kiwiak Posted January 22, 2014 Share Posted January 22, 2014 I have request. Can someone create patch adding multifunctional displays (or another props) to command pod from this pack?http://kerbalspaceprogram.com/0-18-1-mpss-nautilus/ Link to comment Share on other sites More sharing options...
papics Posted January 22, 2014 Share Posted January 22, 2014 I have no idea how could I live without this before! Thanks! Link to comment Share on other sites More sharing options...
deadshot462 Posted January 23, 2014 Share Posted January 23, 2014 I know the node system is planned. But could an alternative like the Protractor mod be incorporated? The numerical values like "smallest distance to encounter" and "phase angle" can be just as useful as a node system, and probably a little bit easier to code? Link to comment Share on other sites More sharing options...
MOARdV Posted January 23, 2014 Share Posted January 23, 2014 I know the node system is planned. But could an alternative like the Protractor mod be incorporated? The numerical values like "smallest distance to encounter" and "phase angle" can be just as useful as a node system, and probably a little bit easier to code?Protractor values are already in there. Link to comment Share on other sites More sharing options...
shynung Posted January 23, 2014 Share Posted January 23, 2014 For some reason, the MFD's not showing in the PPD cupola pod. Only the status lights (RCS, SAS, Lights, etc) are using RPM textures, but the rest of the instrumentation is basically stock. I'm using Module Manager 1.5.6, and skipped the MechJeb and SCANsat folders, as I don't use both. No other mods, clean save, on 0.23. Anybody else seeing this? Link to comment Share on other sites More sharing options...
DasBananenbrot Posted January 23, 2014 Share Posted January 23, 2014 For some reason, the MFD's not showing in the PPD cupola pod. Only the status lights (RCS, SAS, Lights, etc) are using RPM textures, but the rest of the instrumentation is basically stock. I'm using Module Manager 1.5.6, and skipped the MechJeb and SCANsat folders, as I don't use both. No other mods, clean save, on 0.23. Anybody else seeing this?When did you update to 0.13? Because this was a known issue shortly after 0.13 rolled out, see hereHmmm... l was looking arround to find why the glass panels was not working with the Cupola pod... the cupola-patch.cfg file have an error on the first line... it is @PART[*]:HAS[@INTERNAL[cupola]]{but was supposed to be it is @PART[*]:HAS[@INTERNAL[cupolaInternal]]{... made the change and it works now... But Mihara said he would immediately fix it. Have you may downloaded before 13th January? Because then you need to either fix it yourself like described in the post quoted above or redownload Link to comment Share on other sites More sharing options...
Mihara Posted January 23, 2014 Author Share Posted January 23, 2014 But Mihara said he would immediately fix it. Have you may downloaded before 13th January? Because then you need to either fix it yourself like described in the post quoted above or redownloadIn any case there definitely will not be a problem tomorrow when I post 0.14. Link to comment Share on other sites More sharing options...
shynung Posted January 23, 2014 Share Posted January 23, 2014 That did it. Thanks, DasBananenbrot!EDIT: Ninja'd. Thanks for the mod. Mihara! Link to comment Share on other sites More sharing options...
DasBananenbrot Posted January 23, 2014 Share Posted January 23, 2014 (edited) In any case there definitely will not be a problem tomorrow when I post 0.14. You will release 0.14 tomorrow? OMG I am specially interested in the eva hatch animation thingy mentioned in the changelog and of course the working Mechjeb buttons for ALCOR By the way would mind tell abit more about those improvements on the Orbital DIsplay? Edited January 23, 2014 by DasBananenbrot Link to comment Share on other sites More sharing options...
Mihara Posted January 23, 2014 Author Share Posted January 23, 2014 By the way would mind tell abit more about those improvements on the Orbital DIsplay? It should now also draw closest approach, for one. Link to comment Share on other sites More sharing options...
DasBananenbrot Posted January 23, 2014 Share Posted January 23, 2014 It should now also draw closest approach, for one.That is good to hear Now I am even more excited for 0.14 Link to comment Share on other sites More sharing options...
Mecripp Posted January 23, 2014 Share Posted January 23, 2014 Is there anyway to get a RasterPropMonitor outside on like a probe core or as a part ? Link to comment Share on other sites More sharing options...
MOARdV Posted January 23, 2014 Share Posted January 23, 2014 By the way would mind tell abit more about those improvements on the Orbital DIsplay? I made a couple of tweaks to JSIOD - Closest Approach "should" show up when a vessel or celestial is targeted. I'm not convinced it always works, but I haven't had enough time to thoroughly test it. Targeted vessel or celestial orbits will render. Next orbital segment is drawn (for when you change SoI). Targeted celestial is represented on the map, if it's within the visible field.Two things I still want to work on: first, drawing moon / planet orbits and positions even when they're not targeted (which will be easy to do). Second, tuning the automatic scaling of the view. I'm not happy with how it works right now. I'm targeting these features for after 0.14. Link to comment Share on other sites More sharing options...
Harpoon Posted January 23, 2014 Share Posted January 23, 2014 That would be GREAT add on remote cam.Edit @Mihara how did bobcat use the RasterPropMonitor why in space to look at KSC and the old landing stripe on the island with the monitor he was zooming in to planet surface.Or you can use KAS mod and tow the camera behind vessel. (just a theory) Link to comment Share on other sites More sharing options...
Mecripp Posted January 23, 2014 Share Posted January 23, 2014 LOL Didnt think of that Link to comment Share on other sites More sharing options...
DasBananenbrot Posted January 23, 2014 Share Posted January 23, 2014 I made a couple of tweaks to JSIOD - Closest Approach "should" show up when a vessel or celestial is targeted. I'm not convinced it always works, but I haven't had enough time to thoroughly test it. Targeted vessel or celestial orbits will render. Next orbital segment is drawn (for when you change SoI). Targeted celestial is represented on the map, if it's within the visible field.Two things I still want to work on: first, drawing moon / planet orbits and positions even when they're not targeted (which will be easy to do). Second, tuning the automatic scaling of the view. I'm not happy with how it works right now. I'm targeting these features for after 0.14.wow that is a lot of new and awesome stuff Link to comment Share on other sites More sharing options...
Termaul Posted January 23, 2014 Share Posted January 23, 2014 Is there anyway to get a RasterPropMonitor outside on like a probe core or as a part ?I been trying to figure a way to see of i can add a MDF to the external command seat , Bill would love it! Link to comment Share on other sites More sharing options...
DasBananenbrot Posted January 23, 2014 Share Posted January 23, 2014 I been trying to figure a way to see of i can add a MDF to the external command seat , Bill would love it!Better don't waste your time Mihara answered that question on the KSI thread alreadyNo. An InternalModule and a PartModule are similar but not at all the same, and there is no way to simply make one work as the other. Link to comment Share on other sites More sharing options...
Mecripp Posted January 23, 2014 Share Posted January 23, 2014 Better don't waste your time Mihara answered that question on the KSI thread alreadyLOL I bet Bill would it would be nice to have them outside the ship. Link to comment Share on other sites More sharing options...
Termaul Posted January 23, 2014 Share Posted January 23, 2014 Better don't waste your time Mihara answered that question on the KSI thread alreadyThe idea i had was not as part , but as a MFD added to the external seat , making it a make shift command pod with out the pod. But I do not know if that is feasible. Link to comment Share on other sites More sharing options...
satcharna Posted January 23, 2014 Share Posted January 23, 2014 The idea i had was not as part , but as a MFD added to the external seat , making it a make shift command pod with out the pod. But I do not know if that is feasible.The seat is essentially just a docking port for kerbals, so no, it wouldn't be possible. Link to comment Share on other sites More sharing options...
Hammer Tech Posted January 23, 2014 Share Posted January 23, 2014 I have an issue... This:is all I can see. Even in ther ALCOR lander and the B9 pods, while the internals are present, still has the mangled screens...It's installed correctly, so is there any way of me finding out what's up?Cheers Link to comment Share on other sites More sharing options...
likke_A_boss Posted January 23, 2014 Share Posted January 23, 2014 I have an issue... This:http://i113.photobucket.com/albums/n216/TheREALGabe/Screenshot107.pngis all I can see. Even in ther ALCOR lander and the B9 pods, while the internals are present, still has the mangled screens...It's installed correctly, so is there any way of me finding out what's up?CheersActive memory reduction. Just make sure that it doesn't compress the JSI file and it'll work again. Link to comment Share on other sites More sharing options...
Hammer Tech Posted January 24, 2014 Share Posted January 24, 2014 Active memory reduction. Just make sure that it doesn't compress the JSI file and it'll work again.Thank you! Link to comment Share on other sites More sharing options...
Mihara Posted January 24, 2014 Author Share Posted January 24, 2014 Or you can use KAS mod and tow the camera behind vessel. (just a theory)That will work just fine as long as the KAS is in docked mode.The idea i had was not as part , but as a MFD added to the external seat , making it a make shift command pod with out the pod. But I do not know if that is feasible.That isn't feasible.However, BobCat has been experimenting with using RPM together with sfr's transparent cockpit plugin. It does work, but monitors and most other props will only update when you're actually IVA, i.e. viewing with kerbal eyes, and all the buttons and switches will only react in that case. (and seriously, how do you expect to click them when you aren't IVA, even if you can see them?) I've been thinking of detecting the sfr cockpit module and keeping them running when you're out if the pod is sfr-enabled, I might still do that. That's about as close an approximation as you might expect.I still have no idea what will the cameras show when an sfr-enabled pod is viewed with an external camera, though, because sfr's plugin is messing with camera layers. If it gets the changes in before RPM camera class copies them, it should be okay... Link to comment Share on other sites More sharing options...
Recommended Posts