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  1. So this is a mod by u/Rattraps123 from reddit He was trying to finish this when he was not able to load it on ksp 1.11 so the download will not be provided and the provided ones are the broken version, so I asked him to take over his mod I am consulting linuxgurugamer for help, but the reddit discussion thread
  2. When I control a craft I'm seldom interested in the "Display Staging" info (lower left). I want to see the "Maneuver Mode" view, with info about apsides, inclination etc. Similarly, I'm most comfortable with UT rather than MET "Time Mode" (upper left). It's getting very old having to toggle these views Every. Single. Time. I switch between craft. Is there some way to make these settings stick? (I'm no stranger to manually editing files if that's what it takes.) (I have an annotated screenshot that shows what I'm talking about, but there doesn't seem to be any way to attach an image to a post? Just "Insert image from URL"?)
  3. I for the longest time have wanted a mod that changes the look of the Vanilla UI, especially more so now with KSP2 coming and the devs sharing more footage, like the VAB screen. The only problem is that I can't find any mods that change the look of the UI. I've only seen like two posts on the idea, both of them being from people playing around with the idea but never full on making a UI mod. If I knew anything about modding I would make one myself, but considering the fact that no one has made any UI mod, I assume it must be pretty tricky. I don't really know the point of this post, I guess its just to get the mod idea out there and hopefully a modder is inspired by this to make one, or maybe someone can point me in the right direction for making such a mod. Anyways that was my tedtalk, I hope somebody sees this and considers the idea and/or people can discuss it in the replies. <3 Here's one good HUD redesign that I was informed of, I guess it can be used as inspo or help feed a discussion here
  4. Its very weird but UI is complety borked and its not even listed on ksp.log. Its is just so out of shape. I think issue may be because i updated mod while in game but yea the ui was destroyed. Heres issue: Sometimes Ui will not even exists or be even more broken. This is just in flight
  5. 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 more comfortable. The idea is to use flatter textures, with greater contrast when necessary and greater clarity in the shapes. This is a very easy redesign job to apply to the game if the configuration and texture files can be easily modified. With KSP I am a little confused on how to start the work so I decided to ask the community for help to form a team and work on the aspects that I do not know about the game. I have always worked alone, without sharing many of the mods I made, but I think that should change, and the KSP community is one of the best to start learning and sharing experiences.
  6. Image of the UI When an engine malfunctions due to Kerbalism, mechjeb Ascent Guidance seems to bug out and the only way to disengage it would be to let it continue running until complete. This is a strange bug and doesn't happen all the time, and thankfully it hasn't been a catosrophic bug for my space agency. However, this isn't the first time one of these UI things have bugged out for me. During a RP-1/RO career playthrough, the Ferram Aerospace Research UI would be broken 9 times out of ten, in a similar way to the way the Mechjeb UI looks. All the buttons dissapear. Anyone know what might be causing this? It can be very annoying sometimes (and like I said, it's not happening all the time). Cheers everyone! EDIT: I'm playing on 1.11.2, all the mods are updated to the most recent releases
  7. 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!
  8. 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 debug report "Screen position out of view frustrum (screen pos (number 0-1920), (number 0-1080)) (Camera rect 0, 0, 1920, 1080) Mods: -Kerbal Reusability Expansion -Kerbal Alarm Clock -All mods in the KSPI-E modpack Log: Initialize engine version: 2017.1.3p1 (02d73f71d3bd) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 9.0c [aticfx64.dll 26.20.11008.3003] Renderer: AMD Radeon(TM) Vega 8 Graphics Vendor: ATI VRAM: 1008 MB (via DXGI) Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 INTZ=1 NULL=1 RESZ=1 SlowINTZ=1 ATOC=0 BC4=1 BC5=1 Begin MonoManager ReloadAssembly Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\UnityEngine.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\I18N.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\I18N.West.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\Assembly-UnityScript.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\UnityEngine.Networking.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\UnityEngine.Timeline.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\UnityEngine.Timeline.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\UnityEngine.Analytics.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\UnityEngine.Analytics.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\Mono.Cecil.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\Mono.Cecil.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\Ionic.Zip.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\Ionic.Zip.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\I18N.CJK.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\I18N.CJK.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\I18N.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\I18N.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\I18N.MidEast.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\I18N.MidEast.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\I18N.Other.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\I18N.Other.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\I18N.Rare.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\I18N.Rare.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\I18N.West.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\I18N.West.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\KSPAssets.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\KSPAssets.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\TDx.TDxInput.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\TDx.TDxInput.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\KSPTrackIR.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\KSPTrackIR.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\System.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\System.Core.dll (this message is harmless) - Completed reload, in 0.811 seconds Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\Boo.Lang.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\System.Xml.dll (this message is harmless) <RI> Initializing input. XInput1_3.dll not found. Trying XInput9_1_0.dll instead... <RI> Input initialized. <RI> Initialized touch support.
  9. 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!
  10. 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 consistent iconography Easier learning curve for critical controls (staging as button, keyboard hints for throttle/roll/yaw/pitch) Add some small quality of live improvements (toggle solar panels/antenna, warp to next node) Better color mapping. Blue to delta-v, orange arrow for direct input, white arrow for readouts Flight HUD redesign In the end this looked like a very conservative approach, by keeping a lot of things in the same place... But boy, what a challenge! I had no idea that it would be that complex to redraw everything Things that I would like to improve: The action parts buttons could be better integrated, they feel a bit "meh" The app button could be better solved. I would love to see in the future something more iOSish, with a mix of mini-hud/modal/sidebar solution for the apps. I messed up with the font size. The raster version looks awful. Anyone uses the HDG reading? I hesitated to replace it with orbital info multiple times. I would love to add a "time to:" that adapt to hit ground/leave orbit/next maneuver Check the hi-resolution in vector format: https://www.figma.com/file/09xWDTa5XQJy140q7sCyPX/Kerbal-–-Design-experiments?node-id=33%3A134 What do you think?
  11. 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 doing some design experiments. I hope this gets people inspired somehow. --- Experiment on a possible Tweakables Redesign 1. Analysis Ok, so this tweakable popover looks too complex for a basic part. I start by analyzing the content, trying to understand the patterns behind. I added a color-coded interpretation on how most of the content relationship, so I could compare with other screens. Using Advanced Tweakables sounds unfair, so let's get it going without it. I will miss you Autostrut. The screens stills look complex, with a loose relationship between the content. The main thing that draws my attention are: Lack of order and relationship Inconsistent readouts Different kind of controls look like the same button Parameters (input) and Resources (output) looks too similar "#" have a loose mapping to the Parameters input "Crew report" generates science, but it doesn't stand out from secondary stuff. This is a "cold" analysis that I'm doing without a proper user research process. To do it for real, the right way would be doing some usability tests and card sorting with real people. If you are short on time, the best way to start studying a user interface is by these two points of views: 10 Usability Heuristics for User Interface Design https://www.nngroup.com/articles/ten-usability-heuristics/ Understanding mental and conceptual models in product design https://uxdesign.cc/understanding-mental-and-conceptual-models-in-product-design-7d69de3cae26 Alright, let's see what else I can collect... Comparing some basic tweakables side-by-side opened my mind that the "real" problem in the pods is how they fail to communicate the different modules bundled in a single part. Most of the smaller tweakables are pretty straightforward to understand, even with some features that feels they slipped through Advanced Tweakables and ended in the stock mode. This a non-extensive list of the inputs/outputs, so I can have a clear picture of the main UI patterns. 2. Process I decided to use the Mk1-3 Command Pod as a reference. It's fairly complex and it covers a god range input/outputs. I start from a basic wireframe (to focus on the content) and then move my way up adding more structure... In the end, I decided to not use the "collapsible category" idea because of the amount of visual noise it introduced and rollbacked some of the ideas because the original ones seem better. 3. Result This looks like the first steps of a draft for a UI library. It was way harder than I expected to give proper feedback/affordability to the buttons. The main idea is that the user can figure it out what kind of button it is before clicking it. What do you think? My favorite parts are the science indicator and divisors Source file: https://www.figma.com/file/09xWDTa5XQJy140q7sCyPX/Kerbak-–-Tweakables-Redesign?node-id=0%3A1
  12. 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 informative. (Side note: if you aren't already using DDS with mipmaps, you should be doing so.) Players: This is probably too technical. If you want to fix blurry UI in mods that you are using, see instructions here. So I finally needed to make a mod with toolbar button and ran into the issue where the icon gets all blurry when graphics settings are at less than full resolution textures. Within the modding community I found that: - some modders not aware or haven't address the issue (e.g. low priority, haven't figured out what to do) - blame placed on Unity and it's texture compression (loosely true but not strictly correct) - some workarounds involving DIY reading texture directly from file, ignoring the version in GameDatabase --- file i/o overhead, yucks - some workarounds using textures that are larger than they need to be The crux of the problem isn't actually compression per se, it's mipmaps. If you don't know what they are, you might want to google and read up more, but the short explanation is: mipmaps are just a bunch of smaller copies of the texture which can be used on-the-fly depending on the size required, rather than having to do expensive calculations to get a scaled version from the original at runtime. This is great for model textures, so if you're looking at a capsule in game at close range it would be textured using a high res (or fullres) version of the texture but if it is zoomed out and far away then a lower res mipmap can be used. (See explanation by HebaruSan below.) Depending on what format texture files you're using and how they get loaded, they may already contain mipmaps in the file, or mipmaps may be generated for them during loading. And the problem is, if you have small textures for UI purposes e.g. icons, buttons, you've probably already made it at appropriate size and want it to be used at crisp full res all the time. You do not want any of that fancy mipmap stuff. When a texture has mipmaps, and the Texture Resolution option KSP's graphics settings are set to anything less than full resolution, then the following happens: - At half res, only mipmap level 1 (halved width and height) and smaller is uploaded to GPU <-- "factory default" - At quarter res, only mipmap level 2 onwards is uploaded - At eighth res, only level 3 onwards is available This means that your appropriately-sized, original full res version of the texture (mipmap level 0) simply gets thrown away, so when your UI element is displayed it is forced to use a too-small version of the texture and scale it up. What KSP / Unity does when loading textures Textures are loaded from file into Unity Texture2D object. All of the textures are kept in the GameDatabase along with some metadata in the form of GameDatabase.TextureInfo object. TextureInfo attributes: name: This is the "url" used to lookup a texture when you call GameDatabase.Instance.GetTexture() basically the path of the file relative to GameData folder, minus file extension file: Internal UrlDir.UrlFile format for storing path information texture: The Texture2D object with the texture in it isNormal: whether the texture is a normal map. Note that this can change at runtime. So if you have a texture that isn't a normal map, and then call GetTexture() with asNormalMap true it will (try to) convert the existing texture to normal map, and isNormal flag will be changed to reflect this isReadable: a Texture2D can be set to be "no longer readable" which according to Unity documentation means "memory will be freed after uploading to GPU" and texture cannot be manipulated (e.g. edit the pixels) from CPU side. this flag is supposed to reflect that. isCompressed: whether the texture has been compressed during the loading process. Unity documentation: "Compressed textures use less graphics memory and are faster to render. After compression, texture will be in DXT1 format if the original texture had no alpha channel, and in DXT5 format if it had alpha channel." This flag may be incorrect, it appears to be set as long as there was an attempt to compress the texture with Texture2D.Compress(). But that process can fail, and is usually seen in KSP.log when it complains such as "Texture resolution is not valid for compression: <filename> - consider changing the image's width and height to enable compression" This gives us some insights into the texture loading process. What KSP does when loading each texture depends on the file format, but the general steps include: - read the texture data from file - convert image format (if needed) - (optional) try to compress to DXT - (optional) generate mipmaps - upload to GPU -- behavior depends on Texture Resolution setting, more on this later - (optional) make texture no longer readable (discard from RAM) We can learn more about how different texture file types are handled by observing what happens to them. Below is a partial list of textures info dumped from a stock 1.7.0 install just after GameDatabase finished loading in LOADING scene. I've trimmed it down from the full set. First three letters NRC reflect the three boolean flags. The fourth C shows whether the texture itself is actually DXT format. This is followed by image dimensions, mipmapCount (1 if none) and TextureFormat, then the name of the texture. The source code that dumped this info can be found here, it is part of the unBlur mod. If you install unBlur you can use it replicate the above as well as investigate what KSP is doing to your textures. It provides access to its functionality via a console command in the Alt+F12 debug console so you can inspect individual texture info, disable mipmaps for textures, and dump the full list of textures from GameDatabase. It is also possible to have unBlur dump the state of textures from GameDatabase immediately after loading, while in the loading screen, by turning on verbose debug mode. For details, consult the unBlur forum thread. How the texture resolution setting affects texture loading The texture resolution option in KSP's graphics settings actually control a Unity setting called QualitySettings.masterTextureLimit. The setting is stored in settings.cfg as TEXTURE_QUALITY with 0 = full res, 1 = half res, ... 3 = eighth res. As described earlier, masterTextureLimit prevents the n highest resolution mipmap(s) from being uploaded to the GPU. Per Unity docs, "This can be used to decrease video memory requirements on low-end computers." However, if a texture does not have mipmaps, then the full texture must of course be used. Once the texture has been upload to the GPU, that's the copy we have to work with. If the texture resolution setting was at eighth res when starting the game, that's the quality that you are stuck with -- changing the setting at run time does not appear to have any effect -- because only a lower res version is available in the GPU, and in general because the texture was made no longer readable by CPU side after loading, even if you turn the quality back up to full res, the full res texture data is not available anymore without actually reloading from file again. In cases where the texture is still readable and in RAM, plugins can access the full res version of the texture from there. (This is how unBlur fixes blurry png textures.) How various file formats are handled Based on observations from GameDatabase TextureInfo dumps, including both stock and modded. *.dds These files are already in the compressed format preferred internally. Loading them is fast, because the data is loaded as-is and no conversion is needed. Being compressed, they use less graphics memory and are faster to render. - Loaded format: as per file, i.e. DXT1 (no alpha) or DXT5 (with alpha) - already compressed - mipmaps: as per file - not kept readable *.mbm Old KSP propietary format, very few instances left. - Loaded format: DXT - compressed - mipmaps: yes - kept readable *.png Loading them is slow, because they have to be converted from RGBA32 and additional processing is done. They usually get compressed to DXT5 for upload to GPU, but are kept CPU-readable so also consume RAM. - Loaded format: usually DXT5 - will usually be compressed - mipmaps: may be generated <-- blame your blurry UI on this - kept readable Notes Some stock pngs avoid having mipmaps generated (e.g. Squad/Flags/*, Squad/PartList/SimpleIcons/*, Squad/Strategies/Icons/*) but others do (e.g. Squad/Props/IVANavBallNoBase/*) mechanism not well understood, perhaps hardcoded to identify certain directories (*/Flags/* maybe?) but not sure we can rely on this behavior A very small number of new normal maps (_NRM) for redesigned parts are *.png that store in GameDatabase as RGBA32, unreadable, uncompressed (despite isCompressed true), with mipmaps generated. Squad/Tutorials/YPRDiagram fails to compress, which reveals that pngs are loaded as ARGB32 before getting compressed to DXT mipmaps may still be generated even if compression fails, I have positively observed this (38x38 ARGB32 CommNetConstellation/Textures/cnclauncherbutton.png with mipmapCount of 6) *.truecolor Notably used for small (_scaled) versions of agency logos. Explanation here. Actually renamed *.png files, so loading needs to convert format from RGBA32. - Loaded format: ARGB32 - will not be compressed - mipmaps: will not be generated - not kept readable *.jpg Like png, these are comparatively slower to load. They are compressed to DXT1 since they don't have transparency, and kept CPU-readable after loading to GPU - Loaded format: DXT1 - compressed - mipmaps: will be generated - kept readable Why does it behave like that? If you provide a texture in DDS format, it is already in the format that is used by the GPU, so KSP/Unity takes the file as-is and treats it as what you intended -- so you can provide exactly what you want. If you are using a texture for models, you'd include mipmaps, and things would work great (because that's exactly the use-case they were designed for.) If you are using a texture for UI, you wouldn't generate mipmaps when saving the file, and KSP/Unity will just always use it at full-res (exactly as intended) The texture file is already in the correct format, already compressed, and has mipmaps if you want them. KSP/Unity presumes that everything is as you want it to be, and the texture will no longer be modified by code once loaded, and so discards its data from main memory after it has been loaded into graphics memory. For other formats, however, they need to be converted for use. Because the API doesn't provide a mechanism for us to attach any metadata to png/jpg/etc files to indicate to KSP/Unity what our intentions are and what the texture is for, I think the texture loader simply makes the assumption that whatever textures it loads are for models. So, in general, it will generate mipmaps from the full-res image, and after that it will attempt to compress the texture to DXT for better performance. But it keeps the texture's pixel-by-pixel data available in RAM, in case you might want to write some code that accesses/manipulates that. This is actually a reasonable default assumption, after all, most textures are going to be model textures. As for UI textures, pretty much most if not all of the UI in the stock game are built in Unity, prefabbed, and saved into assets, so that takes care of loading UI textures for the stock game. (Mods could do the same thing, but most of the time it's far too much trouble if all we need is some simple UI.) Anyway, this is the behavior in general for formats like png and jpg. It seems like KSP might have some code that handles special cases in the stock game's data like flag textures (Squad/Flags/*) and icons (Squad/PartList/SimpleIcons/*, Squad/Strategies/Icons/*) so that they don't get treated like model textures. Those cases can be hardcoded because they know about it in advance, but for modders I don't recommend we rely on that behavior. *.truecolor files are the special case, which seems to be added to handle agency logos. Agency logos in general are stored as DDS and are displayed in game at various medium-ish sizes, e.g. contracts window. However, for the part-picker in editor when sorted by manufacturer, it needs to be a small icon. Scaling down from the fullsize logo at runtime didn't work well visually, so smaller "*_scaled" version of the logos were specifically made. These were png files, but as above the texture loader would have generated mipmaps for them and cause blurriness. To deal with that, the files were named as *.truecolor instead and the texture loader instructed specifically to treat them differently, i.e don't generate mipmaps. How to proceed from here UI textures in your own mod Including toolbar button icons for stock AppLauncher or blizzy toolbar. If you are currently using *.png for icon/button graphics, the quick hotfix is to simply rename to *.truecolor. Besides not having mipmaps generated, the other benefit is that it will not be kept in RAM after uploading to GPU. The one downside compared to png is that it will no longer be compressed. Also, like png, it is still slower to load. For long term, if you can convert your files to *.dds without mipmaps would be most ideal: fast to load, compressed, not kept in RAM. If you are using the workaround of reading textures directly from file yourself Specifically the workaround offered here. Stop doing this if it is for textures in your own mod that you have control over. Rename/convert them instead, see above. By reading the file yourself and creating another texture, you incur file IO overheads and consume additional resources for the texture that you create, while the copy in GameDatabase continues to occupy both RAM and GPU. And if not implemented properly, you may be leaking memory. If you have to use the workaround because you have no control over the textures, i.e. they are passed to you by other mods. You can use unBlur, call unBlur to tell it to strip mipmaps from the texture in GameDatabase before you fetch and use it. If you are using the workaround of making textures larger than they need to be This workaround costs a disproportionate amount of disk space and loading time, don't use it. The way that this worked is as follows: Suppose you make a 64x64 image when you actually only need 32x32, this will work at half res settings because the 64x64 copy is thrown away but mipmap level 1 at 32x32 is still available. But at eighth res setting, only mipmap level 3 at 8x8 is available so it doesn't fully solve to problem. You would need to make full res at 256x256 in order for eighth res setting to still have a 32x32 copy. If you have programmatically created Texture2Ds in UI for other reasons Here are tips for best performance and results Make sure you use the constructor that lets you specify mimmap false. Use Compress() if possible. Works more consistently if you do this before making unreadable using Apply(). (ref) Once finished making modifications to the pixel data, call Apply(false, true) to upload to GPU and discard from RAM Make sure you dispose of the texture when done with it. For most monobehaviors (i.e. destroyed/recreated when changing scenes) you should do it in OnDestroy even if it is something you "hang on to", otherwise the texture will not be GC'd and you end up making another copy. Other ideas: you can have a singleton monobehavior with DontDestroyOnLoad that is responsible for hanging on to one copy of textures only. Or init once into a static field. UI textures that require mipmapping If you have UI textures that are larger, such as banners or backgrounds that need to be displayed at different sizes, then you might actually want mipmapping. But then, you'll need some way of getting around the texture quality settings causing the n highest-res mipmaps being discarded. If you find yourself in this situation, my suggestion is to use png format so that mipmaps will be automatically generated for you, but the texture is also kept readable in RAM. After the texture has been loaded into GameDatabase, you will need to fetch the texture -- which is missing first few mipmaps on GPU, but still has full-res data preserved in RAM -- and upload to GPU again, forcing it to include all mipmaps this time. This should be achievable by temporarily forcing QualitySettings.masterTextureLimit to 0, calling Apply(false, false) on the texture, and then restoring the masterTextureLimit when done. (unBlur will also provide such functionality in the future.) Non-UI, i.e. model textures You've probably heard this before, but for fastest loading and best performance you should really encode in dds with appropriate mipmap level.
  13. 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 screen, under resources, above contracts); Press A (X for PS4) over the controls app icon to toggle it; Move the cursor over the list that has popped showing all the controls mapping; Try scrolling down (unable!). Steps taken / workaround / notes: The Right Stick should be cursor dependent when Move Cursor is toggled on (by clicking the Left Stick) and the cursor is over a scrollable list, as opposed to control the camera; Now, the list is only scrollable when the "UI focus" is over the controls app icon (workaround): Be in control of a vessel and in Cursor/Radial control preset mode; Press Y (triangle for PS4) to open the Radial Action Menu; Select the "Select an App" action (3ºclock postion); Use the Left Stick to move down through the apps until the green square ("UI focus") is over the Controls app; Use the Right Stick to scroll down/up through the list. This is a workaround, but it adds a lot more unnecessary steps - compared to only having the cursor over the list as before and being able to scroll through. If using the Simplified control preset, you must hold Y (triangle) and move the UI focus over the controls app, very similar to the point above; I'm using the Controls list as an example of scrollable list here, but this problem will be present in every scrollable list, requiring that the Move Cursor is toggled off (click Left Stick) and that the list is the UI focus so that the Right Stick controls the list scroll as opposed to the camera.
  14. 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 resource pack -Distant object enhancement and default config -Docking port aligment indicator -Draggable navball -Easy Vessel Switch -(non ckan)Editor extensions redux -EVA follower -ExtraPlanetaryLaunchpads -Feline Utility rovers -Filter extensions -Firespitter and core and resources config -Flag Pack -Hangar extender -Hyper edit -Interstellar fuel switch and core -Kerbal alarm clock -Kerbal engineer redux -Kerbal Inventory System -Kerbal NRAP -Kerbal Reusability Expansion -Kerbal-Konstructs -KerbalX mod -kOS -KXAPI -MechJeb2 and enginner for all -Mk2 Stockalike expansion -Module Manager -notes -Physics range extender -(non ckan)Plane mode v 1.4.5 (for 1.4.2) -RasterPropMonitor and Core -RCS build aid continued -Reentry particle effect -Scatterer and sunflare and default config -Stage recovery -The Janitor's closet -Toolbar controller -Trajectories -Tweak Scale -(non ckan) Vessel Mover All the non ckan install were downloaded from spacedock and github. I'm using windows 10 and installed via steam. I hope you can fix it for future versions or show a "tirck" to solve this. Thanks in advance.
  15. 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
  16. 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 with size instead of color. This could really save some time when designing a rocket.
  17. 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 craft or do anything. Pressing ESC again does NOT bring the menu back, the game is locked, but it's not hanging. The highlight still works when moving mouse cursor over the craft, or any UI controls, but they just don't react. The only way I can quit the game is via ALT+F4 and/or Alt+Tab and Close. I tested it on plain vanilla 1.4.4, as well as modded one, and they behave the same. It never happened on 1.4.3 before, or any other prior version, and I played the game since 0.22 or something.
  18. I set the UI Scale option to 150% in Settings > General when using a high screen resolution. Unfortunately scaling the UI does not seem to affect the UI of any of the mods, so all the mods are too small for me to read and use. I know some mods offer ways to scale the mod's UI, but I want to know if there is a way to scale the UI of all the mods. Or, if that is not possible if there is a way to do this on each mod that doesn't have a UI scale option. I hope there is a solution to this issue other than getting better glasses (or changing the resolution I run KSP in). I don't know if it is relevant, but I use a MacBook Pro (Retina, Mid 2012) with macOS 10.13.3 and KSP 1.2.2.
  19. 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 took me a long time to realize (and this is still just a guess on my part since the game doesn't say for sure) that failure isn't a matter of one specific bullet point you miss, but rather of not getting a high enough score. If you failed the mission because the general final score wasn't high enough, then failure dialog box needs to tell you this (and how far you fell short of the needed score) instead of making you hunt around guessing which specific bullet point you missed. It's only through trial and error that I'm starting to guess that there's probably this rule about a minimum score, since it never said anything about it. An example of a better way to communicate it to the player would be if the failure dialog box said this: In another instance, I kept failing the Agena launch for the rendezvous mission, because I "missed the launch window". At no point did the mission tell me that what this *really* means is that I need to complete everything within 20 minutes of game clock time. I had to pull the mission into the editor to figure this out because, again, the player isn't being told the real reason for the failure. You can't meet objectives that you don't even know what they are. I feel sad about this DLC because I know it needs to financially succeed for Kerbal to continue and for SQUAD to keep working on it, but things like this are a real hurdle to that happening, I think. Players shouldn't have to struggle to wrench information from the game about what the objectives even are.
  20. 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!
  21. 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. Because I sure as heck can't uninstall any of my mods.
  22. 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 the granularity of the main resource display cut-off controls but I wouldn't know where to start doing something about it.
  23. 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 the HUD and buttons?
  24. 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!
  25. 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 without having to change the entire setup in order to find my COG on my lander. Thanks.
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