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Entropius

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Everything posted by Entropius

  1. For those who want to know what the blurry icons look like here's an example: In particular, notice what happens to any text inside the icons. Sometimes it's illegible, and other times nearly non-existent. If I recall correctly I'm running with KSP set to half-res textures & 1600x1000. For the config that I use to make all my icons stay pretty: ACTIVE_TEXTURE_MANAGER_CONFIG { folder = FerramAerospaceResearch enabled = true OVERRIDES { FerramAerospaceResearch/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } } ACTIVE_TEXTURE_MANAGER_CONFIG { folder = KerbalEngineer enabled = true OVERRIDES { KerbalEngineer/Textures/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } } ACTIVE_TEXTURE_MANAGER_CONFIG { folder = KerbalScienceFoundation enabled = true OVERRIDES { KerbalScienceFoundation/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } } ACTIVE_TEXTURE_MANAGER_CONFIG { folder = Chatterer enabled = true OVERRIDES { Chatterer/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } } ACTIVE_TEXTURE_MANAGER_CONFIG { folder = NavyFish enabled = true OVERRIDES { NavyFish/.* { compress = false mipmaps = false scale = 1 max_size = 0 } } } ACTIVE_TEXTURE_MANAGER_CONFIG { folder = ActionGroupManager enabled = true OVERRIDES { ActionGroupManager/ToolbarIcons/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } } ACTIVE_TEXTURE_MANAGER_CONFIG { folder = Trajectories enabled = true OVERRIDES { Trajectories/Textures/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } } ACTIVE_TEXTURE_MANAGER_CONFIG { folder = Squad enabled = true OVERRIDES { Squad/PartList/SimpleIcons/.* { compress = true mipmaps = false scale = 1 max_size = 0 } Squad/Contracts/Icons/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } } ACTIVE_TEXTURE_MANAGER_CONFIG { folder = DeadlyReentry enabled = true OVERRIDES { DeadlyReentry/Assets/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } } ACTIVE_TEXTURE_MANAGER_CONFIG { folder = EditorExtensions enabled = true OVERRIDES { EditorExtensions/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } } ACTIVE_TEXTURE_MANAGER_CONFIG { folder = Filter Extensions enabled = true OVERRIDES { 000_Configs_and_Icons/Icons/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } }
  2. I actually tried replacing mesh= with model= a couple times, no dice though. But that's moot now since the config you offered does work and is a lot cleaner. The only downside is that I can't get the part to appear in a custom part group separate from the real Deadly Reentry group (despite the reassignment with @manufacturer), but organizing parts isn't as important as actually getting the part to work at all. By the way, the author name there was merely an attempt to better control where the mod appears in my part-organizer if it had shown up (which proved to not work out anyway, so I'm going with proper author attribution now). Thanks a bunch!
  3. I don't run with the aggressive version of ATM. I think the cause is actually a either (1) reduced monitor resolution and (2) reduced KSP texture resolution, combined with ATM's mipmap's being allowed. If you run everything at full texture (and monitor?) resolution your icons aren't going to be rescaled nor need mipmaps. At least that's what I think is going on.
  4. Yup, I basically guessed as much and tried that right before I saw your reply. Works great now. So yeah, spaces in names do appear to break ATM-config files within the override block, although the line of the config with “folder = blahblahblah†seems to tolerate the space in “Filter Extensions†for whatever reason. So removing the spaces in future versions from "000_Configs and Icons" is needed for ATM. And if you ever plan for the folder “Filter Extensions†to have icons someday, you should consider removing the space from that folder name too, especially if you plan to eventually add this to CKAN (which I'd endorse by the way).
  5. I appreciate the addon, but I think noticed a problem. I can't seem to make an config for ATM (Active Texture Management) to exempt Filter Extension's icons from getting a mipmap generated or being downscaled. This results blurry icons. I suspect this may be a consequence of the fact that the folder names "Filter Extensions" and "000_Configs and Icons" have spaces in their names that maybe ATM configs can't handle. Could we perhaps get the next version of this addon without any spaces in pathnames? My ATM configs that failed to sharpen icons for Filter Extensions were as follows: Attempt #1: ACTIVE_TEXTURE_MANAGER_CONFIG { folder = 000_Configs and Icons enabled = true OVERRIDES { 000_Configs and Icons/Icons/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } } Attempt #2: ACTIVE_TEXTURE_MANAGER_CONFIG { folder = Filter Extensions enabled = true OVERRIDES { 000_Configs and Icons/Icons/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } } EDIT: Okay so I realized the folder in question is basically just a bunch of configs and probably isn't expected to be hardcoded as far as Filter Extensions is concerned, so I tried renaming "000_Configs and Icons" to "000_Configs_and_Icons" and that DOES work. I'd still suggest making future releases avoid spaces so that it won't need to be renamed every time when we want to make it ATM compatible. (Especially if you ever plan to add this to CKAN.)
  6. I'm trying to make a version of the 6.25m inflatable heatshield, but without the decoupler feature. In KSP 0.25 it used to work perfectly. But since the update to 0.90, I can't get the part to appear in the parts list at all now. I've tried fiddling with it and remaking the config to make it work again, but the part simply won't show up. Here's the config file. Any help would be appreciated.
  7. I think I'm actually the one who put in that old request, heh. Even when I was asking for it, I realized it was a long-shot for technical reasons. That being said, I've found it's not actually a big problem to workaround. Just make sure you decouple on the opposite side of the planet while just barely outside the atmosphere. If you do it right, the built-in monopropellant in a 3-man capsule stores + 4 RCS thrusters on the capsule is enough for me to perfectly land at the KSC.
  8. I don't see kOS in CKAN, yet I saw in a previous post support for it was added. Am I supposed to be able to install kOS via CKAN?
  9. I'm admittedly ignorant of what this Rho value is. How significant is this bug's effect on accuracy? And did this bug only come about recently, or was it always around since KSP 0.25?
  10. Seeing as how the new stock UI has support for part-groups, maybe all the new Part Catalog should do is programmatically generate *those* groups for the new editor and name them after each mod? That might be easier.
  11. Are boot-files working for anyone on 0.15.3? Mine don't seem to work.
  12. Minor suggestion: Maybe add a way to tweak the strength of the brakes. I'd like to make mine stronger since I had some difficulty stopping.
  13. I really like these landing gear. They might very well be the only ones I ever use from this point on. Thanks for making them.
  14. So after updating Texture Replacer to the latest version, I noticed my RAM usage went up by a few hundred MB, and crept up after about 4 launches until i ran out of RAM and the colors of everything got weird. Removing Texture Replacer seems to fix the problem. Am I the only one seeing this happen?
  15. The new textures are nice, and I like the revisions to the old ones. Thanks!
  16. As for my KER config, I assume you just had a typo somewhere, it's no different than the FAR one: ACTIVE_TEXTURE_MANAGER_CONFIG { folder = KerbalEngineer enabled = true OVERRIDES { KerbalEngineer/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } } Now regarding your solution, I got it working initially, then I broke it somehow, and even when it was working it had me a bit worried that it would be affecting icons outside of 000_Toolbar, which may (or may not) cause problems with mods that offer both toolbar icons AND parts. A popular example of a mod like that would be Infernal Robotics. Anyway, trying to get your solution prompted me to dig more into the default BoulderCo ATM configs. It got me experimenting. I can confidently say I now have a solution to all Blizzy Toolbar Icons, without disabling ATM for Blizzy's Toolbar. As it happens, it was largely a problem stemming from (1) the default ATM configs being outdated with respect to various mods' pathnames and (2) the default ATM configs having mipmaps = true. The (comprehensive) solution is as follows: Look in BoulderCo for a mod who's Blizzy Toolbar Icon is fuzzy. If a config already exists in BoulderCo, open it. If one doesn't exist, create it (using one from another mod as a template). Make sure the pathname to the textures is absolutely correct. Scruitinize it very carefully (i.e., make sure there's no subtle differences like "Icons" vs "Icon" in there). An example of a default ATM config with a broken pathname is ScanSat (although I found others). Set "mipmaps = false". (ATM's default configs tend to set that to true by default) Set "scale = 1". (ATM's defaults should already have this correct, but just in case it's not double check it) 000_Toolbar.cfg ACTIVE_TEXTURE_MANAGER_CONFIG { folder = 000_Toolbar enabled = true OVERRIDES { 000_Toolbar/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } } SCANsat.cfg ACTIVE_TEXTURE_MANAGER_CONFIG { folder = SCANsat enabled = true OVERRIDES { SCANsat/Icons/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } } MagicSmokeIndustries.cfg ACTIVE_TEXTURE_MANAGER_CONFIG { folder = MagicSmokeIndustries enabled = true OVERRIDES { MagicSmokeIndustries/Textures/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } } RCSBuildAid.cfg ACTIVE_TEXTURE_MANAGER_CONFIG { folder = RCSBuildAid enabled = true OVERRIDES { RCSBuildAid/Textures/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } }
  17. Odd… because I seem to be able to repeatedly deflate mine. Is that not supposed to work? I like it even if it's a glitch. It offers the option of a sustainable way to land in atmospheres, without necessarily resorting to spaceplanes or repeatedly importing dockable heatshields. In fact I'd actually like to figure out a way to make a variant of that shield non-decoupleable so I can't accidentally lose it. As for repairs needing a resource, I suppose that makes sense. If you go with the resource route, I'd like to point out that the Community Resource Pack does have a resource named "SpareParts". USI Exploration Pack also has tiny crates that can carry it. Then again rover-wheels seem repairable without resources, so it boils down to realism vs being stock-like. If we do open the door to repairs being a useful thing, do you think that would also end up applying to the heatshields too?
  18. I've got a couple questions. Hopefully they're not too dumb: 1. The inflatable heat shield has no ablation resource, which I assume means it's therefore perfectly reusable (is that correct?). But I also figure there's still some sort of limit on it's capacity to tolerate heat. If there is a limit, what is it? Is there some sort of maximum temperature at which it will fail? 2. I see that when I EVA and right-click parts there's some reference to parts being damageable and repairable. How does DRE's "damage" on parts work? I was under the impression that in KSP part damage was binary: Either it's exploded or it's intact. But this suggests otherwise. So what kinds of damage should I be able to repair?
  19. In 0.25 the mod appears to work, but the batteries welded to the lights no longer appear in the model. Should be pretty trivial to fix. Simply change the old battery names to Squad's new battery names.
  20. USI Exploration works fine with my ATM install. Have you tried reinstalling all your USI mods yet?
  21. @jofwu Yeah, substitute things for other mods as appropriate. If you can make it specifically target a folder of only toolbar-icons, that's better, although some addons end up putting all textures in the same place so sometimes it's not an option. I've gotten it to work with FAR, KER, KerbalScienceFoundation (Nav instrument mod for runway landing), and Chatterer. Oddly, I also apparently got it to work for AGM (ActionGroupManager), despite that being a Blizzy Toolbar addon… which is quite curious because it didn't work with any of the other Blizzy Toolbar addons like ScanSat, RCSBuildAid, etc. Regarding the "compress = false", I'm not absolutely sure, as I haven't had a chance to play any options besides the "scale = 1" option. This guess is worth testing out. I'm admittedly not totally knowledgable about how these ATM overrides work, I'm basically just reverse-engineering some examples I saw in the BoulderCo folder. That being said, I'm not sure if the compress option here is alluding to a lossy or non-lossy compression. If it's the latter, I'd imagine it wouldn't help with icon-quality.
  22. In an older version of pWings, I seem to recall wings stretching much more quickly/easily while I held the "G" key. Now to get a wingtip to extend the same distance it takes many more mouse-overs. It's annoying, but not really critical by any means. Nonetheless, is there a way to fix that? Maybe n adjustable setting somewhere?
  23. Mac OS 10.10 (Yosemite) now. But I'm leaning toward it being a problem with KSP 0.25 rather than Yosemite (or the unique combination of the two) because I didn't notice the problem in KSP 0.24.2 with Yosemite.
  24. So I found a partial-solution for the fuzzy toolbar issue. Making a config file containing something like this… ACTIVE_TEXTURE_MANAGER_CONFIG { folder = FerramAerospaceResearch enabled = true OVERRIDES { FerramAerospaceResearch/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } } …succeeds in making the FAR button in the stock-toolbar appear nice and crisp, even if KSP's texture quality is set to quarter-res. Same goes for the KER button. It works, just don't use it on any mods that have lots of textured parts without tweaking that pathname option. What it does not fix is fuzzy icons on Blizzy's toolbar. I tried using the same trick on mods using Blizzy's toolbar, but it didn't appear to help at all. I'd appreciate some suggestions on getting that to work. Before: After:
  25. True things have changed, but they shouldn't have changed in a way to make what were previously legible icons into illegible icons at the same graphics settings.
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