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Halban

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  1. Right, but let’s not discourage anyone from sharing their opinions about Space Dock in this thread.
  2. It's implied in their post that they don't have the necessary skills to improve Space Dock, and you've mentioned in this thread once already that Space Dock is open source. It's great that Space Dock is open source, but I think it's important to remember that users can still have valuable ideas despite not being able to contribute directly. And I'm sure that no one making suggestions here believes that you or anybody else currently working on Space Dock are under any obligation to implement or respond to their suggestions. Thanks for your hard work on the site.
  3. The user experience on Nexus mods is not great: download speeds are capped, it takes two clicks to download anything, you are made to wait 5 seconds before each download, they host ads, and they offer a premium service. Space Dock has none of that, but there are some features of Nexus Mods that Space Dock could benefit from such as the ability to see what’s popular in a given time frame, download buttons that associate with your mod manager, and a gallery of screenshots on each mod page. I suppose that’s more of a user’s opinion but as a modder the user experience is what ultimately matters to me. A wider audience would be nice but I think the popularity of the game is much more of a factor than where the mods are hosted; there are lots of games on nexus mods with very few mods available.
  4. What does this mod do? UI Scaler is a temporary mod that allows you to change the size of the game's user interface via a slider in the settings menu. This is handy if you're playing on a bigger or smaller than average monitor. The default size is 80% of the original, but you can set it to anywhere between 60% and 120% of the original size. As soon as the built-in UI scaling option is online I will be discontinuing UI Scaler. Please let me know about any bugs until then! Dependencies - BepInEx via SpaceDock: https://spacedock.info/mod/3255/BepInEx for KSP 2 - Space Warp via SpaceDock: https://spacedock.info/mod/3257/Space Warp Installation 1. Open the game folder by right-clicking on the game in your Steam library, selecting "Manage," and then clicking "Browse local files." 2. Install the BepInEx mod loader: https://spacedock.info/mod/3255/BepInEx for KSP 2 3. Install the Space Warp plugin. Space Warp is a library on top of BepInEx that makes modding KSP2 easier: https://spacedock.info/mod/3257/Space Warp 4. Download UI Scaler, open the zip file, and drag the included BepInEx folder into the game folder. __________________________________________________________________ Download SpaceDock: https://spacedock.info/mod/3291/UI Scaler Github: https://github.com/Halbann/UIScaler/releases __________________________________________________________________ Source The complete source for UI Scaler is available on Github: https://github.com/Halbann/UIScaler License UI Scaler is distributed under the CC BY-SA 4.0 license. Read about the license here before redistributing : https://creativecommons.org/licenses/by-sa/4.0/
  5. What does this mod do? Lazy Orbit is a simple mod that allows you to set a vessel's orbit, land it on a surface, or teleport it to another vessel via a simple GUI. Open the GUI by clicking the button in the app bar (or press ALT+H), select a body and an altitude, and press Set Orbit. Great for testing and modding, don't use it for anything nefarious! Dependencies - BepInEx via SpaceDock: https://spacedock.info/mod/3255/BepInEx for KSP 2 - Space Warp via SpaceDock: https://spacedock.info/mod/3257/Space Warp Installation 1. Open the game folder by right-clicking on the game in your Steam library, selecting "Manage," and then clicking "Browse local files." 2. Install the BepInEx mod loader: https://spacedock.info/mod/3255/BepInEx for KSP 2 3. Install the Space Warp plugin. Space Warp is a library on top of BepInEx that makes modding KSP2 easier: https://spacedock.info/mod/3257/Space Warp 4. Download Lazy Orbit, open the zip file, and drag the included BepInEx folder into the game folder. __________________________________________________________________ Download SpaceDock: https://spacedock.info/mod/3258/Lazy Orbit Github: https://github.com/Halbann/LazyOrbit/releases __________________________________________________________________ Contributors - Halban (aka Hatbat) - XYZ3211 Source The complete source for Lazy Orbit is available on Github: https://github.com/Halbann/LazyOrbit License Lazy Orbit is distributed under the CC BY-SA 4.0 license. Read about the license here before redistributing : https://creativecommons.org/licenses/by-sa/4.0/
  6. @DocNappers I've made a pull request with a series of tweaks/fixes/new features aimed at improving the user experience and versatility of pathing mode: https://github.com/BrettRyland/CameraTools/pull/4 The changes make creating complex paths much easier. Mainly it's easier to adjust rotation at different points in the path without affecting position, smoothly extend paths, make fine adjustments to keyframes and quickly preview changes to different sections of the path. Here's an example of a path that would have been incredibly difficult to make without the changes. @EndAllFilms What about Camera Tools do you find hard to use?
  7. Seems to work fine during Menu/Time Control pause by moving from FixedUpdate to Update and changing Time.Time to Time.unscaledTime. Might experiment with switching between paused/unpaused mode based on the check you mentioned, unless you've already started on it. EDIT: It also seems to work while the game is unpaused or running in slow motion with Time Control. The path speed stays the same while moving between different slow motion rates, which is quite handy. This might mean that everything could be moved to Update permanently, unless I'm missing something?
  8. Thanks for writing such detailed responses to my suggestions. Compared to Slerp (the default), Component mode can sometimes cause the camera to rotate in unexpected ways (opposite angles, flipped normal) between highly disparate keyframes, such as keyframes facing towards each other. This has very rarely been a problem for me in practice. If you were to implement something similar to Component mode, linear interpolation could be kept as a fallback for people who need higher accuracy. Slerp is very similar to the linear interpolation in Camera Tools. Squad mode is erratic and was probably just added out of curiosity. Your ideas about paused pathing seem promising to me; I don't see why using Update, and a real time delta time and clock wouldn't work if physics aren't doing anything. Though that's probably because I don't know enough about Unity and KSP. After reading your message I checked Time Control's config and found an option called 'CameraZoomFix'. I tested with this setting disabled and paths played in slow motion with no issues. Stationary and Dogfight seem to work fine too. Now I feel an idiot for asking you to support Time Control, but it's great to find that it actually works. Pause doesn't work as the path speed is proportional to the slow motion but even 1% speed works well.
  9. Here are my suggestions in order of increasing complexity (I think), baring in mind that this is a wishlist and I understand that some of these probably aren't worth your time. Prevent pathing/stationary from starting automatically. The current behaviour seems to be to start automatically when switching between modes. This seems inconvenient to me; I'm not sure if it's a bug or a feature. Improved interpolation based on Kerbcam's component mode. Camera Tools has never had completely smooth interpolation between more than two keyframes, regardless of interpolation rate. Kerbcam's component mode does this really well for rotation, and the default Kerbcam position interpolation also appears to be completely smooth. Playing paths while the game is paused. The increased frame rate when physics is paused would be immensely helpful for recording high part count scenes. The current behaviour is to freeze with an offset camera. Support for Time Control. Expanding on the previous suggestion, playing paths (or using any mode) while using either the slow motion or pause features in Time Control would have the same benefit of increased frame rate as well as introduce the ability to film slow motion paths/stationary/dogfight shots. The current behaviour for Pathing mode is to play the path at a speed proportional to the slow motion with working rotation, but with position stuck in an offset position. Current behaviour for stationary mode is working rotation, with camera position remaining stuck in an offset position relative to the vessel. If you do decide to implement any of these, please let me know if I could help in any way.
  10. Hi Doc, Thanks for supporting Camera Tools. I understand this version is mainly about improving Dogfight mode, but would you be willing to take some suggestions on improving Pathing mode? I'd completely understand if you'd rather spend your time working solely on Dogfight mode.
  11. Everyone still hoping for news: look at the last visited. He's *probably* not dead.

    1. Satellitefanatic

      Satellitefanatic

      He is held hostage by GMI 

  12. Hey man, I've been watching some of your youtube stuff.

  13. Should be fine. I try to play to the strengths and weaknesses of craft in the series. If a craft has a limited range then it's going to have a limited range in the show too.
  14. Still here buddy! Haven't played KSP in a while but check the forums every so often. Trying to get something together for Christmas right now. After that there might still be the possibility of that video I promised. Pretty funny how long I've been saying I'd make that... Seeing as though I'm posting I thought I might as well share this.
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