Termaul Posted January 12, 2014 Share Posted January 12, 2014 Getting an error 500 on that one for some reason, though.What be the error? im so lost haha. Link to comment Share on other sites More sharing options...
Mihara Posted January 12, 2014 Author Share Posted January 12, 2014 What be the error? im so lost haha.Dropbox reports error 500 when I attempt to download this file. Link to comment Share on other sites More sharing options...
Termaul Posted January 12, 2014 Share Posted January 12, 2014 Dropbox reports error 500 when I attempt to download this file.O haha yea i seem to be getting errors on drop box here we go tried again with google docs . Thx!https://drive.google.com/file/d/0B8hO1qDS4FJPenhfTWJ5ZzVqbzA/edit?usp=sharing Link to comment Share on other sites More sharing options...
Mihara Posted January 12, 2014 Author Share Posted January 12, 2014 O haha yea i seem to be getting errors on drop box here we go tried again with google docs . Thx!https://drive.google.com/file/d/0B8hO1qDS4FJPenhfTWJ5ZzVqbzA/edit?usp=sharingUm...Now it's only a page long and never gets to the bits that are actually important to know here. Link to comment Share on other sites More sharing options...
Termaul Posted January 12, 2014 Share Posted January 12, 2014 Um...Now it's only a page long and never gets to the bits that are actually important to know here. Internet hates me today aswell as KSP hahah Here we go!!!! lol thanks once again . https://drive.google.com/file/d/0B8hO1qDS4FJPZmJjQUtNS3hoSU0/edit?usp=sharing Link to comment Share on other sites More sharing options...
theSpeare Posted January 12, 2014 Share Posted January 12, 2014 It's not too hard, you know. THR: {0,6:00.0%} ({1,6:00.0%}) $&$ THROTTLE EFFECTIVETHROTTLEAn on-screen slider?[{0:BAR,10}][{1:BAR=,10}] $&$ THROTTLE EFFECTIVETHROTTLEOr a prop slider? For a prop slider you'll need a prop. I only just saw this, and thank you so much for your prompt reply and sorry for my late one. You're a brilliant dev; will give this a shot now. Link to comment Share on other sites More sharing options...
Mihara Posted January 12, 2014 Author Share Posted January 12, 2014 Internet hates me today aswell as KSP hahah Here we go!!!! lol thanks once again . https://drive.google.com/file/d/0B8hO1qDS4FJPZmJjQUtNS3hoSU0/edit?usp=sharingHmm... It doesn't look like there are any obvious errors KSP-side. It looks vaguely like a video card driver/DirectX problem, though, try updating both? Link to comment Share on other sites More sharing options...
Termaul Posted January 12, 2014 Share Posted January 12, 2014 Hmm... It doesn't look like there are any obvious errors KSP-side. It looks vaguely like a video card driver/DirectX problem, though, try updating both?Ok thanks a bunch , I will try and update both and report back. Thanks a bunch Link to comment Share on other sites More sharing options...
theSpeare Posted January 12, 2014 Share Posted January 12, 2014 Two questions:1. "Courtesy of MOARdV, we now have a full implementation of the data you would typically get from the Protractor plugin, i.e. phase angles, ejection angles and other things helpful in computing interplanetary transfers." - where do I get this information, or how do I add a page to show these?2. On a similar note-ish, is there any chance we can implement a Kerbal Engineering delta-v readout on a page? Link to comment Share on other sites More sharing options...
MaverickSawyer Posted January 12, 2014 Share Posted January 12, 2014 I second that suggestion of a flight engineer page. Link to comment Share on other sites More sharing options...
Mihara Posted January 12, 2014 Author Share Posted January 12, 2014 Two questions:1. "Courtesy of MOARdV, we now have a full implementation of the data you would typically get from the Protractor plugin, i.e. phase angles, ejection angles and other things helpful in computing interplanetary transfers." - where do I get this information, or how do I add a page to show these?https://github.com/Mihara/RasterPropMonitor/wiki/Defined-variables#protractorhttps://github.com/Mihara/RasterPropMonitor/wiki/Writing-page-definition-files2. On a similar note-ish, is there any chance we can implement a Kerbal Engineering delta-v readout on a page?I second that suggestion of a flight engineer page.https://github.com/Mihara/RasterPropMonitor/blob/master/FAQ.md#how-do-i-show-remaining-delta-v Link to comment Share on other sites More sharing options...
theSpeare Posted January 12, 2014 Share Posted January 12, 2014 Thank you Sorry for bothering! Wonderful mod Link to comment Share on other sites More sharing options...
MOARdV Posted January 12, 2014 Share Posted January 12, 2014 I have a request for variables, if it's possible. The protractor variables only work for celestial bodies, but Kerbal Engineer will do them for vessels as well. It's the only thing that keeps me from doing pure IVA launch/orbit/rendezvous missions, because I have to turn on Kerbal Engineer for a minute to get the phase angle right. I was able to get a new screen added and started adding in those variables, but then I realized they were only for celestial bodies. Or maybe I missed something?The only reason it is a celestial body-only feature right now is that I had Protractor handy to provide a "ground truth" so I could be sure that I had the equations working correctly. I didn't want to add vessel intercepts without a way to confirm that it was right. If KE has the phase angle for vessels, I'll see if I can add it for vessels, as well, as soon as I can (hopefully in time for the next RPM release). Link to comment Share on other sites More sharing options...
Hyomoto Posted January 13, 2014 Share Posted January 13, 2014 It seems like meeting a vessel requires meeting another body first anyways, or am I missing something? It has to be orbiting something. Link to comment Share on other sites More sharing options...
Bigred2989 Posted January 13, 2014 Share Posted January 13, 2014 Not sure if mentioned before but the airplane HUD mode on the display is very difficult to use. The angle lines(?) pan up when you nose down and vice versa. I think the numbers that are inverted should be on the opposite side since my eyes tend to view them on the left. Also being able to see the point of travel on it as well like on a real HUD would be awesome. Something like the prograde vector on the navball. Link to comment Share on other sites More sharing options...
Mihara Posted January 13, 2014 Author Share Posted January 13, 2014 Not sure if mentioned before but the airplane HUD mode on the display is very difficult to use. The angle lines(?) pan up when you nose down and vice versa.This is a bug, it has already been fixed and the fix will come out in the next version.Also being able to see the point of travel on it as well like on a real HUD would be awesome. Something like the prograde vector on the navball.This is not a problem, obviously, except for computing where the bloody thing should be. But since MOARdV wrote this particular module I'll leave the math to him. Link to comment Share on other sites More sharing options...
Rybec Posted January 13, 2014 Share Posted January 13, 2014 Loving this; it's almost like playing Orbiter now. Can't wait until you figure out how to create and edit maneuver nodes.Would it be possible to add a day/night terminator to the SCANsat page, or would that have to happen on SCANsat's end? Link to comment Share on other sites More sharing options...
Mihara Posted January 13, 2014 Author Share Posted January 13, 2014 Loving this; it's almost like playing Orbiter now. Can't wait until you figure out how to create and edit maneuver nodes.Creating them is no problem. Making them convenient enough to edit so that one would want to do this at all is another matter, though. Would it be possible to add a day/night terminator to the SCANsat page, or would that have to happen on SCANsat's end?The only way I can think of that doesn't require SCANsat to do it would involve a major framerate drop -- I'd basically have to paint over every shadow pixel on it. So SCANsat end only, I'm afraid. Should SCANsat add something of the sort, though, supporting it would be trivial. Link to comment Share on other sites More sharing options...
likke_A_boss Posted January 13, 2014 Share Posted January 13, 2014 Loving this; it's almost like playing Orbiter now. Can't wait until you figure out how to create and edit maneuver nodes.Would it be possible to add a day/night terminator to the SCANsat page, or would that have to happen on SCANsat's end?Errm, he just answered your question..... Link to comment Share on other sites More sharing options...
Draft Posted January 13, 2014 Share Posted January 13, 2014 You can now use vessel descriptions (you did know KSP had them for a while, didn't you?) to record your action group assignments (On a new line, 'AG0=Air brakes', etc) and the capsules to have buttons with actual labels with what you wrote, providing an equivalent of the Firespitter's FSInfoPopup that works in line with RPM components. The rest of the text can be available on a monitor page.Question, is this implemented into any of the example setups or is it one of the many things meant for other mods to use? Link to comment Share on other sites More sharing options...
Rybec Posted January 13, 2014 Share Posted January 13, 2014 Sorry, internet error caused a delayed double post. Link to comment Share on other sites More sharing options...
Mihara Posted January 13, 2014 Author Share Posted January 13, 2014 Question, is this implemented into any of the example setups or is it one of the many things meant for other mods to use?Not yet, because I want to do actual button labels, and haven't yet figured out a way to do that without introducing new prop models.The most primitive form, however, is easy for the user to add. You can have a monitor page with text only on it: PAGE { name = actiongroupreference button = buttonR10 text = AtextFileSomewhereInYourGameData }and then you write in that text file:Group 01: {0} $&$ AGMEMO1Group 02: {0} $&$ AGMEMO2Group 03: {0} $&$ AGMEMO3Group 04: {0} $&$ AGMEMO4Group 05: {0} $&$ AGMEMO5Group 06: {0} $&$ AGMEMO6Group 07: {0} $&$ AGMEMO7Group 08: {0} $&$ AGMEMO8Group 09: {0} $&$ AGMEMO9Group 10: {0} $&$ AGMEMO0 Link to comment Share on other sites More sharing options...
Draft Posted January 13, 2014 Share Posted January 13, 2014 That worked like a charm, is easier than I was expecting to customize once I figured out which the relevant files. Thanks....Though now I'm wondering how that feature will play with docked craft. Only one way to find out! Link to comment Share on other sites More sharing options...
Mihara Posted January 13, 2014 Author Share Posted January 13, 2014 That worked like a charm, is easier than I was expecting to customize once I figured out which the relevant files. Thanks....Though now I'm wondering how that feature will play with docked craft. Only one way to find out!The action group lines are remembered on launch by the pod, so they won't change if you dock and will persist per pod. Link to comment Share on other sites More sharing options...
praise the suuun Posted January 13, 2014 Share Posted January 13, 2014 i love you. Link to comment Share on other sites More sharing options...
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