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Old 08-28-2018, 06:27 PM   #1
Snax
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Default KSP Countdown display

Hey there !

I wanted to know, is there a mod for a functionnal countdown display ?


I found this one for Orbiter 2010. It's static so I don't think the countdown really works :p


Thanks in advance !


Edit: KSC* for the title, did too much KSP lately :p

Last edited by Snax; 08-28-2018 at 06:57 PM.
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Old 08-28-2018, 07:19 PM   #2
Marijn
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The Falcon9 and FH do have countdown timers. Have a look.
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Old 08-28-2018, 09:10 PM   #3
Snax
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Hi Marijn, are you referring to these ones ?
https://www.orbithangar.com/searchid.php?ID=7091
https://www.orbithangar.com/searchid.php?ID=7139

I have them, there is an audio file for the countdown but no display.
Actually it's not the audio I'm looking for, I can create one by editing videos from the Net.

I'm looking for something like this:
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Old 08-28-2018, 09:23 PM   #4
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Quote:
Originally Posted by Snax View Post
 Hi Marijn, are you referring to these ones ?
Yes. And there is a display. Check this video I made:


---------- Post added at 11:23 PM ---------- Previous post was at 11:20 PM ----------

But it's part of the add-on I guess. It's not a standalone mod. But is shows how it can be done.
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Old 08-28-2018, 09:30 PM   #5
Kyle
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Would actually be a good idea to make a mod to turn that countdown clock mesh into a functional one.
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Old 08-29-2018, 01:33 AM   #6
Snax
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Quote:
Originally Posted by Marijn View Post
 Yes. And there is a display. Check this video I made: SpaceX Falcon Heavy tribute Orbiter Space Flight Simulator 2016 Edition - YouTube

---------- Post added at 11:23 PM ---------- Previous post was at 11:20 PM ----------

But it's part of the add-on I guess. It's not a standalone mod. But is shows how it can be done.

Funny, I thought you made that yourself actually as I don't have the countdown on my end (strange).

Quote:
Originally Posted by Kyle View Post
 Would actually be a good idea to make a mod to turn that countdown clock mesh into a functional one.

It would be awesome ! It's the little details like that that makes you appreciate the job

Btw I did a quick video edit with OBS, using the SSU countdown, I cropped that area and placed it over the clock display and the result is <something>

Alas I'm no coder I can only fake it through videos. At least it's "doable" but not practicle, even for Twitch streamings.

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Old 08-29-2018, 04:40 AM   #7
Marijn
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Quote:
Originally Posted by Snax View Post
 Funny, I thought you made that yourself actually as I don't have the countdown on my end (strange).
I had some issues with this timer being displayed properly. Try a 16:10 resolution if you currently have a 16:9 and check whether that makes a difference.

When I change 1920x1200 to 1920x1080, the timer becomes a solid yellow box..
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Old 09-05-2018, 04:35 PM   #8
dgatsoulis
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Here you go (attached on this post).

Unzip in your Orbiter directory maintaining directory structure.

How to use:

1. Run the Scenario you want, pause and open the Scenario editor.
2. Press "New", select "Timer" from the drop-down menu and name it "timer" (or whatever you want, without the quotes).
3. Place the "timer" vessel wherever you want.



4. Exit the scenario.
5. Open the Orbiterroot\Script\timer.lua file with notepad
6. In the first line, enter the MJD you want the timer to countdown to
Example: launch_mjd = 55278.647452
7. (optional) Enter the name of the timer-vessel you created in the line right below the launch_mjd. If you named your vessel "timer" there is no need to change this line.
Example:
vessel name = timer -- leave the line as it is.
vessel name = display -- change it to: shiph = oapi.get_objhandle("display")
8. Save and exit.
9. Open the Orbiterroot\Scenarios\(Current state).scn file with notepad.
10. Enter the following: Script timer --Under the date, between the BEGIN_ENVIRONMENT, END_ENVIRONMENT lines.
Example:
BEGIN_ENVIRONMENT
System Sol
Date MJD 55278.5004612550
Script timer
Help CurrentState_img
END_ENVIRONMENT
11. Save and exit.

Done. When you run the (Current state) scenario you will have a working countdown display.

It can count from -100 to +100 hours to/since launch, defined by the launch_mjd line in the script.



Have fun, happy orbiting


--------------EDIT-----------------
Attachment removed. For the latest version, please download the file
attached on post #16 of this thread.
---------------------------------------

Last edited by dgatsoulis; 09-08-2018 at 08:28 AM.
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Old 09-05-2018, 05:55 PM   #9
Snax
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I cannot say how grateful I am !

This is so cool ! Thank you a thousand times !

And now Discovery is going to space :D
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Old 09-05-2018, 06:01 PM   #10
dgatsoulis
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No prob, glad you like it.

From the screenshot you posted, I see that I forgot to make the display glow.



If you are using the D3D9 client, do the following.
In your Orbiterroot\Config\GC folder create a file named Timer.cfg

Copy the lines below and paste them there.
Code:
; =============================================
MESH ???
; ---------------------------------------------
MATERIAL 0
EMISSIVE 0.662745 0.662745 0.662745
; ---------------------------------------------
MATERIAL 1
AMBIENT 0.000000 0.000000 0.000000
DIFFUSE 0.905882 0.905882 0.905882 1.000000
EMISSIVE 0.000000 0.000000 0.000000
Save and exit.
It should look much better the next time you run it.
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Old 09-05-2018, 06:25 PM   #11
Snax
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Hi again, I did that and now the countdown is now blocked at the time of loading.
It's also glowing but the rest of the textures are "black"

Here's the countdown after a few seconds of scenario (T-1min)


When I reload the same scenario (current state).scn.
The timer is reloaded at the correct time but still stuck. Any idea how to correct this ?



Thanks in advance !
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Old 09-05-2018, 06:31 PM   #12
dgatsoulis
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That's odd. That started after you created the Timer.cfg file in Config\GC ?
What happens if you remove the file? Does it work properly?
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Old 09-05-2018, 06:42 PM   #13
Snax
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When I remove the Config/GC/timer.cfg file, it's working good again.



EDIT:

I deleted them all, copied them again and now the countdown has resumed.
But the textures are still black. I don't know how to fix this.



Maybe some missing SPEC and NORM textures that are needed ?

Last edited by Snax; 09-05-2018 at 06:46 PM.
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Old 09-05-2018, 06:54 PM   #14
dgatsoulis
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I edited post #8 in this thread and attached a new zip file. unzip in your Orbiter directory and let it overwrite the previous files.

Also delete the Config\GC\Timer.cfg file.

Changes:

-Materials handled by the mesh itself.
-Mesh moved 0.3 meters down, so that it doesn't "float".
-Debug countdown text on upper right corner removed.

Everything should work ok now, please test and let me know if there are still any problems. Sorry for the inconvenience.
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Old 09-05-2018, 07:12 PM   #15
Snax
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Thanks again for your time dgatsoulis !

It is now working porperly !

Day time test


Night time test
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