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About Galenmacil

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  1. Hello cakepie. Sorry for the lack of information in my initial post. Here it goes: - Texture settings are set to maximum quality. - Running KSP 1.7.0 on Windows 10 64 bit in DirectX 9 (DirectX 11 rendering shows the same problems by the way) - Log file is here: Also, here is another toolbar rendering sample this time showing more mods exhibiting the same "problem": The smudging found on the last line is very similar to how unBlur render the buttons in this case.
  2. Hello to both of you! I am here to, unfortunately, report a "problem" with the combination of Blizzy toolbar and Unblur... As an image is worth a thousand words, I invite you to take a look at this one: The image is at the actual display size of the in-game toolbar icon at 24x24. On the left, you see the rendering in-game with the previous version of Blizzy Toolbar (the one without Unblur), in the middle, you see the original texture source and on the right, you see the rendering in-game with the latest version of Blizzy Toolbar + Unblur. The three images are taken from lossless source: Direct to memory screenshots and PNG files. Take a close look and you will see that Unblur is doing something fishy with lossless PNG image. In fact, the result is the same as if the PNG was converter to DDS with DXT5 lossy compression enabled. So I am assuming this is what Unblur actually does for PNG texture: It convert them to DDS before loading them up. Hardly an improvement, UI wise, as far as clarity is concerned. Suppressing the Unblur DLL cause Blizzy Toolbar to fall back to "KSP style app" buttons using slightly larger resolution images, effectively disabling itself. It would be great if, for more advanced users, we could at least decide to use it or not. I am going to revert back to the previous version for now but I am just letting you know. Thanks.
  3. While doing a total rewrite of the filter extension configuration, it came to my attention, and not sure if this is related to the above mentioned problem, that the following config excerpt: TLDR (yeah, I do no like doing that but...) To simplify subcategory and filter association, FilterExtension could use an additional entry called "title" that would behave just like it does for part: name = Name_Used_To_ID_This_Entry title = Text shown in the game editor icon = Image displayed in the game editor
  4. You could also use the following ModuleManager Patch: @PART[*]:HAS[@MODULE[ModuleResourceConverter_USI]]:AFTER[UmbraSpaceIndustries] { @MODULE[ModuleResourceConverter_USI],* { @name = ModuleResourceConverter } } @PART[*]:HAS[@MODULE[ModuleResourceHarvester_USI]]:AFTER[UmbraSpaceIndustries] { @MODULE[ModuleResourceHarvester_USI],* { @name = ModuleResourceHarvester } } @PART[*]:HAS[@MODULE[MKSModule]]:AFTER[UmbraSpaceIndustries] { !MODULE[MKSModule] {} } Just copy and paste the blue text into a file named "USIPatch.cfg" into the "GameData" directory of your KSP install. This patch reflect the actual changes made to the source at GitHub of a yet to be released version of the mod.
  5. Just adding my thoughts on the subject here: PNG, BMP or TGA bitmap images needs to be flipped vertically before getting converted to any "Direct Draw Surface" (DDS) format. Usually, image processing programs like GIMP or PhotoShop do this internally. However, command line programs like CRUNCH or NVCompress don't so this is the responsibility of the user. When viewed in Windows 10 as a thumbnail in a folder, DDS will appear upside-down. This is normal and a good way to know if the textures is correctly converted to DDS. Also, KSP really is using two types of DDS format: DXT1 and DXT5. What is the difference? DXT1 = Texture with no alpha channel encoded as RGB at 8 bit per channel. DXT5 = Texture with an alpha channel (i.e. Transparency, or some normal map) encoded as RGBA at 8 bit per channel. DXT5 format generate bigger files, obviously, so it is only recommended to use it when necessary.
  6. Wow! And to think I managed to play in the past without that mod... Unbelievable. Awesome jfrouleau!
  7. It works in 1.7.0 but Kerbal Inventory System support is broken: You can assign inventory part to a Kerbal but once you take control of it, inventory is empty...
  8. Well, using CKAN to install the mod, the listed version is Opening the downloaded archive and browsing to the following file: .\RLA_Reborn\Parts\Structural\struct_various\small_decoupler_stack.cfg Excerpt from said file, line 25: [...] category = none [...] Looking at the same file from the Github repository shows the exact same thing. I know this is a minor problem but it had me searching for a while, in the game editor, why I could not find the "TR-1V Stack Decoupler" to complete a contract... There seems to be some confusion as to what was actually included in that latest CKAN release.
  9. Hello linuxgurugamer. I believe the first point causes said small decoupler ("RLA_small_decoupler_stack" AKA "TR-1V") to be absent of any categories in the editor... Perhaps changing to the "Coupling" category instead? I am using the Filter Extension mod. I can still find it under the manufacturer tab (RLA) but it took me a while to figure it out. Thanks a lot for all you do for KSP!
  10. You are right: Picking it up is not a good idea. I was more thinking about Translation, Rotation and Reroot tools...
  11. While making a complex, very small probe yesterday, I realized that this mod could benefit from a feature where, when you click a part in the list, it becomes the "active" part in the editor. Why? I think it would be really great to be able to select a part that is behind/under another one. Currently, I use WASD Camera to do this: I move slowly very close to the overlapping part until it "clip" through the camera, giving access to the part behind/under it... That is, yet, another request... As always, thanks for everything you do for the KSP community.
  12. linuxgurugamer: Thanks for being such a crucial part in the puzzle that is KSP modding. Not sure if you read that one so I'm posting here:
  13. Not sure if you could, perhaps, take a look at this issue: Minor one... But still.
  14. Since no one posted this here: Yes, it works with KSP 1.3.1. I tested enabling/disabling it and coloration effect works.