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[1.0.4][WIP][IVA,PLUGIN] ProbeControlRoom 1.0-beta10a - IVA All the things! - NotSoShaky


Tabakhase

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@LomasAtorian: It's a problem with the internal space(control room model) in the alpha, I tried it with the alpha version and my station exploded too(Hooray for quick save).

Tested a few times with the new mission control, sent a kerbal in and out of the space station, and it didn't explode.

So you can conclude that the next version doesn't have this issue. :D

I'm really missing this mod. Since I had to remove it because of the EVA exploding thing I have several probes with cameras that are only useless mass and continue launching slightly overweight probes hoping my control room is rebuilt soon.

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This is a great plugin. I had everything working correctly. I upgraded ALCOR (0.75), RPM (0.14), and ModuleManager (1.5.6) plugins. Now none of the monitors appear. I've tried uninstalling and reinstalling ProbeControlRoom without success. Any suggestions?

Thanks.

Have you tried deleting the RPM folder and then reinstalling?

I'm really missing this mod. Since I had to remove it because of the EVA exploding thing I have several probes with cameras that are only useless mass and continue launching slightly overweight probes hoping my control room is rebuilt soon.

I'll see what I can do in the next couple of days. Maybe get a test version out. :)

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"Have you tried deleting the RPM folder and then reinstalling?"

Thanks. I removed RPM, now it's working. I haven't really had a chance to try putting it back in to see if it's a conflict or just something wrong on my machine. I'll try to do more testing with everything in a fresh sandbox install this weekend. I'll let you know if I find any problems.

Thanks!

PS. Once this is officially released, I think it's going to be extremely popular.

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I spent some time testing. The monitors disappearing problem appears to be related to Kerbin Shuttle Orbiter. The shuttle package includes everything the authors need to for their MDFs to function out of the box. This includes Hyomoto (MDF), JSI (RasterPropManager), and a few other plugins. Once the shuttle has been installed I can make the control room work again by deleting and reinstalling MDF and RPM. The thing I find oddest about this is that I can't make the shuttle MDFs work even with a clean install with nothing other than the shuttle (not your problem, but curious).

Looking forward to the next release. :)

Thanks!

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Incredible work!

I've always wanted a control room interface for vessels. This looks like it can deliver the mission control experience.

--

Had a problem with it, but seems to be working after removing & replacing JSI. Looking forward to trying this out.

Edited by Meatsauce
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This took a while, mainly because I'm distracted with work, but here's a public beta of the new internal space: Mission Control.

Please use this version mainly a test version(though it is suitable for normal gameplay).

Remove any previous version before installing.

This mod requires:

ModuleManager http://forum.kerbalspaceprogram.com/threads/55219) >= 1.5.5

RasterPropMonitor http://forum.kerbalspaceprogram.com/threads/57603

SCANsat http://forum.kerbalspaceprogram.com/threads/55832-PLUGIN-PARTS-WIP-SCANsat-terrain-mapping

Download

Download ProbeControlRoom 1.0- Public Beta

Please post any suggestions and bug reports in this thread.

Credits

Christian 'Tabakhase' Hackmann - Plugin

Albert VDS - Models, textures and RPM cfgs

This mod uses an edited version of Hyomoto's Multi-Function Display and Mihara's example MFD.

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This mod uses an edited version of Hyomoto's Multi-Function Display and Mihara's example MFD.

Can you expand on what the ramifications of this are? I'm already using a modified version of Hyomoto's displays for my manned missions.

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Can you expand on what the ramifications of this are? I'm already using a modified version of Hyomoto's displays for my manned missions.

This mod has it's own display menu files, edited versions Hyomoto's displays and RPM examples, and doesn't interfere with Hyomoto's displays or RPM examples displays.

All manned IVA's retain the RPM or Hyomoto displays and menus.

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I love the new control room. I used it to send a couple of probes to minus entirely in IVA. It worked great. I do have two suggestions.

The lighting on the desk (monitors) is too dark it is very difficult to read the monitors at times. Perhaps small lights under the top of the dash shining down?

I found that on a longer voyage, I really wanted to change the main monitor from the default map display to an orbital display. Adding an additional set of controls for the wall monitor would be very nice.

Great job. Thanks!

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Will it be possible to use the wall mounted displays for things other than ScanSat and camera's?
I found that on a longer voyage, I really wanted to change the main monitor from the default map display to an orbital display. Adding an additional set of controls for the wall monitor would be very nice.

How about an overlay for the big monitor for orbital information and a part for a PFD, both which can be enabled/disabled.

The lighting on the desk (monitors) is too dark it is very difficult to read the monitors at times. Perhaps small lights under the top of the dash shining down?

Alright, the lighting needs be worked on anyway. :)

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How about an overlay for the big monitor for orbital information and a part for a PFD, both which can be enabled/disabled.

Alright, the lighting needs be worked on anyway. :)

Could you put a side desk with keypad controllers for the wall monitors to allow us to display which ever RPM screens we want on the wall monitors?

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Hey,

Excellent job on the Mission Control!

I was tinkering around and here are a couple minor things that might throw off some of the users: D menu (target), the Target and Intrc button don't have a key map legend (keys 9 & 0 respectfully). Same with B menu (resource) the Helper and Total buttons. On the beta release, older Hyomoto version, new version is out, minor tweaks (ground and orbital velocities were swapped). You seem to be using the modded Hyomoto in the screenshot above so it should be fixed in that version (I use that one as well). These were only really minor visuals that more experienced users won't have a problem with. I do have a couple of requests though: 1) The keyboard for 3rd monitor on the left has the 9 and 0 keys obscured by the throttle handle when at full throttle, moving the throttle towards the users might alleviate the problem (well throttling back does, so the user can work around it while also displaying a screen that doesn't require the 9 & 0). 2nd request: I was looking at putting a vessel viewer screen on the Big Screen, but all the buttons on the big screen are in use. Would it be possible to add one more "Auxiliary" button so we can switch between Big Map and (insert another screen of choice)? If done right the user could just flip between say...Big Map, Vessel Viewer, and maybe that orbital graph request on of the other posters had mentioned above. I suppose I could try and re-route the "T" (track) button to the "back" button, but I kind of like it the way you put it in. Thanks for listening to the suggestions, and the mod is extremely well done!

Later, like a few hours....Ok I'm a bit confused on how to implement changing the "T" button to do a context redirect. I tried to make it go to the Vessel View plugin (I copied/pasted and edited the VV plugin Page from the deskscreen to the mapmonitor file), but I can't get the T-button to do anything other than its intended purpose. As for the throttle thing, is the format for moving it in the internal spaces file is z, y, x?

Edited by LomasAtorian
Question
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PROP

{

name = throttle

position = -0.08911409,0.3145442,0.2524545

//OLD position = -0.06911409,0.3145442,-0.1472232

rotation = 0,-0.7071068,0,0.7071068

scale = 0.5,0.5,0.5

}

puts the throttle on the left hand side of the main keyboard and keeps it clear of any buttons.

KerbMC001_zps19c43a61.jpg

I also changed out the map screen with another deskscreen because...I could and I wanted to be able to use it even if I didn't want to put a maptraq on my satellite.

Here's the location info for the swap:

//New Middle Display

PROP

{

name = DeskMonitor

position = 2.901475,0.846285,-0.166285

rotation = 0,0,0.15,1

scale = 5,5,7.2

}

// Old Map Screen

//PROP

//{

// name = MapMonitor

// position = 2.901475,1.296285,0

// rotation = 0,0,0,1

// scale = 1,1,1

//}

Edited by LomasAtorian
update w/ pic
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Ok for those who are interested in replacing your camera monitors with Desk Screens: copy/paste into config file named "MissionControl". Put this in GameData\ProbeControlRoom\Spaces\MissionControl

INTERNAL

{

name = MissionControl

MODEL

{

model = ProbeControlRoom/Spaces/MissionControl/MissionControl

}

PROP

{

name = AbortButton

position = -0.07868934,0.3266176,-0.2779789

rotation = 0,0,0,1

scale = 0.4,0.4,0.4

}

PROP

{

name = throttle

position = -0.08911409,0.3145442,0.2524545

//OLD position = -0.06911409,0.3145442,-0.1472232

rotation = 0,-0.7071068,0,0.7071068

scale = 0.5,0.5,0.5

}

PROP

{

name = MainKeyBoard

position = -0.05098461,0.308185,-0.04486959

rotation = 0,0,0,1

scale = 1,1,1

}

PROP // NEW Monitor Upper Left

{

name = DeskMonitor

position = 2.778075,1.765765,1.540995

rotation = 0,-0.12,0.25,1

scale = 3.2,3.2,3.2

}

//PROP OLD Camera Upper Left

//{

// name = CameraMonitor

// position = 2.978075,1.765765,1.540995

// rotation = 0,0,0,1

// scale = 1,1,1

//}

PROP // NEW Monitor Lower Left

{

name = DeskMonitor

position = 2.778075,0.726841,1.440995

rotation = 0.01,-0.12,0.1,1

scale = 3.2,3.2,3.2

}

//PROP OLD Monitor Lower Left

//{

// name = CameraMonitor

// position = 2.978075,0.916841,1.540995

// rotation = 0,0,0,1

// scale = 1,1,1

//}

PROP // NEW Monitor Lower Right

{

name = DeskMonitor

position = 2.778075,0.726841,-1.759309

rotation = -0.01,0.12,0.1,1

scale = 3.2,3.2,3.2

}

//PROP OLD Camera Lower Right

//{

// name = CameraMonitor

// position = 2.978075,0.916841,-1.959309

// rotation = 0,0,0,1

// scale = 1,1,1

//}

PROP // NEW Monitor Upper Right

{

name = DeskMonitor

position = 2.778075,1.765765,-1.959309

rotation = 0,0.12,0.25,1

scale = 3.2,3.2,3.2

}

//PROP OLD Camera Upper Right

//{

// name = CameraMonitor

// position = 2.978075,1.765765,-1.959309

// rotation = 0,0,0,1

// scale = 1,1,1

//}

PROP

{

name = DeskMonitor

position = 0.1022738,0.3429039,0.1662014

rotation = 0,0,0,1

scale = 1,1,1

}

PROP

{

name = DeskMonitor

position = 0.07912356,0.3429039,-0.4949669

rotation = 0,0.1305262,0,0.9914449

scale = 0.9999996,1,1

}

PROP

{

name = DeskMonitor

position = 0.1022738,0.3429039,-0.1652111

rotation = 0,0,0,1

scale = 1,1,1

}

PROP

{

name = DeskMonitor

position = 0.07912356,0.3429039,0.4820604

rotation = 0,-0.1305262,0,0.9914449

scale = 0.9999997,1,0.9999999

}

//New Middle Display

PROP

{

name = DeskMonitor

position = 2.901475,0.846285,-0.166285

rotation = 0,0,0.15,1

scale = 5,5,7.2

}

// Old Map Screen

//PROP

//{

// name = MapMonitor

// position = 2.901475,1.296285,0

// rotation = 0,0,0,1

// scale = 1,1,1

//}

PROP

{

name = TopMonitor

position = 2.86691,2.45358,0.4559102

rotation = 0,0,0,1

scale = 1,1,1

}

PROP

{

name = TopMonitor2

position = 2.86691,2.45358,-0.8171447

rotation = 0,0,0,1

scale = 1,1,1

}

MODULE

{

name = JSIInternalFlagDecal

transformName = Plane

}

MODULE

{

name = JSIInternalFlagDecal

transformName = Plane_001

}

}

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Here is a pic:

KerbMCMoniters002_zps4a77578c.png

This should hold you over until when/if the mod authors want to change the wall camera/map displays to multiple functions.

The keyboards sticking out are only because that's the way the DeskScreen model is done. I don't have a modelling program, otherwise I'd be tempted to change them.

@Albert: If you could recommend a model editing program for KSP I'd probably be happy to give it a shot in order to make these screens a bit more aesthetically fitting on the wall.

Edited by LomasAtorian
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So a big request is having more freedom with the wall monitors.

I have an idea on how to have the buttons/keyboards for the wall monitors placed on the desk.

Only need to see if it works out well enough.

The keys for the map monitor could be placed on the main keyboard, requiring a redesign.

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