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


Mihara

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  sosoxia said:
When I use JSISteerableCamera and shownosignal=yes not working , i cant see no signal image ?

There is no such thing as a builtin nosignal image, it needs to be defined in monitor configuration: noSignalTextureURL = ...

Is it?

  Commissar said:
it may have partially worked... i dunno...

new output log: https://www.dropbox.com/s/nx5t6w3yodbfnbk/output_log.txt

Your new log contains no traces of ModuleManager working or being loaded at all.

Pardon me, but do you actually understand what are you installing and to where?

  Pilot996 said:
Is there a way to get the cameras to appear in the parts menu? They are not in there.

Which cameras are you talking about? There is only one bundled, singular, it should be in Utility.

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  HoneyFox said:
Good point. I will check the complete log file later.

And I did a test yesterday and after I removed the ProbeControlRoom plugin, everything just works fine again...

OK I checked the log and there are two error in RPM's OnUpdate() IIRC. After I remove the ProbeControlRoom plugin, it doesn't appear any more.

No, this time theres' no such exception, but still have lots of MFD not working.

Edited by HoneyFox
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  HoneyFox said:
OK I checked the log and there are two error in RPM's OnUpdate() IIRC. After I remove the ProbeControlRoom plugin, it doesn't appear any more.

No, this time theres' no such exception, but still have lots of MFD not working.

Well, try to condense the whole set to the minimum amount of mods in which the problem reliably manifests, package it for me, I'll try to track the problem down.

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  Mihara said:
There is no such thing as a builtin nosignal image, it needs to be defined in monitor configuration: noSignalTextureURL = ...

Is it?

Your new log contains no traces of ModuleManager working or being loaded at all.

Pardon me, but do you actually understand what are you installing and to where?

Which cameras are you talking about? There is only one bundled, singular, it should be in Utility.

the gamedata folder is merged with the one in the KSP main directory, yes.

heh... apparently my modulemanager dll didn't get in the gamedata folder...

I generally don't use the MM dlls included with mods, because they tend to be outdated.

edit: works now, thanks

Edited by Commissar
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  Mihara said:

Every collider can be a button. You just need a collider that covers the entire model.

I'm not sure how to do that. I spent the last few days playing around with Unity, but managed to accomplish nothing but frustrate myself. Can I do it simply by editing the .cfgs, or do I need to learn up on my Unity skills?

I've deduced that all of the buttons have a flag 'isTrigger' checked off, but the various Collider components are grayed out for me and I can't, for the life of me, un-gray them.

Edited by S.O.P.H.I.A.
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  Pilot996 said:
I have looked in utility and they are not there.

What 'they' you are talking about when there is only one?

  S.O.P.H.I.A. said:
I'm not sure how to do that. I spent the last few days playing around with Unity, but managed to accomplish nothing but frustrate myself. Can I do it simply by editing the .cfgs, or do I need to learn up on my Unity skills?

I've deduced that all of the buttons have a flag 'isTrigger' checked off, but the various Collider components are grayed out for me and I can't, for the life of me, un-gray them.

I'm not sure what are you talking about either. If you're talking about the HUD prop model in this package, I do know it has a collider on the screen. I just forgot what it's name was and it's a bit nontrivial to look it up.

  MeCripp said:
Mihara is there anyway to split a screen ? like if you had some of the big 1's in the ASET ALCOR screen have 4 channels if you wanted and then change back to 1 big screen or maybe 2 ?

...I don't understand the question.

Everybody, please start making sense and bloody define the context of your question.

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Mihara, is it possible with RPM to assign actions like throttle up/down to buttons or sliders?

I don't know if it's been mentioned before, but the camera/docking port direction rays lag the game for me.

Can you make an option to disable them completely. I know you can disable them with the RMB menu, but they still show up

when placing/moving a part.

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Okay: What are the specific steps I must follow to turn the default HUD or part of the HUD into a button? I know how to change what buttons do (such as switching it so that buttonX goes to page 1 and buttonY goes to page 2) but I don't know how to make an object, in this case the HUD prop, into a button.

Does that help? I can try to be more clear again if it doesn't.

EDIT: Nevermind. You're right, the screen was a button. Awesome. Problem solved!

Edited by S.O.P.H.I.A.
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  MeCripp said:
Mihara is there anyway to split a screen ? like if you had some of the big 1's in the ASET ALCOR screen have 4 channels if you wanted and then change back to 1 big screen or maybe 2 ?

What you're asking for is to display multiple camera views on one screen? Multiple camera views is conceptually possible, but to cycle between modes, you would need multiple pages configured to a single button. Because there's no way to know how to route buttons, the cameras would be static (no zoom, no pan). I might be able to come up with a way to select cameras to receive the steering input, but that would need to be after the basic proof-of-concept has had time to get tested in the wild (I don't have enough time to be a comprehensive QA tester as well as a developer, since my day job gets in the way :) ).

  Albert VDS said:
Mihara, is it possible with RPM to assign actions like throttle up/down to buttons or sliders?

With buttons, I'd imagine yes. It'd be a little bit of an extension to the existing mechanism. Mihara does have something like that on the issue list on Github, so I imagine it'd be possible with a slider or other sort of controller.

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  MedwedianPresident said:
It's not ALL the ones. For example, the Kn-2 cockpit is not on the list.

yes because Hyomoto made it and probably never asked Mihara to add it to the OP...

@Mihara if you want you may can add the link of the Kn-2 Cockpit RPM Patch to the OP

  Hyomoto said:
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Yes thats what, I was asking but was hoping for it all :D and you guys do a great job for all of us that don't know much but the camera views would be a great start for, I like the mod http://forum.kerbalspaceprogram.com/threads/67450-WIP-IVA-PLUGIN-ProbeControlRoom-1-0-alpha2-IVA-All-the-things%21-Toolbar-Screens but it needs 1 big screen and the views would help a bunch.

EDIT thanks MOARdv and if you need some 1 to try things out let me know.

Edited by Mecripp2
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  MeCripp said:
Yes thats what, I was asking but was hoping for it all :D and you guys do a great job for all of us that don't know much but the camera views would be a great start for, I like the mod http://forum.kerbalspaceprogram.com/threads/67450-WIP-IVA-PLUGIN-ProbeControlRoom-1-0-alpha2-IVA-All-the-things%21-Toolbar-Screens but it needs 1 big screen and the views would help a bunch.

I will see what I can come up with. I have a three day weekend ahead of me, but it's also going to be significantly above freezing, too, so it might be a few days before there's a serviceable prototype.

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  erbmur said:
Does anybody know if their are any resource management mods that function with this?

Or if the developer has that in mind for future releases?

As in, a way to transfer resources between parts using RPM? Right now, RPM doesn't do that. I added a feature in the dev build that allows you to make a button that functions as "enable fuel reserves". Any resources that you turned off in the VAB or in flight (using the right click menu to disable the resource) will turn on when you trigger the reserves. But that's the extent of it, unless another plugin has added that feature.

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  Albert VDS said:
Mihara, is it possible with RPM to assign actions like throttle up/down to buttons or sliders?

Not yet. It's in the pipeline, though.

  Albert VDS said:
I don't know if it's been mentioned before, but the camera/docking port direction rays lag the game for me.

Can you make an option to disable them completely. I know you can disable them with the RMB menu, but they still show up

when placing/moving a part.

...What, even one? Really?

Well, ok, but where would you expect to see this option to disable them, though?

  DasBananenbrot said:
@Mihara if you want you may can add the link of the Kn-2 Cockpit RPM Patch to the OP

I just forgot about it. Fixed.

  8749236 said:
I noticed the word "Download"...

Which is HUGE... but it is not a link...

Yes, I am openly hostile to people who can't or won't read. :)

  erbmur said:
Does anybody know if their are any resource management mods that function with this?

What sort of function-with do you have in mind? An on-screen menu? None to my knowledge. There are certain reasons why building one straight in would be problematic, though there is no reason why a global resource management mod would not be able to provide a menu page.

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  Quote
As in, a way to transfer resources between parts using RPM? Right now, RPM doesn't do that. I added a feature in the dev build that allows you to make a button that functions as "enable fuel reserves". Any resources that you turned off in the VAB or in flight (using the right click menu to disable the resource) will turn on when you trigger the reserves. But that's the extent of it, unless another plugin has added that feature.
  Quote
What sort of function-with do you have in mind? An on-screen menu? None to my knowledge. There are certain reasons why building one straight in would be problematic, though there is no reason why a global resource management mod would not be able to provide a menu page.

Thanks for both the replies MOARdV & Mihara.

What I had floating around my head was something in the realm of "TAC Fuel Balancer" or "Crew Manifest". I guess I will just have to wait and see.

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