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[0.23.5] Kerbal Space Industries [26APR14] [MFD 1.2]


Hyomoto

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Seem to have some problems with the super hyomoto edit's airplane nav option. When using OpenGL it fails to display the middle important bit, but all the info on the top and bottom still appear correctly. Any way to fix that?

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I've come to realize that it is indeed working, but for some reason the ladder section of the hud is black lines instead of green lines now. This happens on both the mk1 HUD and the rasterprop flightnav hud from the fan edit.

The other parts of the hud are still green though...

Edit : All of the menus in the flight hud are black, The text that doesnt move however is green as always. This is the only menu that has graphical errors.

Edited by Subcidal
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I updated my custom hud to work propperlly with rpm 0.17, and converted the textures to tga... and I created my own font texture, using a tool I wrote in C#, and that white lines has gone...

http://forum.kerbalspaceprogram.com/threads/57603-0-23-5-RasterPropMonitor-putting-the-A-in-your-IVA-%28v0-17%29-27-Jun?p=1241078&viewfull=1#post1241078

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I've updated this to work on RPM 0.17 (Changing the pointers to the basic RPM props, if anyone was wondering: they're no longer an "example" prop but are now part of a basic resource library) and uploaded it for anyone interested here. I didn't see a license on the first page but there was a fan edit, so I'm unsure of the legality of this. If there's a problem let me know and I'll remove the link.

If there's interest and WaRi doesn't get to it before me, I'll do the same for his edit. (Pending it being okay that I do that as well)

Oh, also also, the camera FOVs on this are kind of absurdly small--or at least they don't remotely match up with the VAB/SPH preview--that's something else I've fixed in my personal copy but not the uploaded one. For the definition of "fixed" being bumped it from 30° to a guesstimate of 45° for the preview size (and 7 5° zoom steps). Anyone wants that and doesn't know how to do it on their own, let me know.

Edited by Tahvohck
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Hi there,

so I have MFD installed ontop of RPM with Mech Jeb (RPM) and Vessel View (RPM) installed.. now when I got to mods, and select either Smart ASS or Vessel View, then select a sub category (Say targets in MechJeb) hitting back takes me straight out and to the home screen instead of backing me up one "folder/selection menu" if you will. Basically whenever I go to click on that mod again, I am stuck in whatever sub category I picked... is this normal?

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is this normal?

Well, yes as in it's what happens because the pages are written that way, but the pages are written incorrectly so result in the problem you found. The fix for it is outlined here:

Not sure if this will cause any other problems, but I managed to get Vessel Viewer working by changing a line in the MFD40x20 config file.

NOTE: The following worked for me, in my install. There is no guarantee that it working is not some fluke of my install. This may or may not work for you. If it doesn't, simply revert the changes and wait until a more official fix is made available.

In GameData\Hyomoto\MFD is a file called MFD40x20.cfg, open this file and go to line 860. There should be the following:

--------

redirect = btn1, pluginScanSAT

redirect = btn2, pluginSmartASS

redirect = escape, menuPlugin

redirect = home, menuDefault

--------

These seem to be the button bindings for the Vessel View plugin page.

Comment out the escape redirect on line 862, so that you have this instead:

--------

redirect = btn1, pluginScanSAT

redirect = btn2, pluginSmartASS

//redirect = escape, menuPlugin

redirect = home, menuDefault

--------

Save the file and load KSP. Hopefully, the Back button will now properly move you to the previous Vessel View menu, rather than to the top level.

You'd need to change the SmartASS section to match as well as it suffers the same problem. EDIT: Found it:

Mechjeb plugin also has the same problem with the obt and tgt submenus...and the same solution.

Comment out line 825 (as opposed to 862 for VV.)

It's exactly the same setup as the VV one, but in the 'pluginSmartASS' page instead of the 'pluginVesselView' page.

I hope this little bug is on Hyomotos To Fix list for the next update :)

Edited by ObsessedWithKSP
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I have also posted this on the RPM and KSO thread:

The glitch where the HUD and ADI overlays become super dark is caused by OpenGL rendering.

This is why it occurs on Linux and Mac.

I am using Windows 7, and was using the 64-bit version to allow for all my mods. The HUD and ADI was fine during this time. (I am using Wari Complete KSI 2014-7-10)

The instability, glitches, and enormous memory usage caused me to switch the the 'amazing' openGL switch.

I can run all my mods with only a 2.6 GB RAM footprint in 32-bit KSP with the -force-opengl command parameter.

However, this is when they problem occurred with the super dark overlay. I have confirmed this by running the game with no OpenGL switch with the exact same install, and they magically work again with the default DirectX (I have not tried DX11 though).

As to why this occurs I have no idea whatsoever.

Also:

It may be unrelated or not causing the problem, but I also noticed that the files that ARE the ones that become dark have a Y dimension size of 2044 pixels (Instead of say 2048, as in some of the other image files) Could this be the problem? Maybe OpenGL freaks out when an image isn't a power of 2 size? Can you do a check by reworking ladder.png and ADI_ladder.png to be a power of 2?

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You should be able to figure this out.

Well I was looking at it on my phone and it didnt show post numbers, I was confused.. Now I realize, I am an idiot...

On another note, does anyone know MFD is compatible with the RPM .18.1?

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Anyone having trouble with this working with Sam Hills Mk2 Internals in .24.2?? I had it working fine in .23. But I installed RPM and then the MFD with the hotfix from Post 261 and it uses the KSI MFD for every internal that it is in, but on the Mk2 Internal it is using base RPM instead?

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