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


Mihara

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@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 by Mihara
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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 by Jack Wolfe
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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.

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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.

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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.

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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
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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.zip

I'll leave the Mk2 lander can for someone else to do. :)

Edited by therealcrow999
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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. :)

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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.

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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]{}
}

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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 :)

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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.

screenshot9_zpsf2f854c9.png

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
}
}

Edited by therealcrow999
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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.png

http://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?

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