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  1. 4kSP 0.1 While most UI elements are scalable by default, the Map icons and ther labels (the orbit apoapsis for example) are not, that makes the game almost unplayable at high resolutions. This Mod scales those things using the stock UI Scale setting. Comparison Image (at 4k resolution): This add on is still in early development so some things might appear offset or incorrectly scaled. It’s also my first add on for KSP, so please feel free to leave feedback so i can improve it. Downloads CKAN Spacedock Gitlab FAQ
  2. Contracts Window + v9.4 Download from SpaceDock Download from CurseForge Alternate Download: GitHub Localization is supported and the following translations are included in the download package: Russian | Chinese | Polish | Spanish | French by @vladimir_v | by @QAQdong | by @Moskit | by @fitiales | by don-vip -------------------- Consider donating if you like what you see here. * Money will not go directly to development or
  3. Trim Indicator version 1.11.0.0 A minimalistic add-on displaying trim values (if they are non-zero) inside the control gauges. By default, shows pitch, yaw, and roll trim. In order to show wheel motor trim and wheel steer trim, change the ShowWheelTrim setting to True in the .settings file. Available via CKAN. Download from github: https://github.com/formicant/TrimIndicator/releases Source: https://github.com/formicant/TrimIndicator License: GNU GPL v3 Version history:
  4. As far as I can tell, it seems to be impossible to make two different instances of the same PartModule class end up having two different min/max ranges for the same UI slider on the right-click context menu. It's acting for all the world as if all instances of the PartModule must share the same min/max values and whichever instance happens to have altered them most recently, those values get used from then on by all the other instances too. (in other words, it's behaving exactly like static member fields on a class would). Here's an example of how I'm trying to dynamically change th
  5. I'm creating a mod that requires a gui or some type of hud menu. Kinda like the gui of extraplanetary launchpads, or any other mod. I have found a gui tutorial on the ksp wiki Here That tells little to absolutely nothing in terms of anything. Could someone please tell me something, or update the wiki page to say something. That would be amazing.
  6. Download on SpaceDock or Github or Curseforge. Also available on CKAN. Alternative Resource Panel (ARP) by TriggerTech An alternate view of vessel resources plugin for Kerbal Space Program Adopted by @zer0Kerbal, originally by @TriggerAu Do not bother @TriggerAu with anything concerning this. Documentation / Manual Documentation Manual Preamble by @TriggerAu: About Basically the Alternate Resource panel displays a view of resources in the current vessel with a bit more clarity. It also lets you see the remaining value in the current
  7. KSP Alternate Resource Panel - Icon Overhaul I saw that KSP Alternate Resource Panel hasn't updated their icons in a long time, while other mods add new resources to the game. So I thought to completely overhaul the icons for those mods that add new resources. If a mod has their own icons, I'll maybe change them, if not, I'll make some new ones. Then I'll write MM configs to add the icon to its respective RESOURCE_DEFENITION. If the modders want to add the icons to their mods, I encourage them to do so. Also I would greatly appreciate it if I then get recognized for that
  8. Hi, When using a maneuver node and the maneuver arrows in the lower left pane, when clicking either the anti-radial or prograde icons they just kept getting bigger and bigger, literally. Attached is a self-explanatory screenshot. The only mod I have is AnyRes.
  9. Upgrades GUI This plugin is a collections of interface tweaks aimed at making the part/module upgrades feature introduced in 1.2 more user-friendly. Note that the plugin doesn't add any upgrades. If you want to have them in your game you need to download other mods that implement the upgrade feature. VAB/SPH part tooltips show upgraded stats The part stats are now updated according to unlocked upgrades. The part cost is now updated according to unlocked upgrades. All module widgets now show the updated stats according to unlocked upgrades. The part upgrade
  10. So, I've got a bit of a problem. 1: I haven't coded since like 0.90, and 2: I need to get myself a dialog box BEFORE the loading screen on launches. That is, execute a function when the "Launch" button is pressed in either the editor or the ksc screens, preventing the loading until the function returns and/or is resolved in another way. For example, the recovery warning when trying to launch with a vessel on pad does this. I merely ask for two things: Is it possible, and if, how. And of course I have the alternative of using onVesselRollout or something, but I really want to do it before the l
  11. What happens when you plug guitar into amp and play it? Well, you'll hear something. And what happens if you put amp's overdrive on max? Guitar will ROOOOCK!!! ..... Ahem... ..... What happens when you start KSP and play it? Well, it shows you some UI. And what happens when you install Overdrive mod? KSP UI WILL ROOOCK!!! How to: Simply merge archive contents with GameData. Depends on UICore. Legal: Source BSD-3 Clause License Cool Overdrive toolbar icon was created by Flaticon and licensed under
  12. Hopefully minor one, but irritating in the R&D centre when you look at an upgrade node there is a little block of icons to the right showing the parts, so far so good, however since these icons are all the same size would it be possible to pinch a few pixels vertically to show two full rows, so when there are six icons or less there is no scrolling - currently the bottom of the second row exceeds the window and triggers the scroll bar.
  13. currently there are a number of action menus that can be opened, some have a lot of wasted space and others require scrolling. would it not make a bit more sense to have the ones with wasted space reduce their vertical height? plus for the scrolling ones - if there is the screen space, open them so they do not need to scroll - this is mostly an issue where you are scrolling just to see one extra line. e.g. there are 9 lines of text, you can see 8 of them and scroll to read the last one, when there is a lot of empty space below the window
  14. I remember this being the reason I gave up playing KSP on my iMac a year or so ago, and it seems the bug hasn't been fixed yet. In the VAB or SPH (but also sometimes while flying an active craft as well), the buttons are rarely clickable (they highlight, but clicking has no effect, sometimes it helps to hold the mouse button down for a few seconds, sometimes it doesn't), the scroll bar on the parts panel seems to get stuck to the pointer and not be able to click off it, the camera randomly spins and changes angles without warning, it's basically impossible to build anything. As soon as you lin
  15. Hi there, Could enhanced scanning be an option that can be toggled both on and off - for it seems to limit me more than help when I'm stuck with a FoV between 160 - 170 rather than having options to zoom close into the surface. I can certainly see the the upside but just so if say I have a RoveMate on a planet surface but I want to have a closer look at something in the Kerbnet screen I can disable enhanced scanning for a moment to allow me to bring back down to 5 deg FoV then I can switch it back on once I'm done.
  16. Hey there, Could we allow the M4435 Narrow-Band Scanner to toggle its scan displays for both biomes and terrain along with ore? I believe this used to be a feature and think should still be a feature otherwise how can you scan terrain when you have a manned craft without having a probe body on it just for the sake of scanning, seems silly to me. Thoughts?
  17. Hi! okay so i'm just gonna admit I've been away from KSP for about 6 months but nothing has changed much since i was gone. so i thought 'why not mod my install and get to playing again?' so after i installed 63 mods of my liking, being careful to make sure it loads after every mod i install, i finish and think 'huh time to play' then relise i can't see any of the parachutes in the part list. i check utilities and checked everywhere else... then i checked the part list by tech number/level and lo and behold i can see the parachutes again. so i can see them in the "
  18. Hey guys, First time using forums so I'm sorry If I violate any rules. Basically I have an idea for a plugin that I'd like to see but I really don't know how to make it, I assume it's simple since its only a GUI. So should I just say the idea here and hope someone will make it or what? Help a fellow explorer Thanks in advance
  19. So I started a thread over in the Add-On Discussion forum and I am realizing that it might have been better to ask here if I want some responses from actual plugin developers, so here is the short version: Idea: A mod that creates a UI window with the tech tree in it similar to how it appears in the R&D building, but you are able to move parts around between different nodes, you can then save the layout and it will generate a MM patch file that will change the techRequired for the parts to the nodes you put them in, or just a log file that you could use to make a MM patch. For a
  20. Hi fellow KSP players, I'm trying to find a way to assign keys on the my keyboard to control the SAS, for exemple, i'd like to assign a key to select the PROGRADE, and an other one for RETROGRADE, so i dont need to use my mouse to click on the GUI button on the left of the navball. Is there a mod out there that does that ?? Is there a third party software that can link an area of my screen with a hotkey ??? Did anybody did that before ? any suggestion ?? Thanks a lot in advance Chris
  21. I was wondering which SI prefixes KSP uses in game, and are there any that are skipped? I ask because I know it skips km on your altimeter... (I'm so wrong! i guess I must typically timewarp from LKO to any other body and never noticed Km before! LOL ). It just goes from counting hundreds of thousands of meters and then rolls over into, if I recall correctly, Megameters. After that, I know I've seen Gigameter measurements before in the map views. Does KSP skip any other units than km, or is it just that one unit that gets skipped? I think I recall seeing km used in map view for distance to ta
  22. Pretty simple. Say i have a craft in orbit and I forgot what parts I had set to auto-strut, or am not sure what part is considering "heaviest" or "root" part. Or maybe I get concerned about setting off an auto-strut kraken attack and would like to quickly see what parts have auto-strut set - without clicking on every single one? Thanks.
  23. Problem 1 I use a DialogGUIButton and an image (weird target sight) to create an image button (code). However, the resulting button is not quite what I desire. The default state of the button is missing the button texture while the highlighted state is missing the image. It acts as if the button texture is changed instead of overlaying multiple textures. Can anyone figure out why it does this? Problem 2 This image is explicitly set to 32 in both width and height (code) but the resulting image is stubbornly more than 32 in width as shown in the above picture (the green
  24. Not so much a question as a public service announcement for anyone else that, like me (unless I'm the only one), missed a blindingly obvious part of the GUi that makes life a lot easier. I can't believe that I only (accidentally) discovered yesterday that a simple right click on any of the markers that appear on orbits on the map screen (eg periapsis, ascending node etc) and the value remain visible. Previously I've been scooting back and forth between the marker and maneuvere node I'm adjusting.
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