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


Hyomoto

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To install: Copy the Hyomoto folder in GameData.

Having some issues trying to get the Wari files to work still getting the old KSI Mfd screens any help appreciated

It has the regular Hyomoto pages, But If you hit the button again it switch to new pages.

Example: Hit "A" to enter FLT sub menu, hit "1" to see PFD, hit "1" again to see oroginal RasterPropMonitor PFD

Demo

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Nice one! Is there a tutorial on how to land at a base? Does using ScanSat help with that?

Mods that allow you to select more distant objects can help with this, but as far as I can tell, that sort of precision either requires MechJeb to do the math for you, or the map screen to make a good judgement on your landing. I can get pretty close groupings from IVA using the target marker, but the problem is being unable to to plot long distance maneuvers from the cockpit. ScanSat doesn't, as far as I know, give you your path, though it can help with visualization. Ideally you need to match up your inclination to pass over your target and bring your periapsis just beyond your target. A dirty method removes all/nearly all your lateral movement to come down on top of your target where you can see it is relative to your movement. A softer method involves a 'drifting' touch down, but without a better picture of your relation to your target, long-range approaches become more unwieldy from the cockpit.

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Well looks like a challenge to me :)

Havent tried that ScanSat thing anyway... it should help a lot already if its showing a target on the map.

Oh also, you may think it would be possible to show the phase angles of the target and the own vessel or even a timer to the burn point for a hohmann transfer to targeted vessel?

Also, love your Kerpollo Vid!

Oh, found this epic video/tutorial on how to land the Mini Shuttle at KSC:

Edited by StainX
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Hyomoto you need to update your MFDs maybe :D

Yep, the forums stopped choking. So bump for release:

RasterPropMonitor v0.15

Known issues in this version

  • There is still no way to arm and disarm the grappling claw from IVA, even though you can release it from the targeting menu just like a docking port. There will be in the future, but in the meantime you can use action group buttons.

Bugs fixed

  • Variables that have been deprecated and undocumented since version 0.10 have been completely removed.
  • TARGETDISTANCEZ would be negative if the target was in front of the ship and positive if it was behind. The sign on that was flipped to get it to make more sense.
  • LONGITUDETGT actually returned latitude.
  • Looping alarm sounds did not actually work.
  • STAGEREADY accounts for manual stage locking/disabling.
  • JSIActionGroupSwitch's "stage" feature likewise checks to see if staging is locked.
  • Fixed a bug where showing JSIOrbitalDisplay and JSIHUD at the same time would show incorrect colors for the HUD textures.
  • Fixed a bug where the prograde icon in the JSIHeadsUpDisplay pitch ladder was drawn upside down.
  • Fixed a bug where the prograde icons in JSIHUD were invisible if drawn on a transparent prop (like a HUD).
  • Time formatter now observes the KERBIN_TIME system settings. If the system says your day is 6 hours long and year is 426 days long, so will your monitors. For your convenience, a variable named ISONKERBINTIME will return 1 if the game is set to use Kerbin time.
  • Courtesy of angavrilov, closest approach calculations now correctly work with landed vessels.
  • Courtesy of angavrilov, SCANsatRPM now correctly plots post-node trajectory.

New features

  • The new grappling claws had cameras installed in them, available just as docking port cameras are, and are otherwise supported in the targeting menu. ISCLAWREFERENCE variable tells you if the current reference point is a claw, ISREMOTEREFERENCE tells you if the current reference port is not a pod.
  • Claws can be disengaged from the targeting menu just like docking ports.
  • The Target Menu can now select asteroids that are being tracked under the Space Objects menu item.
  • The needsElectricCharge option in JSIActionGroupSwitch is now applicable to all actions.
  • A new option in handler configuration now lets you write background and page handlers which are aware of each other.
  • textOverlay option in page definition can now overlay a static text print over other sources of text, like a page handler, allowing you to make button hints on screen with text.
  • By popular request, you can now disable taking the screenshots of individual monitors by setting doScreenshots option in their configuration to false.
  • By popular request, most of the informational logging can be turned off.
  • JSIVariableAnimator can now also scale props.
  • JSIExternalCameraSelector has a configuration option that disables the light cone automatically turning on when it's picked up.
  • JSIOrbitDisplay now makes better decisions on what to display, making it more useful.
  • JSIOrbitDisplay will now draw the orbits and positions of all celestial bodies orbiting the body that the vessel is orbiting (for instance, the Mun and Minmus when the ship orbits Kerbin).
  • JSISteerableCamera supports multiple cameras (selected with the new nextCamera and prevCamera config parameters). JSISteerableCamera now also has a seekHome config parameter. When the button associated with this parameter is pressed, the currently-displayed camera returns to its initial position (pitch and yaw are set to 0).
  • MechJebRPM new buttons: Force Roll 0, Force Roll +90, Force Roll 180, and Force Roll -90. Landing Guidance (Land at Target / Land Somewhere) and Docking Autopilot are both in the MJRPM page handler. A Rendezvous Autopilot button exists, but it requires a MechJeb update to function.
  • JSIHeadsUpDisplay now displays a prograde icon on the heading bar and the pitch ladder to represent slip and angle-of-attack.
  • Stage locking can now be done using RPM with JSIInternalRPMButtons.ButtonStageLock().
  • And the speed display mode (ORB / SRF / TGT) can be changed with JSIInternalRPMButtons.ButtonSpeedMode().
  • The prograde icon in the JSIHeadsUpDisplay heading strip can be suppressed with showHeadingBarPrograde = false.
  • Added NEXTAPSIS, TIMETONEXTAPSIS, and NEXTAPSISTYPE variables.
  • Added JSIOdometer, which emulates a mechanical odometer to display numerical values in either raw numeric format (8 digits + sign), SI format (3.3 precision plus an SI prefix), or HHH:MM:SS time format.

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I should be unaffected by the depreciation, but now that a full 23.5 release is up and going I'll have to do some asteroid-related IVA stuff (maybe even mix in some of the more popular requests). The interface should, however, continue to work.

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I should be unaffected by the depreciation, but now that a full 23.5 release is up and going I'll have to do some asteroid-related IVA stuff (maybe even mix in some of the more popular requests). The interface should, however, continue to work.

I thought you might find textOverlay useful though... :)

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I thought you might find textOverlay useful though... :)

I'm still reading up on that, but to be fair, I found all of your work to be useful!

EDIT: Ha ha! Yes! That function does two things I've been interested in. If page margins works out I can clean up most issues I've had with my menus!

Edited by Hyomoto
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KSI MFD 1.2 Available!

Check out the main post for all the details, or just download the updated files. Users of the black interface need to update their theme as well. Anyone using module manager to patch my MFD shouldn't have issues with the exception of VesselView. Native support is now included, so make sure to delete the Hyomoto.cfg from the VesselView patches folder. Please report any issues you have.

Happy flying!

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Love your mod and all the work that obviously went into it. But I installed your mod, and I'm experiencing a few issues that JUST started happening, right after mod installation.

I put all the GameData folders in the GameData root directory of the install. I replaced files when prompted when installing the black MFD skin.

Now, when I launch a mission my Kerbal display in the bottom right corner goes black until I enter IVA. If I go to EVA without going to IVA first - I get a black screen crash, if I go to IVA first - I get my Kerbal display back upon exiting IVA. If I go to EVA after IVA, it won't let me revert (to launch, to vab, etc) at all. The one time it did not crash, I went EVA with a Kerbal that was in the front of the ship - and it wouldn't let me get back into the ship, saying the "module is full." When it wasn't, for sure.

I'm going to load my game up a few more times and make sure this error persists. I am using the stock MkI/MkII combination of two cockpits on one plane.

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So I'm doing a little bug-testing. Apparently, the MkII cockpit is just not even registering kerbals at all now. Any other cockpit seems to work (both EVA/IVA and revert) and has the MFD intact. If I start a mission with two kerbals, and one of them assigned to an MK II - I don't get a kerbal display at the bottom right, and I cannot switch or IVA the kerbal. The bug seems less severe on the VAB launchpad, the Aerospace landing strip is where it originally happened.

Using updated files from main post, and installed correctly.

- KSI MFD v1_2

- KSI MFD Black for 1_2

-RasterPropMonitor.0.15

Apparently the bug is centered around the Mk2 cockpit. I made a ship that was composed of all the command modules available. It reduced my active kerbals to 1, even though I had 7 - and would not let me switch in any way. I remade the vessel with all the command modules except MK2, and it worked. I hope I didn't miss a line in installing these mods that said "BTW MK2 is broken."

Edited by took
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Ah, goodness! This is easily to solve but raises another question. There should be two cockpits that are doing this as far as I can tell, go into your Hyomoto/Patches folder and delete both patch-GenericSpace3TTUPGRADE and patch-SH_mk2CockpitInternal. The reason this is happening, and weirdly you are the first one to report the problem which means its been around for a while, is because these patches are changing the interior one that doesn't exist. I'll make sure the main download has this fixed.

Alternately, you can download the custom interiors for the MK2 and MK3 cockpits :) Either way, thank you for bringing this up!

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Well, I figured out why it wouldn't be a problem on the Mk3. I don't have that cockpit unlocked in career mode yet :). Let's see if this solves the problem!

Yep, looks great, thanks for the quick support. I don't think I've ever woken up to a fix before. :)

Btw, is there any way to remove the white text on the blank MFD? I know it's your branding, but I end up putting the ones I don't use to sleep anyways - with the black MFD blank would be about the same thing. Nit picky I know....Sorry :P

Edit: Now I'm just being attention needy, but the MFDs change a weird grey color if I alt-tab and alt-tab back in. Not game breaking as fiddling with the MFD changes it, but do you know if that's a game engine thing?

I'm not sure how fastidious people are about reporting "bugs," but I hope I'm not being annoying. I understand it's fan work and I really appreciate it.

Edited by took
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Well, I figured out why it wouldn't be a problem on the Mk3. I don't have that cockpit unlocked in career mode yet :). Let's see if this solves the problem!

Yep, looks great, thanks for the quick support. I don't think I've ever woken up to a fix before. :)

Btw, is there any way to remove the white text on the blank MFD? I know it's your branding, but I end up putting the ones I don't use to sleep anyways - with the black MFD blank would be about the same thing. Nit picky I know....Sorry :P

Edit: Now I'm just being attention needy, but the MFDs change a weird grey color if I alt-tab and alt-tab back in. Not game breaking as fiddling with the MFD changes it, but do you know if that's a game engine thing?

I'm not sure how fastidious people are about reporting "bugs," but I hope I'm not being annoying. I understand it's fan work and I really appreciate it.

The alt-tab thing is KSP and RPM so there's not much that can be done there. Usually if you change page it will fix it, or you can do what I do and run the game in a borderless window. Then you can alt-tab to your heart's content. As far as the black screens go, I must've made some mistake there because they are supposed to be blank so I'll look at it. I'm in the middle of playing Wonderful 101 (taking a break to eat) so not tonight, but soon!

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Has Wari had a chance to update his version of the interface?

Updated

I deleted the redundant resource panel.

Add a logo

And change back to the old way to switch to docking camera

I cant check Scansat (the plugin is not updated yet and the non official update breaks the PRM compatibility)

I cant check MechJeb (I could not make it work yet)

Down

Edited by WaRi
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Updated

I deleted the redundant resource panel.

Add a logo

And change back to the old way to switch to docking camera

I cant check Scansat (the plugin is not updated yet and the non official update breaks the PRM compatibility)

I cant check MechJeb (I could not make it work yet)

Down

Whenever you go to the CAM page, you are going to select a camera. Whether or not it's the docking camera is irrelevant, it's just guaranteed you will select one. If you wanted the docking camera, you can do it with one click. If you wanted a different camera, it takes the same number of clicks as it did before. Just food for thought. Though this is why I left the menu page in, as some people may prefer it.

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Me again! :D I have some lovely bugs for you to squish!

Native Vessel View support - fantastic stuff! Jolly good idea as I kept forgetting I had it because it didn't tell me :P Anyway, when I'm on that page, I get a lovely glowing/pulsating green/red effect which isn't present on any other screens. It's not the usual Moire effect I get, it's kinda.. pulsate-y. Fades from the normal black/Moire to the green/red/Moire then straight back to black again. Loops about once a second. Got some pictures for you (kinda hard to time it so you can see the biggest difference, sorry. If you know of any free recording software, I can grab a clip)

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Also, as you can see, the top left corner of the screen contains [x0] which I'm pretty sure isn't supposed to be there.

Still loving this mod, btw! :D

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Also, as you can see, the top left corner of the screen contains [x0] which I'm pretty sure isn't supposed to be there.

Still loving this mod, btw! :D

The other stuff, is bizarre but yes I can clearly see what you are pointing out. I'll have to try it out. The [x0] is a dork mistake, the config should read [@x0] so yeah, that's nice and easy to fix. I also put, what I hope, is a quick fix for the VesselView while I try to figure out why it would do that. It's a stealth update, just download 1.2 again. However, can you give me more specifics on the text on the blank screen? Are you talking about the _ that shows up in the upper left hand corner or is it something else?

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The other stuff, is bizarre but yes I can clearly see what you are pointing out. I'll have to try it out. The [x0] is a dork mistake, the config should read [@x0] so yeah, that's nice and easy to fix. I also put, what I hope, is a quick fix for the VesselView while I try to figure out why it would do that. It's a stealth update, just download 1.2 again. However, can you give me more specifics on the text on the blank screen? Are you talking about the _ that shows up in the upper left hand corner or is it something else?

Little update: Weirdly, turning latency mode off fixes it :|

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I don't know if this is something to do with Vessel View instead (and I just remembered, I have edited the Vessel View settings to turn latency mode off completely, which also doesn't have appeared to work) but yeah.. Odd. I'll redownload VV and your fix and get back to you on that. Also, what blank screen and _?

Ooh yeah, that reminds me, I can't exit out of the settings for VV. Enter changes the values of the settings, Back takes me back to the Mod main screen and Top takes me back to the very main page. Not sure if this this or VV though.

EDIT: All fixed. No problems with Vessel View (thanks! :D), apart from the fact I can't exit the config menu for it. Or can't find the button and am just being stupid.

Edited by ObsessedWithKSP
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EDIT: All fixed. No problems with Vessel View (thanks! :D), apart from the fact I can't exit the config menu for it. Or can't find the button and am just being stupid.

I'll see what is going on there, it is possible VV is trying to use TOP, or BACK and I may have accidentally assigned it to another action. I try to keep the controls consistent across the interface so things like this don't happen, but it may require I tamper with mod integration (this is why the TGT menu uses 9 and 0). My integration of VV was mostly a copy-paste job from the patch the author already written. Just to be clear, I'm glad you bring problems like this. The worst I'll do is look into it and see if I can/what can be done to fix it.

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