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rabidsi

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Everything posted by rabidsi

  1. Hi all. Currently having an issue with blank (white) textures on a few specific parts when running the 3-6 and 3-7 x86 Basic releases. The textures seem fine when running the 3-5 release. For me, this is affecting the PackRat parts from USI but others have reported issues with the, I think, the science lab in interstellar and that it's something to do with TGA textures in KSP/Unity. I just wanted to drop this here as it also seems to be tied into the latest two releases of ATM as well and wondered if it might be related to whatever the new texture loading implementation might be. I don't know since I'm no coder! Just passing it on in case it's tangentially related and can help with ironing out issues. For what it's worth I did try adding a .cfg to make the UmbraSpaceIndustries folder where the affected parts and textures are located ignored by ATM but it didn't seem to solve the issue so if it IS related, I'm guessing it isn't anything to do with actually modifying the textures.
  2. I'm also having this issue, but it also appears to be connected to Active Texture Management. The textures glitch out when running the latest 3-6 and 3-7 releases of ATM but not release 3-5 (the first 0.25 release I believe), and I believe those releases involved some new way to change/override/alter the way KSP loads textures or something like that. Is there an actual way to fix this temporarily without downgrading to ATM 3-5 (in other words, are the TGAs necessary or can they just be deleted and let the PNGs be used by default... it seems they are the same image in different formats)? I think the PackRat is the only model currently being affected for me.
  3. Sweet! This is one of my biggest wants as it stands now, since ARP is both slicker than the vanilla resource panel and probably the slickest interface in KSP modland by far right now. Love it. Do you think the functionality of the vanilla panels will be preserved if you can get it working? By which I mean, will mousing over other vanilla tool face buttons or clicking on them be able to force ARP to hide itself for visibility purposes? Right now it's about the only thing that niggles at me using ARP, since it has a tendency to hide all the other panels unless you either click it, check something on the vanilla panels and then click it again, or move it somewhere else. Thanks for all your work!
  4. By custom lines what I was generally referring to was having a bunch of set placeholder variable tags for all the basic information vars, e.g. Apoapsis might be linked to $ap_hgt and time to apopasis might be $ap_tt so that constructing custom lines is as "easy" (I mean, I'm presuming that the base code renders panels in a similar way, this just allows users to format it for preference) as clicking "create custom readout" (or whatever), editing the name field to be "Apoapsis (ApT)" and the readout field to be "$ap_hgt ($ap_tt)". Whether or not they are coloured or not could either be down to whether colours are enabled in settings or could just include an additional tag for coloured version (e.g. %ap_hgt_c). Like I said, I am presuming the panels parse variables and render on the fly as is, but my programming knowledge is relatively basic and I have no idea what hurdles KSP presents to this kind of approach. This is just my two cents however. Engineer is more than fine as is, I just love flexibility and the ability to be as minimalist with screen real estate as possible. Engineer is still probably the best option in that regard. VOID has a ton of similar information for example but I am not in love with the way it displays from a readability perspective (not to knock the devs, again, it's still a great mod, I'm just a junkie for slick interfaces). EDIT: Oh, and one other readout I find myself wanting as it stands right now is a "Current Stage Delta V" line. At the moment we have access to total dV or the dV of all stages individually, so if I want to see how much dV is left in my current stage, the only option is to display all of them. As far as I can tell, anyway.
  5. Thanks for all the work on Engineer. I love the new version with custom panels, really cuts down on screen space for my go to info. There are, however, a couple of things it seems to be missing (or rather that I miss) from similar info mods as well as some minor improvements that could help with readability at a glance. One of them is Biomes, which based on the talk above is something in the works, so great! Another is the possibility of being able to add separators to the info panels, just to improve readability at the glance (I like to have my ASL, Radar Alt and Ap up top, but they all look very similar and even though I know which is which order wise I still end up double taking a lot. Separators would help just give a little reference point for groups of similar numbers. In a similar vein, it would be nice to have some short format Ap/ApT, Pe/PeT readouts (ie, displaying Ap or Pe and their respective ETA) on one line). It would be nice to be able to create custom lines like this by having a format for simple variables to construct them in the panel editor but at a pinch, the Ap/Pe ApT/PeT combination is the one I'd find most use for this with. One other thing I miss from a similar mod (kdata I believe) is the colour coded display of your Ap/Pe and altitude readouts. I believe it went red for in the atmosphere, green for in space, blue when Ap/Pe are within close proximity (ie very low eccentricity) and another for geosynchronous. Relatively simple setup but it was a nice feature. Anyway, thanks again for all the hard work! Looking forward to seeing what you guys do with the new revision.
  6. Installing this mod messed with contract completion (game refused to recognize the state of a rocket on the launchpad as either on Kerbin or landed) and also seems to screw up elements of the UI (revert dialog box text is offset and unreadable and buttons don't appear, cannot be backed out of, requires hard exit). Removing it again causes problems to disappear.
  7. Hi, toadicus (hope you had a happy holiday I guess!). I was putting together something silly today, but it required editing parameters down to very specific numbers and balancing them across different, non-symmetrical parts. Ultimately, I ended up editing the craft file directly for accuracy but my question was, would it be possible to add an "EDIT" button at the end of any scale slider so we can edit the value via text? It would help immensely for editing certain troublesome ranges, balancing and also just us (....) perfectionists who don't like seeing 10.31 when it could be a nice round 10. Thanks for all the work and effort!
  8. It isn't that decouplers don't work at all, it's that they have zero ejection force. It's possible you haven't noticed it, since if you're decoupling spent fuel and engines vertically with an active upper stage, they will fall away naturally and not cause any problems. With radially mounted stuff on taller, heavier rockets or anything that relies on ejection force to propel it away from the ship at least a little bit, it can cause problems and be very noticeable (when things start smashing into other things and exploding).
  9. This may be beyond the purview of this mod but it's related to debris recovery and it's something I've been looking for for a while (and now has functional purpose given the new funds/contacts system) and haven't been able to find. Would it be at all possible to add a button to the Tracking Centre view to recover all debris currently landed/splashed on kerbin without having to go through the whole list one by one?
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