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KaiserSoze

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Everything posted by KaiserSoze

  1. That was fast! Thank you Regarding experiments its more tricky. I want to filter labs and/or experiment sensor. Sensors would be easy: they have experiments but no crew. I'm looking at the labs parts either form stock and from other mods. It's not done with the same part module as the other experiments, so should be easy to make a filter. I want to create a filter with all the science part excluding the part that only have crew report (but I think I can do that using the crew filter). My only problem would only be IF there is one part that need crew and has also more experiment: labs. So its kind of tricky. Because currently there is no way to do that. Even if you create the experiment type filter. Also I think there would be very little part under this definition (experiment are either unmanned or use they own part module). So don't bother with this, yet.
  2. More suggestions. - Crew capacity (in order to distinguish between probes and manned parts) - Science Experiments. Since pretty much all manned parts have the crew experiment at least being able to extract those from all the other modules (labs if manned, experiments if not)
  3. You cann't Maybe you want to try Filter Extensions in combination with Quick Scroll
  4. I have a few suggestions. I', messing a little with the cfg in order to create more filter and subfilters in a similar way that they created by part catalog. that means: - Cold it create dynamically subcategories based on part?. I'm just think on 2 cases, but I think could useful. Create a subcategory for every type of engine (based on propellant) and for every storage. this subcategoriues should be ONLY in the correspondent category (engines, storage). That way we can create filter for those which have control and create icons for them, but it could create more for any other type of engine and/or storage that any other mod uses. And use a default icon for them. - I'm creating custom categories (sorry no release yet, just playing around). But I find that it would be VERY useful to have someway to create a fast subcategory including EVERYTHING that is in the subcategories that are included in that category. This "default" or "all" XXXXX" subcategory should be the fisrt in the list. Right now I'm creating them manually. But a hard work with a lot of potential to create mistakes (I have to manually inlcude all the filters all the other subcategories). If this is to much maybe a way to cerate a way to make a filter by reference. That way I just have to create the all subcategry and make reference to the others category. And If I change them...they will be changed also.
  5. You probably have repeated filter for an older installation. A few versions back filters where in a different folder (000_config_and_icons). Also you may have been creating and/or copying filters in a different folder. check for it.
  6. Ok, I though something similar and that is why I was trying to create main categories filters. So I can have subcategories there without having too many. Still no decided how I like it, so not commit on those.
  7. I will try, but I've decided to use different icons. Black for unselected and white for selected, so in the end it wouldn't matter. (It cannot be done automatically beacuse some icons still have some hint of color, like the propelent for the engines). btw I've noticed some cfg filter have been deleted. It was on purpouse? (mono engines, girder, struts, launchclaps). I have no problem since I can duplicate them in a personal folder, but just bringing this to your attention if it was done by mistake.
  8. Remove temporarily one of the icons named "_selected" on the filterbymodule and you will see what happens. The icon get blurry until you selected. The problem is that the game (not sure if its you plugin or the coregame) asumes that if there is only one icon it uses that icon for the selected status and a variation of that icon for the unselected status. That variation seems to be putting the icon in a format purely B/N and also with no transparency. Meaning pixels partially visible fully black, hence the blurry (not the best word to describe it). The result is that the shapes gets bigger and overlap a little: not the intended rsult. Anyway, easier to test for yourself than explain. However, as I said a solution is simple: always include both icons (unless the original was already a purely B/N icon, which mines never are)
  9. I just created icons for the mods I use, since I do not like the "?" icons. But feel free to ask for more icons if you want me to add them. Since you said you are going to do it I won't do firespitter and ASET mods until further notice. But anyone else willing to add a new icon for mod just include a request here with a link to the forum page for the addon (if there is no mod icon means I do not use and I could need the forum to get information and maybe a hint of inspiration for the icon). Also while I have a made a few icons, many of them are reconversion (resizing, recoloring) from the icons already made for PartCatalog. I also try to use the own mod flag if they have someone. So, a big part of the merit should be in blacknecro in toerti. - - - Updated - - - Also one tip regarding the creation of new icons: I highly recommend create both icons "icon.png" and "icon_selected.png". If there is no selected icon the engine uses the icon with the name as "_selected" and creates a new one bases on the other. This new one is purely a black/white icon so it misses degradation and which is more important it misses partial transparencies. Therefore the result is icon that looks blurry until selected.
  10. Seems to be a bug with that and with resource icons. Once its fixed you will not need even a cfg file. Just to rename the icon with the same name as the partmodule.
  11. well, if you go to the config folder of the mod, you will the the cfg files. If you see, they are named in the same order they are loaded by the game. So if you rename them the way you prefer it should be reorder in the game once you reload it (need to restrat ksp to reload)
  12. Right now they are created using cfg files. Not by hand. Should be pretty easy to do that using those files, but you will need to edit the filter by hand. You can rename the filter to start with numbers. They loaded in the same order they read by the plugin, so if you rename them they are loaded in a different order. Be careful, however when you install new releases.
  13. Could be. 1920x1080 here . Anyway I think Crzyrndm has already fix this for next release and names will not have spaces. Regarding the name of the icons themself, not much I can do. If other mods have spaces I have to keep them for the autoloader.
  14. Mmm, I have ATM and have no problems with icons being blurry, maybe it's because I don't have it on agressive. However I support the naming suggestions and also CKAN integration. Regarding filters and cfg. I think we have already too many. I will create new main categories and include the already created subategories (good work btw) in them for clarity. Similar to the way PC worked in the past. I was thinking in one for engines (different propellant variants), one for electrical related (generators, batteries, solar panels) and one for ground elements (legs, wheels, landing gears, chutes). Any other suggestion on this issue? I will also make a cfg for chutes because if people doesn't have realchutes installed they will not see that subcategory, which is a pity. Those are my plans for today - - - Updated - - - Only things that I miss right now are a check so no empty categories/subcatefg are shown and maybe a search box. For the first issue I will try to have a look ate the cfg and try to MM the best way I could to simulate that. I'll see can I do. For the second...my programming abilities are a little rusty so, while I may have a look at how it could be done I don't expect much advance on my side.
  15. I have quick scroll installed and works nice http://forum.kerbalspaceprogram.com/threads/95168 I'll do my best to add icons for the new subcategories since I'm almost finished with my mod list. Didn't realize those files could also be modified with MM, thats great.
  16. Icons sent, along with cfg for more mods. Not sure about the one for squad (vanilla). For me it's useful to keep track of the original parts, but not sure about others. Checked the mod names and seems to load them fine, so not sure about the issue with folders that include "_" in their name. I realize that the filter just ignores everything after "_", but once I named the icons with that in mind I had no more problems. Not sure what have you touched in that area. Regarding your solution about not automatically adding subcategories to mods I agree with you. Until (If) there is a way to skip empty subcategories I think its the best solution. I doubt tomorrow I could follow you tight schedule of releases. You really are improving this.
  17. Probably I will have to rename a few thing. I named the icons taking into account the issue with "_"
  18. wait for the releasi..I have more icons I have to pull
  19. Great I'll test them rigth now. I'm also adding big mod to the general mods categrory. For my personal use I have also added Squad Folder, because once you have too many mods like me sometimes is good to have the vanilla part somewhere. - - - Updated - - - Found the issue with tweakscale. In the latest version it has a dummy part. It seems its required for it. Part doesn't exist really, but since its a part cfg file the autolader puts tweakscale as a "mod_with_parts". However when the mod is selected is emty. I don't see any possible solution unless the mod is removed via black list. If later on you change the filters to load their parts before they are clicked you may add a check for empty (which also could happen in sucategories filters). I, for once have no hurry with this issue, it's no big problem for me. Just informing of the situation.
  20. Not required to be manually. The autoloader replaces manufacturer with mods folder. So in the folder for that mod you have all the part with no more subcategories. For small mods that's more than enough I think. For bigger mods I agree with people that suggest that the custom filter should not only apply to f(X) category but also to the mods in the general menu (B9, NFT, USI). I prefer that, even if at the moment that means some subcategories will be empty mods are big, but not have everything). Since a lot of people is playing with cfg files (which I like and find very useful) I will keep my self to the icon section and refrain from stomping or duplicate others work. For now at least .
  21. So it seems. I hope to finish tomorrow my mod icons. Also will have a look at your config files, probably will make a few changes so they use icons I have yet to create (USI will have icon based on the flag Roverdude made once I scaled it down and make it with transparencies)
  22. I just saw your commit (I was curious about where you were going to put the list ) and have the same though when I saw it . Why didn't I think of that?. As a matter of fact the MM patch is the white list. Elegant in its simplicity and very easy to update if required
  23. Good work. I don't like the white list idea (too much work and could get outdated), but it seems the only way. Hopefully not many modders will use the "none" category for parts that they actually use. I'll do more test about tweakscale to find out why I'm having this (could be some mod incompatibilioty on my side). If I can narrow it I'll raise an issue, otherwise don't bother.
  24. Real chutes parts are not showing in the autoloader for mods. Tested with only RealChutes installed and still happening. Could it be that all the parts start with "RC_"? (the part are loaded normally in utilities category) Also tweakscale have category but no part, the mod itself has no part so thats ok. But it also has a lot of cfg files so maybe thats the reason the autoloader thinks its a modpart. (maybe one of them is causing something strange)
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