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Found 6 results

  1. While stuff like the part action manager has big buttons, largeish font, and lots of margins and borders taking up half the vertical space (as well as the collapsed tabs), stuff like the translate/rotate widget in the VAB and the maneuver node widget are small and fiddly.
  2. Hello. I just got a 4k (2160p) 28-inch monitor and several mods have very small text or buttons that are hard to use. I know... everyone cry for me. But I'm sure I'm not the only one that has/ will have 4K. The stock pause menu has a UI Scale slider that works for most stock things and some mods. I have it set at 160%. Sorry if this is a duplicate or covered in mod threads. I thought it would be better to keep it all together. Maybe everyone can adopt a common framework? Stock: The text and icons in the map view do not scale using the stock slider @linuxgurugamer Waypoint Manager: no scaling TAC Fuel Balancer: no scaling Haystack Recontinued: no scaling, very small text Better Load Save Game: no scaling Quick GoTo: small icons but not too bad [X] Science!: A mix of things... the main window and Here and Now window text and button sizes scale with the stock slider but the button icons and tooltips don't scale the mod's UI scaling slider set to maximum is just big enough for the main window experiment green/ yellow text the settings menu doesn't scale the [X] Science Selected Object window in the tracking station does not scale. Maybe those could use the stock slider. @Lisias DOE/L: no scaling in the settings menu, but not used often. The Alt-RMB text overlay in flight does not scale (but neither does the stock text in the map view... so it's sort of consistent at least) @TriggerAu Kerbal Alarm Clock: The main window scales nicely with the stock slider, but the pop-up alarm windows do not scale. (I also mentioned in the KAC thread the sub-menus go off the screen to the right) Transfer Window Planner: no scaling option Alternate Resource Panel: no scaling option... really too small to use it. Also when using "replace stock resources app" the horizontal position is overlapping the enlarged stock icons. @Papa_Joe Ship Manifest: No scaling, small text. Also cannot stretch the window horizontally- most other mods can, so maybe you could copy their code/ method? @zer0Kerbal Precise Maneuver: the small menu that opens when you click the tray icon does not scale but it's not used very often. The Scale GUI slider in that menu makes the maneuver node window scale very well. @jrbudda KER: the menu that pops up when you click the tray icon does not scale (everything else does scale using the setting tab in the VAB/SPH) So what DOES work well? @DMagicContracts Window+ is great. It has many options for scaling. The stock scaling is multiplied by the slider in the mod or stock scaling can be ignored.
  3. Having the ability to adjust (specifically, decrease) the scale/size of the user interface windows that come with most mods is invaluable to me and presumably other players as well that have smaller displays. Mods like Mechjeb allow precise UI scaling while mods like DPAI, Konstruction and BDA have a fixed UI size. (I love and use all these mods so I'm not knocking them or their devs.) I've asked one or more of the devs that maintain the mods I mentioned if it would be possible to do this and they said it would be too difficult and or time consuming and I completely understand that. So... 1) Would it be possible to, and if yes, would someone please make a mod that can control/adjust the UI scale of any mod? 2) Is a mod like this only possible if it is created for one specific mod at a time? 3) Is there a simple workaround that I'm missing, such as changing something in the .cfg files of some mods? 4) Are there many other players who agree that a mod like this would be valuable? If so, please comment. I know @JAFO does :-)
  4. Sure would be nice to be able to run KSP in native resolution (2560x1600) for my monitor. With the UI scaling option(s), things have gotten better. Setting those to 150% makes the game just painful for my 64-year-old eyes at native resolution instead of unplayable. Sure would be nice if the UI scaling could go to 200% instead of maxing out at 150. I've been running KSP at 1280x800, which seems like a throwback to days of yore. The 1.2 prerelease prompted me to check out resolution issues again. It seems sort of ok at 1920x1200 and 150% scaling, but I ought to get a lot sharper display running at native resolution. The folk with 4k monitors probably have it worse, but not much advantage to me in getting one of those. 2560x1600 on a 30" monitor is already "retina" quality for my retinas. :-(
  5. my game is on the full res, 1920 x 1200, and i turned the ui scale up to 150% because it was too small, and the app launcher hasn't scaled up, quite annoying.
  6. So I just launched my first vessel of 1.1 into orbit and noticed my apoapsis and periapsis indicators weren't aligned with the orbit. Upon further investigation I realized none of the planet or moon's map indicators were in the right spot. I don't believe that any mods broke it but since I have a modded install I'll post here. Here are the mods I currently have: At 120% UI Scale nothing is broken: But at 100% and 80% UI Scale for example things begin to break: Any suggestions to help or should I just wait for a patch? Thanks EDIT: Found the solution myself. When you change the UI Scale you must restart the game to fix the issue I stated above. For example: When you begin the game your UI scale is set to 100%. If you change the UI scale to, for example, 80% the map indicators(apoapsis, periapsis, planets, ect...) will be in the wrong locations. After restarting though, the map indicators will return to their correct positions.
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