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Trueborn

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Everything posted by Trueborn

  1. There will be a button in either the top right corner, or wherever toolbar is. If you don't have toolbar installed, you might have to change the config option <bool name="UseLauncher">0</bool> to 1 instead of 0. That's in config.xml in the CustomBiomes/PluginData/CustomBiomes folder. I'll try to make sure the next release defaults to the launcher for those who don't have toolbar.
  2. The log file isn't reporting actual biome loads at the moment, so the only way you can tell for sure if the biomes are loading is through the custom biomes UI.
  3. Download Steamgauges 1.5.6 Alt Download You may now download the release version of Steamgauges 1.5.6. Curse should be up in a bit, but the alternate download works now.
  4. From that description, I can't tell. Open up the Custom Biomes UI, and you can look at the maps to see if biomes are loaded for other than the three default ones.
  5. Download 1.6.6 I have released version 1.6.6 of Custom Biomes. This fixes the problems some users were having under Linux where the mod would load correctly, but no actual biomes were loading. As usual, let me know if you encounter any issues. Alternate download and source code links are in the original post.
  6. You say you're using RSS files? They might have some more information over on their thread. Otherwise a screen shot showing both the biome map and SCAN sat map might be helpful (for a location other than KSC). Are you having the same issue on other planets as well?
  7. KSC itself is also something of a special case. There isn't a KSC biome, and yet you clearly get unique science results there, so it's a little different for some reason. As for RSS, I don't use it so I can't help you out there. When you leave KSC and go elsewhere, are you getting more accurate readings, or is it still wildly off?
  8. Unfortunately, that's a problem with how KSP is resolving the biomes near the borders between two biomes. Mainly, it is because the maps are a little smaller than it could be, and also how it appears to interpolated between two colors. The moral of the story is, biomes aren't super precise, and Custom Biomes isn't really a mapping mod. For actual mapping, I suggest SCAN Sat.
  9. So I did end up putting it on Curse, and unfortunately its been getting a fair number of downloads, so expect the patched version there as well as here (link on the first post if your search-fu is broken). Alternate downloads will remain on OneDrive until/unless I eventually put stuff on GitHub like everyone else.
  10. Thanks. I'll try and get it fixed tonight.
  11. Yeah, I wasn't quite sure when he was changing directories exactly either, but it worked for him I guess. In the mean time, maybe send him a private message asking what (exactly) he did, but I assume that somewhere I'm making some Windows file system assumptions when I shouldn't be and it's breaking under Linux. Unfortunately I don't have a Linux box to test on, so it is a bit of trial and error when fixing these things. I'll try to look into it tomorrow. Is anyone using this successfully under Linux? And Khargee, could you let me know what your directory structure (path to KSP.exe and CustomBiomes.dll) is like? Thanks.
  12. I have released a new test version of SteamGauges! Download 1.5.6a This version adds two options to improve readability of the HUD. First is an option to use a different color for the numerical data in the center of the HUD. It is a new option in the options menu, and you can set it to any color you want. The opposite of your main HUD color offers the most visibility. The second is a new VVI gauge to the right of the altitude tape. It offers a visual indication of vertical speed from +600 to -600 m/s, as well as a digital readout below the scale. The tick marks are at 50, 100, 200, 300, and 600 m/s. Please let me know if you have any feedback before I release this as a full version. Source Code
  13. Have you also made sure that Toolbar is installed? If it isn't installed, SteamGauges won't run. It should have been included in the download, as a 000_Toolbar folder. If Toolbar is installed, then the SteamGauges button is probably hidden. Find the toolbar when you are in the flight scene, and click the little arrow to get the menu to show up. You want to "Configure Visible Buttons" and then make sure the SteamGauges icon is checked. It looks like a little gauge. If none of this is working, it might help to upload your ksp.log file so we can see if you're running into an error somewhere. <break> I have released a new test version of SteamGauges! Download 1.5.6a This version adds two options to improve readability of the HUD. First is an option to use a different color for the numerical data in the center of the HUD. It is a new option in the options menu, and you can set it to any color you want. The opposite of your main HUD color offers the most visibility. The second is a new VVI gauge to the right of the altitude tape. It offers a visual indication of vertical speed from +600 to -600 m/s, as well as a digital readout below the scale. The tick marks are at 50, 100, 200, 300, and 600 m/s. Please let me know if you have any feedback before I release this as a full version. Source Code
  14. Tip for flying level: Just center the prograde marker on the horizon. That is easier said than done of course, but it takes some of the guesswork out of it.
  15. From your description, it sounds like the layout of the HUD isn't perfectly clear for you, so here is a labeled image that might help: None of the additional displays are showing on the left hand side, but I hope they are labeled clearly enough. Just to the right of them is the speed tape. The circle with a line indicates the vessel's current speed. It is the same speed that the navball would display (orbital, surface) if it is visible, unless the air gauge is set to EAS. At the bottom of the speed tape is a ground speed readout. This is the horizontal component of the surface speed. Below that is a mach readout (above a minimum value, in atmosphere only). To the right of the speed tape, and dominating the display, is the pitch ladder. It roughly replicates the navball. The wide, unlabeled line is the horizon, short lines are 5 degree increments, and medium lines are 10 degree increments. Dashed lines are negative pitch, solid lines are positive. At the top of the pitch ladder is a bank indicator. The top of the arc is vertical, if the diamond is at 3 o'clock, you are rolled 90 degrees right, etc. In the center of the pitch ladder is the "W" which represents the direction the nose is pointing. The prograde/retrograde marker will also be displayed indicating the actual direction of movement. To the left of the "W" is a digital readout of speed, and to the right is a readout of altitude above the vertical speed in m/s. At the bottom of the display is a compass, displaying large lines as 10s of degrees, and small lines as 5 degrees. To the right of the pitch ladder is the altimeter. It displays your MSL altitude (above sea level), initially in hundreds of meters, then thousands of meters. Below this is a radar altitude, which displays actual height above terrain. To the far right of the display is a throttle gauge (intended for IVA use), and a thrust to weight indicator. Above this is a status display that will tell you if landing gear is extended, lights or brakes are on, or an engine is overheating. Here is what I would be trying for if I did a VVI off to the side of the altitude tape: The needle moves to point at the vertical velocity, with a digital readout below. The scale for the tick marks would be 50, 100, 200, 300, and 600 m/s. I could also do a straight analog VVI, but that would just end up duplicating the stock UI, which is why I haven't done that.
  16. One of the things on my to-do list is to make the entire HUD wider, which would result in the entire central information block being freed from interference from the pitch ladder. Unfortunately, that isn't something that I'm going to get to in the super near future. And currently I don't have any plans for the HUD to be configurable (any more than it already is). And by off to the side, do you mean a second HUD scale along the side of the altimeter? That may be an option (although it isn't present in the HUD I'm basing this off of, neither is a lot of other stuff!). I'll have to see how much room I have on that side of the HUD.
  17. Thanks for bringing that up! Compressing the textures would probably make the mod unhappy, yes. Glad you got it solved.
  18. The HUD is not available in career mode until "Electronics" is researched. I should probably mention that somewhere more prominently... After that, Alt-H or the buttons will pull it up.
  19. Unfortunately, ScienceDefs.cfg does not work with custom biomes. I believe this is because of the order things are loaded in. There is a sciencedefs like functionality built into Custom Biomes, however. Inside the biomes set folder (Custom Biomes\Plugin Data\Custom Biomes\Basic) you'll find ScienceResults.txt. This file has the same type of information as ScienceDefs.cfg. Feel free to add to it. Some day I'll include some more entries in the release.
  20. Looking forward to seeing how it turned out! Here's a little more detail on the biome loading process. Once a set is selected (which is of course, just a folder in the mod's directory), the mod looks at each celestial body loaded in the game. It then tries to open a definition file for each of those bodies. If the file exists, it looks for the texture file. The current biome for that planet is then overwritten with the new information. That's why loading the "Disable" set doesn't do anything: it's just an empty folder. The "Empty" set is a set of correctly named, but empty definition files and black textures. Hopefully that makes sense. So for Raven to release a biome set that only contained Kerbin, he would make a folder named, say "Raven" and include KERBIN.att and KERBIN.png. Alternately, he could copy the "Basic" folder's information and include that with his Kerbin info.
  21. Which biome set are you loading? If you are trying to load "Disable" while "Basic" is loaded, you won't notice any change. This is because there are no biomes to load in the "Disable" set. If you load the "Empty" set, you should see the new biomes disappear. At least that's how it behaves for me. Let me know if that's not the behavior you're experiencing. Download 1.6.5 Version 1.6.5 fixes the bug where a GUI button would still display even if the GUI is disabled via the config file. Download Source
  22. But it scrolls! Yeah, Blizzy's is still superior in several ways. SteamGauges, for example, will still be using Blizzy's for the time being because it kind of button spasms, and I like the ability to put them all in a folder. I'll plan on releasing the new version tomorrow, just in case anyone finds anything else.
  23. Hrm, I hadn't checked for that, I guess. As a workaround, try disabling the UI and stock in the config (ie, both 0). *edit* I have fixed it so the dummy buttons won't show up with the GUI disabled, but I'll wait a little while before releasing it for sanity's sake.
  24. Download 1.6.4 I promise this is the last update for at least...3 days. Unless there's another bug. Or KSP update. Or it rains. This version fixes the bug where stock toolbar buttons were duplicating after scene changes, and makes toolbar optional. If you would like to use toolbar, make sure it is installed and then launch KSP. In the Custom Biomes menu, go to the second tab (Default Sets), and click the button at the bottom to toggle between Blizzy's toolbar and the stock application launcher. The switch will occur on scene change. Source Code
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