Jump to content

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


Mihara

Recommended Posts

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


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

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. :)

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

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

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

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#protractor

https://github.com/Mihara/RasterPropMonitor/wiki/Writing-page-definition-files

2. 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

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

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

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

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

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

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

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

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} $&$ AGMEMO1
Group 02: {0} $&$ AGMEMO2
Group 03: {0} $&$ AGMEMO3
Group 04: {0} $&$ AGMEMO4
Group 05: {0} $&$ AGMEMO5
Group 06: {0} $&$ AGMEMO6
Group 07: {0} $&$ AGMEMO7
Group 08: {0} $&$ AGMEMO8
Group 09: {0} $&$ AGMEMO9
Group 10: {0} $&$ AGMEMO0

Link to comment
Share on other sites

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

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

Guest
This topic is now closed to further replies.
×
×
  • Create New...