posted January 11, 2014 Author Share Posted January 11, 2014 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 whyThat's not bizarre, it often does that. Link to comment Share on other sites More sharing options...
hett Posted January 11, 2014 Share Posted January 11, 2014 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. Link to comment Share on other sites More sharing options...
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