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


Mihara

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If he doesn't mind, I'll add it to the distribution starting with the next version, and I'm ready to do that for any such patches anyone sends in.

So the short answer is probably "It already is for a very limited subset of 'is'".

Sending you a patch with the 3 b9 cockpits so you can change if needed and include with modulemanager/your stuff if you'd like

previews:

si2pkHf.png

aOKmI2T.png

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Which particular resources? It's very hard to measure anyway, and no longer fair to compare, since RPM has long since exceeded Firespitter displays in terms of features.

But they don't create a GameObject for each letter if that's what you mean.

Yea thats what I meant. Sorry I never looked into how the plugin works and the backside, but your display looks amazing man.

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Is there a Docking Port cam like ALCOR mod has, with cross hairs and info, for the stock download?

No crosshairs, because the MFD prop does not have the crosshair-popout animation that the rectangular ALCOR monitors with crosshairs do. Otherwise yes.

I should probably make crosshairs from symbols though before I push 0.10 out...

EDIT: Here, I think that'll do for crosshairs:

Sy34HUc.png

Edited by Mihara
One pic is more pics than zero.
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Yeah that works. I was using Lazor Docking Camera before and some one pointed out this mod to me. I think what you did would work just as fine as cross hairs or better. They kind of give a player reference of size and distance of object targeting.

I guess you saw my thread about Circularized Orbit Window. Implementation into this mod would work better, then that standalone Idea I had. I didn't realize you had that in the works.

I just always wanted to do mission first person most of the time. You mod makes it possible, I can't wait to try it out

No crosshairs, because the MFD prop does not have the crosshair-popout animation that the rectangular ALCOR monitors with crosshairs do. Otherwise yes.

I should probably make crosshairs from symbols though before I push 0.10 out...

EDIT: Here, I think that'll do for crosshairs:

Sy34HUc.png

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Is it hard to add camera feature to a mod docking port. Because I mostly use the docking port with parachute from the Sum Dum Service Module Mod and it would be nice if I still could have a docking cam without slamming a camera right next to the docking port :D

Pretty trivial actually.


// That should work for the ClamOTron weld version... I think. I'm not sure how welds behave in this case.

@PART[SDHI_ParaDock_1_ClampOTron]{
MODULE {
name = JSIExternalCameraSelector
cameraContainer = dockingNode
cameraIDPrefix = DockingPortCam
}
}

// That definitely will work with the IACBM version.

@PART[SDHI_ParaDock_2_IACBM]{
MODULE {
name = JSIExternalCameraSelector
cameraContainer = dockingNode
cameraIDPrefix = DockingPortCam
}
}

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Im afraid the fov direction can only be changed model wise, not with some configuration?

Oh, and for the record: Version 0.10, (due for release once I get anyone to thoroughly test it and nothke to draw the airstrip approach funnels he wanted) solves this particular problem, but picking the container transform that won't break Lazor's camera might become harder. :)

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Pretty trivial actually.


// That should work for the ClamOTron weld version... I think. I'm not sure how welds behave in this case.

@PART[SDHI_ParaDock_1_ClampOTron]{
MODULE {
name = JSIExternalCameraSelector
cameraContainer = dockingNode
cameraIDPrefix = DockingPortCam
}
}

// That definitely will work with the IACBM version.

@PART[SDHI_ParaDock_2_IACBM]{
MODULE {
name = JSIExternalCameraSelector
cameraContainer = dockingNode
cameraIDPrefix = DockingPortCam
}
}

Thanks. Will try this tomorrow.

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Try this code out if you are using Module Manager 1.5. This will get all docking ports covered to use this mod, even if you forgot to add a docking port from another mod.


///Adds Camera to all Docking Ports///


@PART[*]:HAS[@MODULE[ModuleDockingNode]]:Final
{
MODULE
{
name = JSIExternalCameraSelector
cameraContainer = dockingNode
cameraIDPrefix = DockingPortCam
}
}

MM1.5 is pretty awesome.

Pretty trivial actually.


// That should work for the ClamOTron weld version... I think. I'm not sure how welds behave in this case.

@PART[SDHI_ParaDock_1_ClampOTron]{
MODULE {
name = JSIExternalCameraSelector
cameraContainer = dockingNode
cameraIDPrefix = DockingPortCam
}
}

// That definitely will work with the IACBM version.

@PART[SDHI_ParaDock_2_IACBM]{
MODULE {
name = JSIExternalCameraSelector
cameraContainer = dockingNode
cameraIDPrefix = DockingPortCam
}
}

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Try this code out if you are using Module Manager 1.5. This will get all docking ports covered to use this mod, even if you forgot to add a docking port from another mod.

Well, I'm bundling 1.5 with it but claiming 1.3 will also work... I wish 1.3 would die out. :)

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I think this sort of works, but I don't particularly like the results, my recommendation would be to redesign the IVA from scratch to use the monitors properly -- the panel is slanted back way too much:


@PART[Radish*] {
MODULE {
name = JSIInternalPersistence
}
}

@INTERNAL[Radish] {

MODULE {
name = InternalCameraTargetHelper
}
PROP
{
name = RasterPropMonitorExampleMFD
position = 0.1451385,0.1792147,-0.05929704
rotation = -0.2398363,0,0,0.9708134
scale = 0.45,0.45,0.45
}
PROP
{
name = RasterPropMonitorExampleMFD
position = -0.1462763,0.1792147,-0.05929704
rotation = -0.2398363,0,0,0.9708134
scale = 0.45,0.45,0.45
}
}

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Could I trouble you for an example for a simple display using your JSIVariableLabel?

You can see a bunch of them in ALCOR v0.6, as numbers on animated gauges. I actually wrote JSIVariableLabel when I noticed alexustas is creating separate monitor instances to display just a couple of symbols, which I thought overkill. :)

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Yeah thanks. I saw a few spots for it. I saw a spot under navball, but that would of been right by their feet. Then other spot above green switches, but would of been hard to see.

I will try this out.

I think this sort of works, but I don't particularly like the results, my recommendation would be to redesign the IVA from scratch to use the monitors properly -- the panel is slanted back way too much:


@PART[Radish*] {
MODULE {
name = JSIInternalPersistence
}
}

@INTERNAL[Radish] {

MODULE {
name = InternalCameraTargetHelper
}
PROP
{
name = RasterPropMonitorExampleMFD
position = 0.1451385,0.1792147,-0.05929704
rotation = -0.2398363,0,0,0.9708134
scale = 0.45,0.45,0.45
}
PROP
{
name = RasterPropMonitorExampleMFD
position = -0.1462763,0.1792147,-0.05929704
rotation = -0.2398363,0,0,0.9708134
scale = 0.45,0.45,0.45
}
}

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I see what you are saying just tested it out. If its too much can you put it under Navball, I think thats best place. I think right of readouts lights that show SAS, it would clip the capsule structure.

I can do it myself if you have an easy way to do it. I really wouldn't know what numbers to start with. I would go back and forth a million time.

Yeah thanks. I saw a few spots for it. I saw a spot under navball, but that would of been right by their feet. Then other spot above green switches, but would of been hard to see.

I will try this out.

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I can do it myself if you have an easy way to do it. I really wouldn't know what numbers to start with. I would go back and forth a million time.

It's not particularly hard and you don't mess with those particular numbers manually anyway, rotations are quaternions here, so not very human editable:

  1. Install Unity.
  2. Download KSP PartTools 20. The official link has been down for a while, and it's been somewhat tricky to find, so I've put this copy up in my dropbox.
  3. Start a new project, import the PartTools.unitypackage.
  4. After some mucking around you will be able to find the KSP PartTools menu that this unitypackage file creates, which asks you where your GameData is. My recommendation is to point it at a separate installation of KSP which you will be working with (If you're using Steam, you can just copy it somewhere else anyway, it will work. No Steam DRM has been in the game since 0.19.) so that you don't mess up your actual installation.
  5. Once that is done, you can spawn an internal, and spawn props from the same menu. Position them and scale them as you see fit, move them in the hierarchy to reside at the same level as the other props, then find the PartTools button that lets you save the result to internal.cfg. It's been much harder with PartTools 18, but with version 20 it's quite self-explanatory.
  6. Locate the new props in the cfg (they will be alphabetically sorted by prop name) and you can make your own ModuleManager patch for your live game.

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I will give this a go, quick fix didn't work. So with my new install I just put in your mod and that pod mod, I assume?

It's not particularly hard and you don't mess with those particular numbers manually anyway, rotations are quaternions here, so not very human editable:
  1. Install Unity.
  2. Download KSP PartTools 20. The official link has been down for a while, and it's been somewhat tricky to find, so I've put this copy up in my dropbox.
  3. Start a new project, import the PartTools.unitypackage.
  4. After some mucking around you will be able to find the KSP PartTools menu that this unitypackage file creates, which asks you where your GameData is. My recommendation is to point it at a separate installation of KSP which you will be working with (If you're using Steam, you can just copy it somewhere else anyway, it will work. No Steam DRM has been in the game since 0.19.) so that you don't mess up your actual installation.
  5. Once that is done, you can spawn an internal, and spawn props from the same menu. Position them and scale them as you see fit, move them in the hierarchy to reside at the same level as the other props, then find the PartTools button that lets you save the result to internal.cfg. It's been much harder with PartTools 18, but with version 20 it's quite self-explanatory.
  6. Locate the new props in the cfg (they will be alphabetically sorted by prop name) and you can make your own ModuleManager patch for your live game.

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