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Trueborn

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Everything posted by Trueborn

  1. I was thinking of that as well, but was torn between single hottest part and maybe the three hottest parts (three needles on a round temperature gauge). I hadn't thought of putting in ablative material though, that's a nice touch. Those textures look really nice, though I would implement it a little differently. You only need one set of digits, and I would make the colors a part of the background and just cover up the lights with the gray texture as needed. The screws were a nice touch. The only problem is identifying which part is hot. I do know how to get the part name for whichever part is in question, but I'm not sure how I would like to display it without just writing it out in text, which seems anti-steam gauge. Possibly a rocket outline where the hot things turn red when hot, but there is so much variation in designs it could be awkward.
  2. There are biomes on all of the planets as of 0.90 (beta). Thus, custom biomes is no longer required to get biomes on the planets. It is used in some planet addition/replacement mods, but I am no longer maintaining it.
  3. I'll bet its the new tech tree. The HUD wasn't previously available until Advanced Electronics was researched, which might not exist anymore. I'm on a trip right now, but I'll look into it when I get back.
  4. Hmm, yeah, that blurb at the end is quite old now I guess. I stopped including toolbar in the download because the versions weren't synched up together, but at the very least I'll provide a link on the front page.
  5. Toolbar is still required, although no longer included in Steamgauges distributions. Did you have toolbar installed diomeda?
  6. SteamGauges 1.6 is not compatible with KSP 1.0. I'm working on it now, but don't have an ETA for a fix yet. Depends on how much they changed. - - - Updated - - - Actually, that doesn't appear to have been that bad. It certainly hasn't been fully tested yet, but a trial version of 1.7.0 is available here. Let me know if you encounter any bugs with this new version.
  7. That's probably not something I'm likely to implement, although it does sound interesting.
  8. I would need more details. Custom Biomes doesn't do anything with the Kerbin biomes as a default.
  9. Oh believe me, I'm familiar. I'm not sure on the FAR stuff (a.g. actually wrote all that integration), but I can look at it and see whether that data is visible.
  10. It would be possible, although not super useful right now as everything else is currently in meters and associated metric units. I have a Secret Project that actually does allow ground speed readouts in knots, mph, km/h or m/s, but it'll be a while before that's ready for any kind of public consumption. Unfortunately, you have now given me a reason to do an altimeter and VVI, and possibly add the option to toggle between m/s and knots on the air gauge. We'll see.
  11. Ok, here's the new beta version. Multiple control sources are now supported, and I've added a "NAV SEL" button to the nav gauge. Clicking the button will cycle through the available nav waypoints without having to go to the map. If you do activate a waypoint from the map however, the gauge will display bearing, range and ETE for that waypoint until it is deactivated. Please let me know what you guys find out. Download V1.6.1d
  12. I've considered it, but generally I end up deciding I don't feel like replicating the gauge that always sits on the screen anyway. I realize I kind of did that with the fuel/electrical gauges, but you can at least hide those. Anyway, at the moment I don't feel like me making a VVI would add enough to make it worthwhile. Same with a baro altimeter.
  13. It will probably just be a button that cycles through them initially. I'm not sure that I want an entire text line on the gauge, though. Just click until the one that's closest to you is selected. I don't see people having more than four waypoints at any one time being super likely. _Rade, I've managed to resolve the heading issue for alternate command sources. That'll be coming with the next release.
  14. GIMP has an offset command that I think I used initially to get them set up for the old version. Layer->Transform->Offset, or Shift+Ctrl+O. Offset 200 or -200 pixels in the x axis, and make sure wrap is selected. The texture should appear to slide left or right. Try it one way, then the other to see which way is correct, and then fine tune as necessary. Your image editor of choice may call it something different, and MS Paint isn't going to cut it.
  15. Ok, I'll look into where I'm sourcing my heading from. I'm also thinking about adding a "NAV SEL" button that will allow you to cycle between available waypoints instead of relying on the active waypoint only.
  16. You would have to "slide" the texture left (or right) by about 25% of its width.
  17. Unless the "Dmagic science stuff" replaces biomes or adds new science results, then you don't need Custom Biomes at all. If it does replace biomes, and has not updated them since 0.90 dropped, then the biomes files probably need to be updated. KSP changed the way it handled biomes in the latest update, so biomes textures may not require the 90 degree "rotation" that they previously did. Still, all that's up to Dmagic. If you're just using Custom Biomes as a map to see where you are in relation to biomes, don't . Use SCANsat or another mapping mod.
  18. No. In general, I don't support specific mods that add unique features. Even the limited support for FAR was added by a.g. and not myself. If there was a ton of demand for it I may consider it, but it would be tough to integrate into much besides the HUD without making a stand alone temperature gauge. And now something for everyone. Download Version 1.6.1c Download Source This updated beta version fixes a couple of issues described above. Specifically, distances over 999.9 km should now display 999.9km correctly. The nav gauge now displays at all times when selected, not just when a waypoint is active. When there is no active waypoint, the bearing pointer is locked at 90 degrees, distance and time both read 0, and an "OFF" flag is displayed on the left side of the face. Let me know if that location is too bothersome. The bearing pointer may move a little smoother than before. I have changed the draw order for the gauge textures, so that _Rade's alternate image should now display correctly. To get the OFF flag you'll have to incorporate the OFF flag, however. Unfortunately, I could not find any evidence of inverted heading. It may be vessel specific, if your control source is positioned oddly. Please give that a shot, or let me know if you're running any mods that might somehow mess with vessel control or orientation. Please let me know what you find. Enjoy!
  19. I'll have to look at the heading stuff, but it shouldn't be affected by distance at all. There's a chance I'm getting heading in a range from -180 to 180 instead of 0-360, which could be the cause of that error. Sure, I can change the draw order. I don't know that I'll use your graphic (though it looks nice) because in the future I might have use for a CDI of some sort, which would take up space in the center of the gauge. I'll also look at the super long range distances. It is supposed to just clamp to the max value when the point is too far away.
  20. Yeah, I was thinking of an OFF flag for the needle, or cheating and making it disappear Glad to see someone else is still interested.
  21. I have stopped development of Custom Biomes (see above for discussion), though I believe NathanKell will be doing some work to support it for RSS. hunsowboarder: If you are running KSP 0.25 and Custom Biomes 1.7.0, I can't tell you what to expect as it was compiled against 0.90. You can go here to look for old versions. powellmorgan: The new version of KSP handles biomes differently than earlier versions. Previously, an offset was required in the texture (90 degrees of longitude) for it to line up with the terrain. I'm not sure if that has been changed. You'll have to take it up with the biome map's author.
  22. I have released a beta version of SteamGauges that addresses the node gauge issue as well as adds a new gauge, the Nav Gauge. Download 1.6.1b Currently, the nav gauge only appears when a waypoint is selected via the KSP map. There are four main components. The first is the rotating compass card in the middle of the gauge. It rotates so that the active vessel's current heading is always at the top of the gauge. The yellow needle is a bearing pointer that will point towards the active waypoint. To head towards the waypoint, just move the needle to the top of the gauge. In the upper left corner is a block labeled "DME" (distance measuring equipment) that gives the distance to the active waypoint in km. And in the bottom left is a time block labeled "ETE" (estimated time enroute), which gives you the time it would take to reach the active waypoint if you moved directly there at your current ground speed. Please let me know if you have any issues with this version before I release it as a regular release. I'm also wondering if people would be interested in a full time nav gauge as a compass replacement, albeit without the waypoint information.
  23. I have released a new test version of SteamGauges! Download 1.6.1b Currently, the nav gauge only appears when a waypoint is selected via the KSP map. There are four main components. The first is the rotating compass card in the middle of the gauge. It rotates so that the active vessel's current heading is always at the top of the gauge. The yellow needle is a bearing pointer that will point towards the active waypoint. To head towards the waypoint, just move the needle to the top of the gauge. In the upper left corner is a block labeled "DME" (distance measuring equipment) that gives the distance to the active waypoint in km. And in the bottom left is a time block labeled "ETE" (estimated time enroute), which gives you the time it would take to reach the active waypoint if you moved directly there at your current ground speed. Please let me know if you have any issues with this version before I release it as a regular release. I'm also wondering if people would be interested in a full time nav gauge as a compass replacement, albeit without the waypoint information.
  24. It appears to be an issue with the changes to maneuver nodes that were made for the building upgrades. For now, just disable the node gauge and you should be fine. I'll be releasing and update soon, but I'm working on some additional content as well and want to finish that up first (if it doesn't take too long).
  25. I haven't seen that particular bug before. Any chance you could post a log file?
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