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  1. I've been following the UI Creation Tutorial here on the forum and I'm stuck on the "Exporting the Asset Bundle" section. I really do not understand what they are talking about. Are there any video tutorials for this? I'm a very visual learner and this section literally makes no sense to me. I do not know where the Asset Compiler Window is, I do not know what they mean by prefabs, and I don't have any clue what they mean by the second bullet point. Any help is appreciated, please help!
  2. The almost surely closely related issues (which always occur around the same time)are: 1. Celestial bodies vanish in map and Tracking Station 2. Either only the skybox and the foreground UI is visible in the KSC screen, or the ground is entirely black, the Sun and the Mun is invisible ,there is no spreaded light in daytime and the buildings are shown as holes in the ground through which the skybox is visible. 3. Crafts are invisible, whith the exception of highlights. 4. The game sometimes crash when launching a new craft. When this happens, I constantly get the de
  3. Hello all cosmonauts! This is my first post in the community, I hope to post this in the right place. I'm a graphic designer, and I've worked on some mods for other games. But KSP is my passion and I would like to collaborate with the community. I decided to do some tests for an improved interface in the graphic aspect, without intervening in the size, functions or positions of the elements, just perform in reskin of the interface. (especially for QHD and 4k) Seeking to unify unnecessary colors to decrease unnecessary visual complexity, and also make those long trips to Elo mo
  4. Hello, sorry in advance. I know maybe is a stupid question but someone know where this info comes from? I have a bunch of Mods so I can't differentiate if it's from a mod or from the original game. The thing is I don't know how I activate this (if is not a bug) and I want to hide it. Thanks & regards!
  5. Hello folks! Based on the warm response of my last Experiment on a possible Tweakables Redesign (Result) , I decided to take another take on a bigger experiment! The idea was to redesign the Flight HUD, by polishing existing UI and respecting the original project (aka: don't reinvent everything). My approach was: Adjust the balance between skeuomorphism and flat design, adding a bit of texture but removing overused bevels effects. Improve usability by working on clear affordance. If you can drag, press, toggle... Differentiate it in a consistent way. More con
  6. Disclaimer: Hey devs, don't take this as criticism. I know how regular people usually are clueless about how complex things are beyond the surface of a development process... This is just for fun, peace ✌️ Hello folks! I work as a full-time UI/UX designer, and something that grinds my gears is how a super complex game as Kerbal Space Program lacks a good interaction design foundation in some parts. I'm always worried about how hard is the learning curve for newbies... To understand how basic things work. So, I decided to give a little bit of love back to the community by doin
  7. Disclaimer: I am not an expert on this, the following is just what I have discovered. Some of this information is deduced based on empirical observation of KSP / Unity behavior. There's only fragmented info out there re: how to set up UI textures. Hopefully by organizing this information together will help put an end to blurry fuzzy UI woes and nasty hacky workarounds. Plugin authors: This will hopefully explain why your buttons/icons/etc are a horrible mess and what you should do to avoid it. Part modders: This does not really affect textures you use in models, but may be
  8. It is not possible to scroll through long lists like before by simply hovering the cursor over a list and holding the right stick downwards to scroll down. Details: Platform -> Xbox Version -> Latest update 31/03/2019 without Making History DLC (I'd suggest that the version number be displayed in the main menu screen or the settings screen!) Control Preset -> Cursor or Radial Steps to reproduce: Have the active control preset as Cursor or Radial; Be in control of any vessel; Hover the cursor over the controls app (Top right of the scre
  9. While I play KSP, I sometimes listen to music,so , I have to leave the ksp windows to check chrome or others. When I do this, usually there is no problem but sometimes my UI(navball, toolbar, etc.) Changes in size to, I'd say, a half. I'm using KSP 1.6.1 and the following mods(all installed and updated by ckan): -AirplanePlus -Atmosphere Autopilot -Attitude adjuster -B9part Switch -B9 procedural wings modified -BDArmory Continued -BetterBurnTime -Better Crew Asignment -Click through blocker -CommNet antenas info -Community category kit and
  10. I can not change the body in the new DeltaV tool in the VAB. When I try to open the body list by clicking on the Kerbin button or the arrow right next to it first after entering the VAB the list will show up for a split second but the tool will close immediately. When I click that button again (after reopening the DeltaV tool) the tool stays open, but the body list doesn't appear. KSP 1.6.1 (english) Windows 10 64bit Steam installation
  11. I seem to recall that a long time ago, someone suggested a simplified part selection UI. The gist is that instead of having to pick from tens of different but similar-looking fuel tanks, you just pick any fuel tank, right click on it, pick the length and radial size, and the part changes accordingly. Kind of like tweakscale, but the part actually switches to another part instead of simply altering the size of part. It's also not procedural parts, because it uses the parts already in the game. Now that part variants are a thing, I think this is not too far off. It could be like that, but w
  12. This is 1.4.4 related issue only, it never happened on 1.4.3 or any prior version. When I play and go to VAB or SPH, then press ESC instead of Quit button, the game shows the Save/Load/Settings/Quit menu on the screen, which is OK. Now, pressing ESC while the menu is displayed will hide the menu, but will not return the game to its normal state. Some controls are enabled, but quit doesn't work in SPH or VAB anymore, the right mouse click doesn't rotate, the Build/Actions/Crew assignment buttons are disabled, the Switch editor type does nothing, I can't pick any new parts, save the cr
  13. While I found the stock missions in the Making History DLC fun at first, I am getting more and more frustrated with the poor way in which the objectives are communicated to the player, so you end up having to do several play-throughs just to learn what they really wanted you to do. I'm always having to read through the info panels on the right with a sharp eye to catch the places where the descriptions don't match the real objectives. Rather than go over all of them, here's one simple case where I got really confused for a while: The game doesn't explain why you failed a mission. It to
  14. Hi, I have heard Kerbal is the most difficult, unintuitive and hardest game to learn ever and I wanted to give it a try. Now I opened a window with a right click (that weird goo container) and uhm.... how to close it? I CANT! I tried everything. Pressed every key, clicked everywhere, but I can only drag and pin it. I can't close it! I have now spend 30 minutes trying to close this window, but the only way I found is reloading a save game! This is REALLY the hardest game I have ever played. Please help me! I want to see at least a bit more of it before I give up on this game
  15. I play KSP on a smallish monitor (1440x900) and when I go to the settings menu with a lot of mods installed, the Accept / Cancel buttons disappear off of the bottom of the screen and I have to restart the game in order to exit the menu. In order to change settings I have to move my computer to another room and plug into a 1080p tv. Just the restart takes 45 minutes when you have that many mods. Would it be possible for someone to mod the game such that the Accept and Cancel buttons be fixed in place on the UI rather than dynamically reposition depending on how many mods are installed.
  16. I'm finding the M4425 Narrow-Band scanner to be next to useless as the colours it uses for it's UI do not have enough variation (It's displaying 12.5% with exactly the same colour as 15.13%). I imagine it would be fairly simple to add some controls so that you can tell it to restrict it's output to a narrow band (*cough* *cough*) of values to get a decent spread of colour variation (would also be nice to stop it using fluro pink and green). Is there a mod or even just a way to modify settings to improve the readability of the UI scanner? I'm assuming that the problem might start with th
  17. I like changing the UI scale to fit my needs, but Kerbal Engineer and Mechjeb's buttons and HUD seem a little out of proportion for me. So, is there any way to change their sizes? KER's HUD really doesn't fit in with my UI scale. An option to have KER's HUD align with my UI scale would be nice, but are there any current solutions for this? Mechjeb's drop down menu is also nice, but at the same time, out of proportion with my UI scale. Pretty much the same situation as KER but with Mechjeb. So (for the fifth time), is there any solution to the proportions of
  18. Hello everyone, first post here and i find myself with a little issue, i was tinkering with some mods and after installing FAR this ( http://imgur.com/a/LEjyL ) orbital info appeared on the screen, which is kind of obstructive. I've since unistalled FAR but the UI element is still there so my guess that was not the issue. Anyone knows which mod or setting I need to disable? this is the modlist, all mods are installed with CKAN. https://pastebin.com/UvsN5meJ Thank you all in advance. If you need any more info just ask!
  19. Hey guys, totally new here so I hope I'm doing this right, but... In the VAB, I find many times I need to change the focus of the COG indicator in order to place certain parts like a reaction wheel, or mono propellant boosters on different parts of my ship. I was wondering if you guys could develop a way to change the focus from just the main part of the ship to other parts of the ship. For example, I have a payload of a lander that is attached to my main ship until it is decoupled, and then reattached to the main ship via docking. I would like to be able to focus on the lander in the VAB
  20. I'm trying to go through the unity ui creation tutorial. And after some problems, I could install the asset compiler. But I've some questions: 1) after creating a new panel with all those elements on it, I had the possibility to select or create the asset bundle into which I want to add this panel (directly in the little window that shows the raw sprite used for the panel in the right lower corner of the editor) ... but, that's gone now. I cannot change it or set it for other elements. Why? ... I guess it's called "Asset Labels" ... 2) ... (and that's probably the main question): The
  21. Hi devs! Thanks once again for the wondrous never-ending time-sink that is KSP. =;o} I build a lot of VERY asparagated ships. My current one has 26 stages, and the bottom stage has all 25 pairs of engines, plus the one in the central core, *PLUS* the additional radial-mounted engines on many of those stages, all firing at launch (This is because I'm trying to achieve orbit from a launch at the KSC with the gravity hacked to 10G... Good game, good game. =:o} ) This means that stage 26 shows up in the staging UI as a stack of 30 or 40 engine icons, each of which represents a single pair o
  22. I'm trying to build a small UI with a popup dialog showing an error message. Now, the UI shows (GUILayout. Horizontal/Vertical and things like that used) and then at the end I do this if(bError) PopupDialog.SpawnPopupDialog(...) and the dialog with my error messages is shown behind the rest of the UI. What am I missing? How is the z-order defined? I didn't find anything about that... but, to be honest, I've no idea what I have to search for... Any ideas what's wrong?
  23. Whenever the "analog" funds display is shown it is pushed left once by a grey box, this is on all scenes where it is shown. Clean install, no mods, new game, no past saves or crafts. build id = 01586 2016.10.11 at 12:55:15 CEST Branch: master output_log.txt
  24. As the maneuver node system is a core element of KSP I think there can be some improvements: Currently the system gives very minor information about a planned maneuver there is the direction indicator on the navball which is only useful to align the vessel, but not really for planning, the dV required which again is only useful for execution of the maneuver. The only information for planning a maneuver is the resulting orbit. A very useful feature would be a dV readout for each standard direction (prograde, normal, ...) e.g. hovering with the mouse over the "radial in" handle will sh
  25. So I've been looking at utilizing the CustomParameterNode to get the configurations incorporated directly into KSP. However, I cannot figure out how to sort the elements in the settings menu. I thought that the sorting of the elements in the class would be inherited to the menu... Seems I was wrong. But I haven't been able to localize a sorting parameter for the elements. I have the following elements String heading for event settings Bool for activation of events integer for how often the check for the event integer for how fast to repeat the check just after it h
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