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Found 40 results

  1. Haystack Continued Now you can find that lost ship you were looking for! Now updated for KSP 1.2 Version 0.5.2.1 Updated to be compatible with new Contract Configurator changes. Celestial bodies filter button state is now saved like the other filter buttons. Vessel type icons for plane and relay have been added. Main Features: Allows you to quickly see all of your vessels You can quickly search for vessels without scrolling through the entire map You can view your vessels grouped by the celestial body that they are orbiting Works in Flight Map View and in the Tracking Center. New in 0.3.1.0: You can now display a list of docking ports for the nearby ships (i.e., loaded in physics range) and target them. The list only displays available docking ports (i.e., the docking port must not have a ship docked and must have a free attach node) New in 0.3.1.0: The docking port list includes support for the Docking Port Alignment Indicator mod's named port feature. If it detects this mod it will use the name of the docking port that has been set in the display. If the mod is not detected it will default to using the name of the part. New in 0.3.3.0: Support for blizzy toolbar New in 0.4.0.0: A new button that allows you to set vessels to be hidden from the list. The hidden vessels are saved in the save game file and will be saved whenever the game is saved. New in 0.5.0.0: Added support so Haystack displays in the Space Center. New in 0.5.1.0: Extended vessel and celestial body information window. New in 0.5.1.0: Nearby button that makes managing bases and space stations easier. New in 0.5.1.0: Sort ordering, orders sorts. New in 0.5.1.0: Rename vessel from the extended vessel information window. (Click on the R button next to the ship's name). Some screenshots: Downloads: GitHub and Spacedock Known issues: There might be an issue with the settings saving and the 64bit version as several people have reported problems. I've not been able to duplicate anything at this time. This may just be the general 64bit bugginess. Change log: This is a continuation of the wonderful Haystack plugin. Authors: Current maintainer: Qberticus With thanks to the previous authors: hermes-jr and enamelizer Mini-AVC Notice: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. License: Source code released under The MIT License (MIT) Other materials licensed under the Creative Commons Attribution-ShareAlike 4.0 International License Source: https://github.com/qberticus/HaystackContinued
  2. 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?
  3. 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!
  4. 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.
  5. 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 tutorial says, that after compiling I will get a ".ksp" file (at least that's how I understand it) ... but, I don't have a .ksp file. Only xml files. And when I try to load it, I get some sort of "format error" ... 3) the function "Awake" (private) is called on my KSPAddon object... why? Rudolf
  6. 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 of engines. If I want to scroll up and check whether any pairs of engines have been accidentally added to the wrong stage, I first have to scroll through all of those icons, which - with so many parts of the ship making the game very laggy (especially after an hour of playing), is a *slow process*! (I'm on a modest 4GB machine, not able to upgrade any time soon.) I'd like to be able to right click on the orange icon with the stage number, and click "collapse stage", so that stages I don't need to see in detail get shrunk to a reduced, sub-grouped description with a single icon for each *type* of part present, and a number alongside showing how many are there. I.e., instead of: [ENGINE ICON] [ENGINE ICON] [ENGINE ICON] [ENGINE ICON] [LAUNCH STABILISER ICON] [LAUNCH STABILISER ICON] [ENGINE ICON] [LAUNCH STABILISER ICON] [ENGINE ICON] just show me: [ENGINE ICON] " x 6" [LAUNCH STABILISER ICON] " x 3" This should make checking the staging of large, complex ships much quicker and easier. It would also make moving parts from (say) stage 5 down to stage 26 much easier, since the intervening stages won't take up quite so much screen space (though obviously any stage with just a pair of speratrors/decouplers in is going to take up just as much space as before, the ones with several pairs of sepatrons in will shrink a bit.) At present, I have to scroll the source stage right to the top of my screen; grab the engine to be moved; drag it to whichever stage is at the bottom of the screen (there seems to be no auto-scrolling... or if there is, it fails!); then scroll *that* stage up to the top; locate the icon for the engine I'm trying to move; then drag it down... and repeat as many times as necessary! =:o\ Of course, we would also need to be able to re-expand selected stages (same method: Right-click and select "expand") once the time comes to drill down into what a particular stage has in it. An alternative (and possibly simpler to implement) option would be to collapse the selected stage to just the orange stage-icon, nothing else (i.e. forget about me "reduced description" idea. Then all stages (however simple) could be reduced in screen height, which would again help a lot with moving parts up and down a long staging list... Although I'd then have to expand particular stages one by one to hunt for the stray engines, so on balance I prefer my first version of the idea. Thanks for your attention.
  7. 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?
  8. 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
  9. 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 show the dV in "radial in" direction, like hovering with the mouse over Ap maker shows the Ap height. And there should be an visualization of the vectors in each of the standard directions. I think of arrows which scale in size depending on the dV in the particular direction. e.g. a maneuver with 30m/s "retrograde" and 60m/s "normal" creates a "retrograde" arrow and a "normal" arrow which is double the size of the retrograde one: I think this will even help beginners to understand what the maneuver system does. And it will show if you are wasting dV because you accidentally dragged the wrong handle. Of course a 5 m/s normal vector would be barely visible if the prograde vector is 1000 m/s. But this is ok because the 5 m/s normal vector would have a very small impact on the resulting orbit and dV requirement.
  10. 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 has been last found true String heading for debugging section Bool for activation of debugging messages in the log custom enum for level of debugging messages. Now when I run the game to sorting is different, like String heading for event settings Bool for activation of debugging messages in the log 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 has been last found true String heading for debugging section custom enum for level of debugging messages. And this does not make any sense to me, so I want them sorted. Does anyone have a suggestion on how to proceed??
  11. Hi! I wont be surprised if this has been asked before, but I couldn't find anything on the topic. Every now and then, when I go back to KSC, the menu buttons dissapear (the ones in the lower left of the screen). Also the game do not respond when I click the buildings, which means I have no option to enter the VAB or Tracking station. Any fix for this? Is it memory leak?
  12. I'm currently running KSP on MacOS Sierra 10.12.2, running KSP 1.2.2.1622 (OSXPlayer.) I've done several clean re-installs and verified game files multiple times however I seem to stumble upon this bug where there'll be this phantom spacecraft that I can't fly or recover. When I try to interact with it, it has no name, description or crew and clicking on fly and recover has no result. When this occurs, the UI in the VAB and SPH disappears but is still operable (you can hover over their original positions and they still function) except for the part icons which still remain.
  13. UI_POS_ALTIMETER ?

    Hello, We can edit the navball position within the game but we can't edit the altimeter's nor any other graphical interface element's position in game. When we look at the Settings.cfg we can see the following User Interface settings; UI_SCALE_TIME = 1 UI_SCALE_ALTIMETER = 1.3 UI_SCALE_MAPOPTIONS = 1 UI_SCALE_APPS = 1 UI_SCALE_STAGINGSTACK = 1 UI_SCALE_MODE = 1 UI_SCALE_NAVBALL = 1.34 UI_SCALE_CREW = 1 UI_POS_NAVBALL = -0.52 So I used "UI_POS_ALTIMETER" but it didn't work! I was wondering if there's any way to reposition the altimeter. I am currently experimenting with dual monitor setup (Using Nvidia Surround) and so far this is my only problem. I did a good amount of research on multi-monitor mods and UI mods but couldn't find anything addressing my issue. Any help is greatly appreciated.
  14. [1.1.3 ] [Linux Mageia 5 x64] [x64 version] This bug was here for a long time. Any, left or right click, have about 90% chance to activate something under cursor under top level window. Top level window is supposed to handle all mouse events and mark them "processed", but it don't happen. That's pretty annoying, especially when you use mods and have a lot of windows. Even few stock windows that we have sometimes cause unwanted control inputs. Is there any method to fix that bug without waiting for KSP 10.1 ?
  15. I'm having some odd UI bugs. I wood have thought if other people were seeing these, they would be all over this forum. I'm running 1.2, updated from 1.1.3 via steam, on 64bit windows 10. These issues were first encountered in a modded install, but easily replicated in my stock directory (i have a couple custom flags in gamedata, that's it). These may be totally and completely unrelated for all I know. Issue 1. Enter any save game, I hit Esc, go to settings. Scroll down. Every setting button and slider after 'conic patch limit' simply says "no function". Issue 2. After the steps in issue 1, I click Close. The Esc menu returns but the settings window remains open, regardless of wether I click apply/accept/close, the window is stuck open until a scene change and doesn't appear to apply any settings - whether they claim "no function" or not. Issue 3. Any time I have a Mun encounter (other bodies untested, haven't got a vessel that can reach them), and the Mun is not in focus, I.e. screen is centered on my craft or Kerbin or anything outside Mun SOI, in map view, Mun periapsis and Mun escape makers appear in the exact same spot as my ship. Hovering over them displays all the usual mouseover info for all these nodes and my craft. It appears to move normally and encounter the Mun as expected, but these nodes are misplaced from the Mun fly-by prediction and located on my craft. Issue 4, or at least a clue maybe: alt+f12 debug console is constantly spamming "Exception: IndexOutOfRangeException: Array index is out of range." All the other debug console pages appear to be functional. Setback: the desktop this is occurring on has no internet connection (I had to pack it up and take it to family's house to use their internet to update to 1.2) so I'm currently unable to provide logs, save file, or so much as a screenshot. Nor do what I would normally do right off the bat: make a backup, delete the KSP directory under steam, and have it re-download a fresh install. Anyone have a clue what might be the issue and how to maybe possibly fix it without internet?
  16. So, here's a crazy little suggestion! When you choose a flag when starting a new game, or when choosing a flag in the VAB/SPH, the list of flags is centered vertically. This means I have to scroll up to find the flags at the top. Could you move the anchor/alignment of the scrollable area to a sensible position?
  17. NOTE: technically, this mod is obsolete, since unsetting the "Autohide navball" setting in stock now duplicates its functionality. I'm leaving the download available, however, to ease transition, but it will not be updated beyond 1.2. From my epic impatience to yours, seeing as not having this functionality available turns out to be... a considerable irritation. This mod shows the navball automatically whenever you enter map view. No more, no less. Get it here: https://github.com/cerebrate/NavBallsToYou/releases/tag/0.2 or here http://spacedock.info/mod/458/NavBallsToYou Source here: https://github.com/cerebrate/NavBallsToYou License: public domain. -c
  18. Are there any examples of mods which are currently using Unity 5's canvas system to deliver their UI? (As opposed to the legacy GUI.)
  19. Is there any way to determine if the ResourceDisplay is pinned open? I've looked at everything I can see in ResourceDisplay and nothing changes when the window is pinned/unpinned. I'm sure I'm missing something and would greatly appreciate some direction on this.
  20. As an option for adjusting the Tweakables values on certain parts, such as control surface authority, thrust limiters, fuel levels and the like, I'd like to be able to just type in my desired value. A simple text box that lets me manually enter the design amount saves me quite a bit of trouble having to faff about with the horrible, horrible sliders. For lights, why do we have to deal with RGB values in decimal? Just let us enter a value from 0-FF or 0-255 so we can get the lights in any standard hex color code. Why can't we adjust colors on lights placed with Symmetry enabled asymmetrically? Sure, it's a cosmetic item, but dammit, I want my disco pimp plane. I like how engines can have their gimbals adjusted for control authority in all three axes independently. Why can't control surfaces have the same configurability? The elevons at my wingtips have crazy roll input at full deflection that I want to scale back, but maybe I want them at full authority for pitch commands. And for that matter, why can't they be enabled/disabled via Action Group? Speaking of Action Groups, making them editable in-flight would do wonders in the quality-of-life department. There are quite a few smaller craft I've carried into orbit as payloads of a larger vessel, and those craft don't have Action Groups because giving them groups would interfere with those of the carrier craft. Same story goes for on-orbit construction projects, too.
  21. PS4 500gb (312gb free space). Connected to internet. Signed out of PSN. Career mode easy. About 2 hours into the game session. No quicksaves only persistent saves. Landed on Mun in the Midlands with Jeb. Collected 14 experiments, mostly from my voyage to mun, to put in my command pod. After that I went to the surface about 2k away from my craft to plant my flag. Once I planted it I was not prompted to name the flag I could only read the empty flag. "Autosave" appeared. My resources tab went blank. I couldn't move Jeb. I couldn't access any menus after pressing options. I could take down the flag. I forced closed the game and restarted. It rolled me back to my escape trajectory out of Kerban to the Mun. There was an autosave when I was in Muns SOI that did not load. So I was rolled back 3 autosaves. PS loving the game anyway. With a few tweaks it will be a game I'll be playing for a long time. Possible fix: Tested and it happened again. When this happens accelerate time to max. I waited one mun day. After that I still unable to move, however I was able to "quicksave". Close the game. Restart the game. Load quicksave. I regained all movement, UI, and menus.
  22. Is there any chance of increasing the UI slider to more than 120%? At 120% much of the game borders are cut off. I can't even see the red exit box on the top right of the screen. It's unplayable when you can't see important things. Edit: If this isn't something that can be done, than what about a refund? Inside the red border is all I can see. KSP XB1 Screenshot for reference
  23. So I played a decent amount of KSP around the end of 2015. Finally I'm back, updated the only mods I was running (Kerbal Alarm Clock and Kerbal Engineer), and reloaded my old save. There were a few minor issues but mostly things seem to work with my old save. The problem started when I tried to simulate an interplanetary transfer to Moho. I get up into a stable orbit and then I want to start planning the maneuvers to escape Kerbin's gravity, align with and intercept Moho, etc. Maneuver nodes within Kerbin's system seem to work as I remember them more or less, but when I zoom out to an interplanetary view it feels like there are UI elements missing. 1) I remember there being icons that showed where the planets were located. Now all I see is the colored orbit line itself which is brightly colored where the planet has most recently passed and fades to pale where it was a longer time ago. No icon to select or anything else. 2) When I make maneuver nodes in the interplanetary view, I can create them, manipulate them, see the resulting trajectories etc, but then when I click anywhere else to deselect it, the node icon (the little honeycomb) vanishes. The dotted trajectories are still there and if I very carefully hover in that general area I can sometimes select it again, but that icon that makes it easy to spot and select the node just disappears. This doesn't happen when I make maneuver nodes in Kerbin's SOI, only in the interplanetary region. 3) I feel like there used to be a lot more information when you set a planet as target and tried to plan a maneuver to intercept, such as closest approach/pass etc. I can't see this info any more, and have only been able to occasionally get up that relative planar angle figure (forgot the technical name) Do any of these things sound normal or like they are caused by my own errors, or perhaps caused by the mods, or perhaps caused by my old save? I feel like something's not quite right here. Thank you very much for reading!
  24. I haven't played KSP for almost a year, but recently decided to blow a couple of kerbals once more After updating the game to latest version and starting it i've faced with some problems. Well, actually there was only one problem - the size of Navball and other UI elements in the game. UI size seems quite normal in menu and Space center, but I remember that when controlling vessels things were smaller than now. Of course, there is 'UI Scaling' in the game settings. After setting it to a minimum value - 80%, I was quite satisfied with the resulting size of Navball and other details, but text in menus and other places became unreadable. Just look at these letters. Look at letter 'a' in 'Reaction wheels'. Doesn't look right, isn't it ? And it's not so blurry because i have JPEG-ed the screenshots too much (actually they are in PNG), it really looks like this in the game. So, my question is: Is it possible to change size of Navball, time-acceleration-scale, altitude-meter and other things back to their pre-patch states, without making text elements unreadable? Even mods are acceptable, if there is no other option. I really want to play this game without having Navball occupying half of my screen. And with readable text. Like it was about a year ago, before the patch I'm using latest Windows version with 1366x768 monitor (the same monitor as I used before the patch).
  25. Sometimes, no, very often, left and right mouse clicks "fell" through windows and buttons and do some unwanted clicks on the windows and controls bellow. They supposed to fix it in 1.1, but it still happens very often. Is it fault of SQUAD or modders, who, may be, using old method of creating windows and controls? Or not? Some mods use some kind of "click-thru" protection... Is there a method or community fix, that fixes this problem?