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


Mihara

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please tell

Sorry, if you can't click a link, there would be really no point whatsoever telling you anything, since whatever I would tell you requires clicking a link. Which I gave you in the post above.

Reading helps.

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I'v found a small error with Hyomoto RPM add-on... once you load KSP for the first time, RPM works without problems. But if you go to the Debug menu and reload the database, RPM stops working. looking to the logs I'v found this message right after the game loads Hyomoto's MFD40x20.cfg: [error] Invalid boolean value.

looking to it I'v found at line 19 the problem... it tries to set needsElectricCharge to '1', changing it to 'true' instead resolve the problem...

also that small ahd1601 add-on have this same issue... :wink:

So I need to replace the "1" with "true"?

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So I need to replace the "1" with "true"?

needsElectricCharge is a boolean value, so it's either "true" or "false" and nothing else, 1 or 0 will not be understood. There are some configuration options for which 'value = yes' works, but for these "yes" is meaningless, what matters is whether the option is present at all or not.

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Found a bug! If a camera is specified by cameraTransform in JSIHeadsUpDisplay and the that camera is not present on the vessel, the rest of the hud won't render instead of just trying to use the next Background Handler. I'm not sure if I'm just not implementing the second Background Handler right or if it is a bug.


PAGE
{
name = aviapfd
text = ahd1601/MFD/menus/pa_HUDPFD.txt
defaultFontTint = 0,128,0,255
textureOverlayURL = Hyomoto/MFD/images/scanlines
disableSwitchingTo = btn1, btn5, btn6, btn7, btn8, btn9, btn10, up, down
BACKGROUNDHANDLER
{
name = JSIHeadsUpDisplay
method = RenderHUD
horizonTexture = JSI/RasterPropMonitor/Example/ExampleMFD/HUDPFD/ladder
use360horizon = true
horizonSize = 320,320
horizonTextureSize = 480,480
hudFov = 120
headingBar = JSI/RasterPropMonitor/Example/ExampleMFD/HUDPFD/heading
headingBarPosition = 160,123,320,37
headingBarWidth = 320

vertBar1Texture = JSI/RasterPropMonitor/Example/ExampleMFD/HUDPFD/rightscale
vertBar1UseLog10 = true
vertBar1Variable = RADARALTOCEAN
vertBar1Position = 480,160,64,320
vertBar1Limit = 0,10000
vertBar1TextureLimit = 855,170
vertBar1TextureSize = 640

vertBar2Texture = JSI/RasterPropMonitor/Example/ExampleMFD/HUDPFD/leftscale
vertBar2UseLog10 = true
vertBar2Variable = VERTSPEED
vertBar2Position = 96,160,64,320
vertBar2Limit = -10000,10000
vertBar2TextureLimit = 1845,208
vertBar2TextureSize = 640

staticOverlay = JSI/RasterPropMonitor/Example/ExampleMFD/HUDPFD/hud-overlay
cameraTransform = ExtCam8
}
BACKGROUNDHANDLER
{
name = JSIHeadsUpDisplay
method = RenderHUD
horizonTexture = JSI/RasterPropMonitor/Example/ExampleMFD/HUDPFD/ladder
use360horizon = true
horizonSize = 320,320
horizonTextureSize = 480,480
hudFov = 120
headingBar = JSI/RasterPropMonitor/Example/ExampleMFD/HUDPFD/heading
headingBarPosition = 160,123,320,37
headingBarWidth = 320

vertBar1Texture = JSI/RasterPropMonitor/Example/ExampleMFD/HUDPFD/rightscale
vertBar1UseLog10 = true
vertBar1Variable = RADARALTOCEAN
vertBar1Position = 480,160,64,320
vertBar1Limit = 0,10000
vertBar1TextureLimit = 855,170
vertBar1TextureSize = 640

vertBar2Texture = JSI/RasterPropMonitor/Example/ExampleMFD/HUDPFD/leftscale
vertBar2UseLog10 = true
vertBar2Variable = VERTSPEED
vertBar2Position = 96,160,64,320
vertBar2Limit = -10000,10000
vertBar2TextureLimit = 1845,208
vertBar2TextureSize = 640

staticOverlay = JSI/RasterPropMonitor/Example/ExampleMFD/HUDPFD/hud-overlay
}

CONTEXTREDIRECT
{
redirect = enter, flightdisplay
redirect = btn2, orbitinfo
redirect = btn3, takeoffassist
redirect = btn4, landingassist
redirect = escape, FlightInfoMenu
redirect = home, default
}
}

Edited by ahd1601
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How do I increase the brightness of the airplane HUD? It's too dark for my liking.

You can edit the MFD40x20.cfg and change the font color of the text. Find this section of code:


name = aviapfd
button = button_A
text = JSI/RasterPropMonitor/Example/ExampleMFD/pa_HUDPFD.txt
defaultFontTint = 0,128,0,255
defaultFontNumber = 2

And edit this line to the desired color (RGBA format I believe):


defaultFontTint = 0,128,0,255

I would pick 0,255,0,255 (I believe this is the right format, although the last number may need to be different)

Edited by ahd1601
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Found a bug! If a camera is specified by cameraTransform in JSIHeadsUpDisplay and the that camera is not present on the vessel, the rest of the hud won't render instead of just trying to use the next Background Handler. I'm not sure if I'm just not implementing the second Background Handler right or if it is a bug.

You don't need two background handlers. If the camera is not present, it should just "work".

But, checking just now, I see it doesn't. I'll fix that so Mihara can add it to the next dev build.

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You don't need two background handlers. If the camera is not present, it should just "work".

But, checking just now, I see it doesn't. I'll fix that so Mihara can add it to the next dev build.

Thanks! Any idea when the next version will be out?

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"target plate"?

That's what I was wondering... there's a TargetPlate and TargetPlate_001 screen object at the same location as the screen transform and I wasn't sure what they did or if I could make each one an empty object or remove them. See, I was working on a new toy...

5nhoPFr.png

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That's what I was wondering... there's a TargetPlate and TargetPlate_001 screen object at the same location as the screen transform and I wasn't sure what they did or if I could make each one an empty object or remove them.


Material screenMat = internalProp.FindModelTransform(screenTransform).renderer.material;

I.e. if the transform is not attached to something with a material, RPM will just die, the one you name in the config has to be textured. I've no idea of the structure of alexustas' prop though. :)

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Material screenMat = internalProp.FindModelTransform(screenTransform).renderer.material;

I.e. if the transform is not attached to something with a material, RPM will just die, the one you name in the config has to be textured. I've no idea of the structure of alexustas' prop though. :)

Any idea why everything shows up except the hud graphics?

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So, I reinstalled all of my mods one at a time to make sure I could get them running again. And, while the buttons work in the MFD, I get strange symbols all over. Here's a pic. Any ideas how to fix this?

Update Active Texture Management to latest version.

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