Yarbrough08 Posted December 20, 2013 Share Posted December 20, 2013 @Mihara: Alright, you said you didn't thoroughly understand me, so I thought I would make some pics..Javascript is disabled. View full albumAnd thanks for the info on the overlays, I'll setup another screen in front.Outstanding mod, really adds another level to IVAs. Link to comment Share on other sites More sharing options...
Mihara Posted December 20, 2013 Author Share Posted December 20, 2013 (edited) @Mihara: Alright, you said you didn't thoroughly understand me, so I thought I would make some pics..Hm. I didn't exactly think of actual touchscreens...I'm afraid it's not currently possible to do what you want, and due to the way the code is organised, it's nontrivial (i.e. I don't have a good idea how) to make it possible, even though it obviously can eventually be done.EDIT: Correction, I had an idea that is good enough.You can download the dev version (see the wiki for the URL - and the updated documentation) and try it out. PM me if you have any problems. Edited December 20, 2013 by Mihara Link to comment Share on other sites More sharing options...
Guest Posted December 20, 2013 Share Posted December 20, 2013 (edited) OK, thanks to some apparently faulty assumptions I seem to have made a right hash of things. Mihara, I took your early release configs and plopped them into ..\GameData\JSI\RasterPropMonitor\Example, but now none of the cockpits shows your nifty monitors. Just empty spaces where the nifty bits should be. Is there something amiss, or should I just back them out and leave it be until you make things a bit more idiot-proof*?*Knowing full well I'll probably still find a way to bollocks things up. Edited December 20, 2013 by Jack Wolfe Link to comment Share on other sites More sharing options...
Mihara Posted December 20, 2013 Author Share Posted December 20, 2013 OK, thanks to some apparently faulty assumptions I seem to have made a right hash of things. Mihara, I took your early release configs and plopped them into ..\GameData\JSI\RasterPropMonitor\Example, but now none of the cockpits shows your nifty monitors. Just empty spaces where the nifty bits should be. Is there something amiss, or should I just back them out and leave it be until you make things a bit more idiot-proof?That's exactly where they're supposed to go, but it might be that old patches are conflicting with the new ones. Check the dev version (the URL is in the wiki), remove all the *.cfg from Example, and replace them with the *.cfg from the dev version package. Link to comment Share on other sites More sharing options...
Guest Posted December 20, 2013 Share Posted December 20, 2013 I'll do just that. Thanks for the prompt reply! Link to comment Share on other sites More sharing options...
MKSheppard Posted December 20, 2013 Share Posted December 20, 2013 Is it possible to output this kind of stuff to a second monitor, or even to a touchscreen android tablet? Link to comment Share on other sites More sharing options...
Mihara Posted December 20, 2013 Author Share Posted December 20, 2013 Is it possible to output this kind of stuff to a second monitor, or even to a touchscreen android tablet?Unfortunately, no, not even in theory. The monitors rely on Unity's render-to-texture features, and the texture they render into has to be in the memory of the GPU that Unity runs on. While it is theoretically possible, say, to save it to PNG and toss it somewhere else over HTTP, which would enable sending it anywhere, including an android tablet, the performance penalty on doing that every few frames would be really, really bad.I'm afraid that if you want to utilise your extra monitors (and I feel your pain, I have three monitors) your best bet is still Telemachus. Link to comment Share on other sites More sharing options...
Frostiken Posted December 21, 2013 Share Posted December 21, 2013 Surely I'm not the only one having problems with these... half the buttons don't work half the time. I can't go 'back' from any menu, and in the autopilot screen I can only move the arrow down, not up. Link to comment Share on other sites More sharing options...
Mihara Posted December 21, 2013 Author Share Posted December 21, 2013 Surely I'm not the only one having problems with these... half the buttons don't work half the time. I can't go 'back' from any menu, and in the autopilot screen I can only move the arrow down, not up.Most likely, you can't go back from any menu because what you think is a menu is not actually a menu of the type you expect it to be. A "page" is a "page" and nothing else. It is activated by pressing a "page button" and as such has no provision for navigation for any kind. One button may activate multiple pages (in which case, the next page in the list of the pages assigned to that button is activated when you press a second time) but the cursor buttons are inactive because there is no such thing as a cursor. It may be somewhat counterintuitive, but that's close to how such interfaces have been designed historically as far as I'm aware.Now, not being able to move the arrow up in the autopilot control menu, which is a cursor-based menu (within a page) sounds like a problem, but I can't replicate it. Link to comment Share on other sites More sharing options...
Read have Read Posted December 21, 2013 Share Posted December 21, 2013 It seems like the PFD's navball does not accurately change into target mode. It did not move the Prograde and Retrograde markers to be relative to the target, instead staying on the target direction. I had to use the analog navball markers to rendezvous with a target.Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 21, 2013 Share Posted December 21, 2013 (edited) I suppose I can give the Mk2 Lander can a go, if you haven'y yet.Edit: I might not have much time this weekend to do it. Oh, I've also made new IVAs for Mk1-2 pod and cupola. (See the album in the OP). They'll be released in 0.12 proper, but you can play with them right now if you like, here's the set of patch files: https://dl.dropboxusercontent.com/u/532373/Mk1-patches-early-access.zipI'll leave the Mk2 lander can for someone else to do. Edited December 21, 2013 by therealcrow999 Link to comment Share on other sites More sharing options...
Sinner2784 Posted December 21, 2013 Share Posted December 21, 2013 http://i1262.photobucket.com/albums/ii605/therealcrow999/screenshot37_zpsd89ffd33.pnghey therealcrow999 great work!but can you add this mod too the monitors on the left and the right? Link to comment Share on other sites More sharing options...
Mihara Posted December 21, 2013 Author Share Posted December 21, 2013 It seems like the PFD's navball does not accurately change into target mode. It did not move the Prograde and Retrograde markers to be relative to the target, instead staying on the target direction. I had to use the analog navball markers to rendezvous with a target....Well, I think I fixed it.I suppose I can give the Mk2 Lander can a go, if you haven'y yet.Please do. Link to comment Share on other sites More sharing options...
Boamere Posted December 21, 2013 Share Posted December 21, 2013 So does this eat up memory? (cause I've got quite a few mods and this one looks super futuristic) Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 21, 2013 Share Posted December 21, 2013 Yeah I can do that, I guess no one uses those external camera monitors anyways. It should be a quick fix.hey therealcrow999 great work!but can you add this mod too the monitors on the left and the right? Link to comment Share on other sites More sharing options...
Mihara Posted December 21, 2013 Author Share Posted December 21, 2013 So does this eat up memory? (cause I've got quite a few mods and this one looks super futuristic)Not a good question, an adequate answer is impossible. ("It depends." is not really an adequate answer even though it's perfectly correct.)It doesn't add more than a couple megabytes worth of textures to the game if that's what you're asking. Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 21, 2013 Share Posted December 21, 2013 If I wanted to disable or delete these using MM 1.5, what code would I use?MODULE { name = InternalCameraSwitch colliderTransformName = Monitor_Collider cameraTransformName = CameraTransform } MODULE { name = InternalCameraSwitch colliderTransformName = Monitor_Collider_001 cameraTransformName = CameraTransform_001 } MODULE { name = InternalCameraSwitch colliderTransformName = Monitor_Collider_002 cameraTransformName = CameraTransform_002 }I used this one in old one to disable the middle monitor:@INTERNAL[GenericSpace3TTUPGRADE]{ !MODULE[InternalCameraSwitch]{}} Link to comment Share on other sites More sharing options...
Boamere Posted December 21, 2013 Share Posted December 21, 2013 Not a good question, an adequate answer is impossible. ("It depends." is not really an adequate answer even though it's perfectly correct.)It doesn't add more than a couple megabytes worth of textures to the game if that's what you're asking.I guess i'll find out, but thanks anyway Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 21, 2013 Share Posted December 21, 2013 I really don't know if the new numberours MFD's in cockpit would cause lag. I'm sure if you only open up a few at a time, it should be ok. I haven't notice lag with 2 to 3 open.I guess i'll find out, but thanks anyway Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 21, 2013 Share Posted December 21, 2013 (edited) Here is the MK3 Cockpit mod, redone. I couldn't delete code with MM 1.5 that allows player to click the monitor and get external view, but there is no problem when MFD's are on top of the three monitors. I did notice if you click on top, beyond the MFD, on the edge of the MK3 cockpit model of the monitor, you will get the external view. So be careful or you can exploit that, to have a camera views.I added another monitor to each of the top seats, I slightly scaled them down from the old on I did.///////=== TTMK3 Cockpit Mod ===///////@PART[mark3Cockpit]{ MODULE { name = JSIInternalPersistence }}@INTERNAL[GenericSpace3TTUPGRADE] { MODULE { name = InternalCameraTargetHelper } PROP { name = RasterPropMonitorExampleMFD position = 0.0002519488,-1.177192E-05,0.03249689 rotation = 0,0,0,1 scale = 0.8181539,0.6867037,0.7228604 } PROP { name = RasterPropMonitorExampleMFD position = -0.2960808,0.682427,0.07691021 rotation = -0.08715598,0,0,0.9961947 scale = 0.6111457,0.611146,0.6111453 } PROP { name = RasterPropMonitorExampleMFD position = -0.2536634,-1.2E-05,0.07219167 rotation = 0,0.1305262,0,0.9914449 scale = 0.8181536,0.6867037,0.72286 } PROP { name = RasterPropMonitorExampleMFD position = 0.2532766,-1.2E-05,0.07194075 rotation = 0,-0.1305262,0,0.9914449 scale = 0.8181536,0.6867037,0.72286 } PROP { name = RasterPropMonitorExampleMFD position = -0.4838606,0.682427,0.07691 rotation = -0.08715598,0,0,0.9961947 scale = 0.611146,0.6111463,0.6111462 } PROP { name = RasterPropMonitorExampleMFD position = 0.2942997,0.682427,0.07691 rotation = -0.08715598,0,0,0.9961947 scale = 0.611146,0.6111463,0.6111462 } PROP { name = RasterPropMonitorExampleMFD position = 0.482941,0.682427,0.07691 rotation = -0.08715598,0,0,0.9961947 scale = 0.611146,0.6111463,0.6111462 } } Edited December 21, 2013 by therealcrow999 Link to comment Share on other sites More sharing options...
Sinner2784 Posted December 21, 2013 Share Posted December 21, 2013 thx therealcrow999 Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 21, 2013 Share Posted December 21, 2013 NP, took me 5 mins to put extra MFD's in and all morning and most of afternoon to figure out the syntax of removing the MK3 Cockpit mod external view on monitors, doesn't work. Link to comment Share on other sites More sharing options...
zakkpaz Posted December 21, 2013 Share Posted December 21, 2013 Here is the MK3 Cockpit mod, redone. I couldn't delete code with MM 1.5 that allows player to click the monitor and get external view, but there is no problem when MFD's are on top of the three monitors. I did notice if you click on top, beyond the MFD, on the edge of the MK3 cockpit model of the monitor, you will get the external view. So be careful or you can exploit that, to have a camera views.I added another monitor to each of the top seats, I slightly scaled them down from the old on I did.http://i1262.photobucket.com/albums/ii605/therealcrow999/screenshot9_zpsf2f854c9.pnghttp://i1262.photobucket.com/albums/ii605/therealcrow999/screenshot8_zps97635c3c.png///////=== TTMK3 Cockpit Mod ===///////@PART[mark3Cockpit]{ MODULE { name = JSIInternalPersistence }}@INTERNAL[GenericSpace3TTUPGRADE] { MODULE { name = InternalCameraTargetHelper } PROP { name = RasterPropMonitorExampleMFD position = 0.0002519488,-1.177192E-05,0.03249689 rotation = 0,0,0,1 scale = 0.8181539,0.6867037,0.7228604 } PROP { name = RasterPropMonitorExampleMFD position = -0.2960808,0.682427,0.07691021 rotation = -0.08715598,0,0,0.9961947 scale = 0.6111457,0.611146,0.6111453 } PROP { name = RasterPropMonitorExampleMFD position = -0.2536634,-1.2E-05,0.07219167 rotation = 0,0.1305262,0,0.9914449 scale = 0.8181536,0.6867037,0.72286 } PROP { name = RasterPropMonitorExampleMFD position = 0.2532766,-1.2E-05,0.07194075 rotation = 0,-0.1305262,0,0.9914449 scale = 0.8181536,0.6867037,0.72286 } PROP { name = RasterPropMonitorExampleMFD position = -0.4838606,0.682427,0.07691 rotation = -0.08715598,0,0,0.9961947 scale = 0.611146,0.6111463,0.6111462 } PROP { name = RasterPropMonitorExampleMFD position = 0.2942997,0.682427,0.07691 rotation = -0.08715598,0,0,0.9961947 scale = 0.611146,0.6111463,0.6111462 } PROP { name = RasterPropMonitorExampleMFD position = 0.482941,0.682427,0.07691 rotation = -0.08715598,0,0,0.9961947 scale = 0.611146,0.6111463,0.6111462 } }where do i put the code for this? Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 21, 2013 Share Posted December 21, 2013 If you have Module Manager 1.5:http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-(Nov-11)Create a text document on Desktop, name it whatever, put it in there. Just make sure you change text extension to .cfgMake sure you put in RasterPropMonitor folder.where do i put the code for this? Link to comment Share on other sites More sharing options...
zakkpaz Posted December 21, 2013 Share Posted December 21, 2013 If you have Module Manager 1.5:http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-(Nov-11)Create a text document on Desktop, name it whatever, put it in there. Just make sure you change text extension to .cfgMake sure you put in RasterPropMonitor folder.thank you i've been looking for this Link to comment Share on other sites More sharing options...
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