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Posts posted by Halban
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@Fizzlebop Smith I'm not sure what you mean as Zoomer doesn't do anything in the VAB, it only works in flight. And I'm not able to replicate any of the issues you described with reseting the camera. Perhaps you're confusing Zoomer with another mod?
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What does this mod do?Zoomer brings back the old zoom and panning functionality from KSP1’s flight camera.
- Hold ALT and move the scroll wheel to zoom.
- Hold the middle mouse button and drag to pan.
- Press the middle mouse button twice to reset the camera.Zoomer also hides part outlines when the UI is hidden.
Zoomer doesn’t have any affect on camera controls in the VAB, it’s only relevant to the flight camera.
Dependencies
- Space Warp + BepInEx via SpaceDock: https://spacedock.info/mod/3277/Space%20Warp%20+%20BepInEx
Installation
Open the game folder by right-clicking on the game in your Steam library, selecting "Manage," and then clicking "Browse local files."
Install Space Warp + Bepinex if you haven't already:
https://spacedock.info/mod/3277/Space%20Warp%20+%20BepInExDownload Zoomer, open the zip file, and drag the included `BepInEx` folder into the game folder.
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Download
SpaceDock: https://spacedock.info/mod/3570/Zoomer
Github: https://github.com/Halbann/Zoomer/releases__________________________________________________________________
Contributors
Source
The complete source for Zoomer is available on Github:
https://github.com/Halbann/ZoomerLicense
Zoomer 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/ -
20 hours ago, haydne said:
mod doesn't work whatsoever when i click paint nothing happens. don't download this for the sake of your life because you might try hurt yourself or others after downloading this addon
Standard disclaimer that Lazy Painter won't turn you into a mindless automaton with the insatiable urge to harm others, at least it won't until I activate the built-in kill switch.
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On 10/31/2023 at 2:53 PM, edusaraiva said:
I was curious this works with other mod parts besides stock? like restock or restock+.
Lazy Painter doesn't provide the painting function, it's just an interface around Textures Unlimited and whichever packs you have installed from TU Recolour Depot. If the depot has a restock pack then it should work, I don't believe it does though
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On 8/4/2023 at 9:48 PM, Zelda said:
Thanks for the speedy reply! I sort of assumed that it was by design given the challenge of trying to support modded parts, which can be subject to change and implemented in a variety of ways.
To answer your question, when playing with Realism Overhaul, the majority of the parts used are procedural, such as fuel tanks, probe cores, batteries, etc, and most have (or can have depending on texture) multiple sections. That results in the majority of my vessels having multiple sections. LazyPainter applies colors to every section, so after using it you need to go back and individually edit each part to update the other sections that were overwritten. So honestly I'm not sure LazyPainter is saving me much time with my RO save.
That said, I think it works great in my closer-to-stock game, where it does save a huge amount of time. So I get why you made the decision to focus on that. I tend to recolor more in RO, so if you do end up ever supporting that, I'd be grateful! I understand though that supporting a variable number of sections across parts would be pretty challenging / problematic, so I'd totally understand if you weren't wanting to take that on.
I can definitely see the use case there. How would you imagine it working from a UI perspective? I'm guessing that, between different mods and the stock game, section number, naming and order are arbitrary; so I don't feel like there's a really good way manage the section colours for multiple parts at the same time through the same window. Be good to hear how you think it could work.
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@Zelda Thanks! The lack of support for individual sections is by design, at least for the moment. The target for Lazy Painter is painting the bodies of large craft quickly, so I didn't think I would be saving people much time with a feature that usually only affects parts that only appear in limited numbers like engines/cockpits, compared to the time it would take to design and implement the feature. I didn't anticipate what kind of modded parts might use sections though. With the kind of craft you're building, do you feel it would save you a very significant amount of time to be able to paint all the procedural tanks in one go?
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25 minutes ago, HebaruSan said:
So should we add the current version as-is, requiring TU instead of TURD, or should we wait for a new release? It sounds like the former to me, but better to check first.
Yes, the former, that would be perfect. Thanks very much for reconsidering.
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14 hours ago, Dakitess said:
That's nice !
So i've not tried it yet, but is there a button to make a whole craft recoloration ? I mean, a RolePlay corporation would have the same color affected to the Red Green Blue part separation, and so it would be one click to actually recolor a craft.
I've just done an update that adds ctrl+A to select all parts.
8 hours ago, HebaruSan said:Hi, since we received a pull request to add this to CKAN, I wanted to let you know that TURD can't be added to CKAN because it's hosted on Google Drive, which presents the files as a web page that the user has to click in a browser to download, so automated tools (like CKAN and its infrastructure) can't access them. Since TURD is a dependency of this mod, it unfortunately can't be added either. We can revisit this if this mod ever drops the TURD dependency or if TURD changes its hosting arrangements. Cheers!
Thanks for letting me know. Would you be open to reconsidering if I removed the dependency? This mod isn't particularly useful without TURD, but TU is the only strict runtime dependency. This mod will work fine in a scenario where the user doesn't have TURD but they do have another set of third party TU paint masks/configs like the BD one. I just refer people to TURD because that covers all the stock parts. It would be great to have this mod kept up to date with CKAN if possible.
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1 hour ago, Dakitess said:
That's nice !
So i've not tried it yet, but is there a button to make a whole craft recoloration ? I mean, a RolePlay corporation would have the same color affected to the Red Green Blue part separation, and so it would be one click to actually recolor a craft.
Thanks, I'll add a keybind to select all parts. Probably A or ctrl+A.
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On 4/17/2023 at 5:53 PM, daddydante88 said:
I love the detailed at this mod allows me to add to a craft. The ability to paint each section of a part is wonderful. My question is, what is the most effective way to paint an entire craft instead of having to load the profile on each individual part?
On 4/21/2023 at 6:39 PM, Manwith Noname said:@daddydante88 The current most effective way is to use the save and load pattern buttons on each part. It would conceivably be possibly to program an "apply to all" sort of logic in to the base TU plugin but it's not something that exists and I suspect it is unlikely to unless I learn C# and a whole load of best practices.
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The main, second and detail colours in the COLORS block can be set to anything configured as a colour preset but you would need to do this prior to loading the game. You can find colour preset files in the base TU folder or in amongst the recolour files for a reference to create new ones or find appropriate existing ones to assign.I've made an alternative UI for Textures Unlimited that tries to solve this problem. Be great if you guys could give me any feedback on how it's working for you and any ideas for improvements.
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What does this mod do?
This is an addon for Textures Unlimited that provides an alternative UI designed for colouring large numbers of parts simultaneously.
Click on individual parts, types of parts, or groups of colours to make simultaneous adjustments in a single window where you can toggle recolouring altogether, toggle secondary and detail colour slots, edit hue, saturation and value or RGB, change material settings, and save your favourite colours into TU's existing preset system.
Check the '?' menu in the top right of the window for a list of controls. The important ones are:
Click to select.
- Hold shift: add parts to the current selection.
- Hold control: select all parts of the same type.
- Hold control + alt: select all parts of the same colour.
- Alt click: copy that part's colours to the palette.Dependencies
- Textures Unlimited Recolour Depot (TU included):
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Download
SpaceDock: https://spacedock.info/mod/3415/Lazy Painter
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Credits
@Shadowmage for Textures Unlimited, upon which this UI is based.
@Manwith Noname for Textures Unlimited Recolour Depot.
Source
The complete source for Lazy Painter is available on Github:
https://github.com/Halbann/LazyPainterLicense
Lazy Painter 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/ -
I'm modding KSP1 and not KSP2 at the moment because I'm not playing KSP2. There's no reason to mod a game that you don't play, and KSP2 has less players than KSP1, so it would follow that there will be less active modders.
- KSP 30-day average player count: 1771
- KSP2 30-day average player count: 273
KSP2 has had 15% as many players in the last month.
- New KSP mods on Spacedock in the last month: 9
- New KSP2 mods on Spacedock in the last month: 3
KSP2 has had 33% as many new mods in the last month.
So my response to this survey, as well as @schlosrat's open letter, is that you shouldn't worry about it. KSP2 modding is doing great proportionally and will grow as the game itself grows. A better question might be "why aren't as many people playing KSP2?", which has been answered ad nauseam. -
3 hours ago, BritishRailBlue said:
Hello! I've followed the installation guide and Lazy Orbit shows up in the app bar, but when I click it nothing happens (Same with Alt+H). I've deleted all the Spacewarp/BeplnEx files and tried again, with still no luck. Is there anything I've missed? Thanks!
Hey, I'm not supporting Lazy Orbit anymore, at least not until I find myself playing KSP2 again. Somebody else has updated it for the latest Space Warp version under the name Lazy Orbit Boosted.
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8 minutes ago, BobStewart said:
Is the height to be specified as absolute altitude or relative to current ground, ASL or MSL? Thanks again!
Again, it should be height above terrain (AGL if you prefer), though I can't confirm that because the function itself is built into the game and I haven't played in a long while.
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34 minutes ago, BobStewart said:
How is landing supposed to work? I used the orbit positioner to set an orbit around Mun which worked fine. I then tried to land on Mun using the default parameters in the dialog box and promptly crashed. What altitude would you suggest I use for a landing? Thanks! PS: Nice mod, gives me mechjeb vibes!
Thanks, the mod is just an interface for the game's built-in cheat functions so I can't really tell you why it's crashing. Perhaps you could try a higher alitude first, allow it to finish loading, and then land at <5m. The altitude should be height above terrain, I can't quite remember, I haven't played in a while.
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It's still working on Patch 2 for me. I'm not sure what to suggest, sorry about this. Perhaps something in Space Warp has changed that I'm not aware of. When I have some more time for modding I'll investigate it. If you could upload your full log in the meantime that would be great.
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I've just verified that Lazy Orbit works with KSP2 0.1.1.0 and Space Warp 1.1.1. If you're having any issues then I recommend removing BepInEx, SpaceWarp and Lazy Orbit, and to go back to the first step of the installation instructions.
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4 hours ago, VITAS said:
@Halban I imply that we (thats one person developing and on running the code) dont have any resources to implement those suggestions even if we find them great ideas. I also believe that everyone can learn if he/she wants something to exist.
Right, but let’s not discourage anyone from sharing their opinions about Space Dock in this thread.
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1 hour ago, VITAS said:
@Mitokandriafeel free to commit the necessary code to add all the features you dream of
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.
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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.
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Intercept added a UI scale setting to the game. You don’t need this mod anymore.
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 WarpInstallation
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 Space Warp + BepInEx: https://spacedock.info/mod/3277/Space%20Warp%20+%20BepInEx
3. Download UI Scaler, open the zip file, and drag the included BepInEx folder into the game folder.
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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/UIScalerLicense
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/ -
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
- Space Warp + BepInEx via SpaceDock: https://spacedock.info/mod/3277/Space%20Warp%20+%20BepInEx
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 Space Warp + BepInEx: https://spacedock.info/mod/3277/Space%20Warp%20+%20BepInEx
3. Download Lazy Orbit, open the zip file, and drag the included BepInEx folder into the game folder.
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Download
SpaceDock: https://spacedock.info/mod/3258/Lazy Orbit
Github: https://github.com/Halbann/LazyOrbit/releases__________________________________________________________________
Contributors
- Halban (aka Hatbat)
- XYZ3211Source
The complete source for Lazy Orbit is available on Github:
https://github.com/Halbann/LazyOrbitLicense
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/ -
I'd like to be Halban please. Thanks!
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@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?
[Obsolete] UI Scaler v0.1.1 - Change the size of the game's user interface
in KSP2 Mod Releases
Posted · Edited by Halban
Yes, this mod was made obsolete pretty quickly by Intercept. It’s completely unnecessary now and won’t receive any updates.