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Sewer Urchin

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  1. Just had this happen as well. Windows 10 - i7-8700K CPU -- Nvidia 2080 GPU
  2. @jrbudda, Oh man, did you fix the little extra bit of empty space under the situation readout that has always bothered me way more than it should? That helps sooooo much, you don't even know, all my main HUD backgrounds line up smooth now and it looks so much better. The colors I set up don't seem to be saving, other than that it's all working great. Here are some screenshots of my KER layouts. It's 22:9, so the layout might not be ideal for presets, but maybe some of the different HUDs would be useful: Normal -- Max info -- Rendezvous -- Landing -- Spaceplane I really like splitting each main HUD (surface, orbit, vessel) into 2 HUDS each. So I have my top 5 items for each on constant display, and then I can turn on the max info version for each as needed. A bit of a pain to get the backgrounds to line up perfectly, but once it's done youe can set it and forget it.
  3. Thank you, jrbudda for picking up development on my (and everybody else's) favorite mod! There's been a few things on my wishlist for a long time, but you've already ticked off most of them and more. If you're still looking for votes, a couple of my wildest dreams are: Trip Odomoter - For tracking all the delta v you use. Something like the g-force readout with a little reset button on the HUD would be amazing. I feel like I'm spending a lot of extra delta v when I split my burns, it would be nice to see a readout. Antenna Range - I just never know where I stand with comms until I get where I'm going and look at the icon in the upper right. Having a number would be great, especially if we also had a 'target antenna range' readout to go with it edit - also, if you're looking for a good way to toggle all on/off - maybe it could be a right-click on the toolbar icon? being able to rearrange the order the buttons appear on the menu would be nice.
  4. Got an interesting effect from the leftover trails in 1.4.3. Jettisoned a stage out in front of me and was inside it's trail, it then exploded about 100 meters ahead of me, so the leftover trail was stuck right in front of me. I ended up coming back up to about 65km, so my trail faded, but the trail from the other stage was still there, and almost backwards now from the distance I traveled. The secondary trail stayed with me all the way to the ground (Even parachuting at 3 m/s) where it remained as a pillar of fire that my kerbal could walk around inside.
  5. I like to play on the line between sandbox and career. I crank all the sliders to 1000%, basically making it a sandbox game in regards to science and funds, but I can still level up my Kerbals and do any contracts that sound fun.
  6. Seems to be working fine in 1.0, at a glance at least. (Using jinks' version from 2 posts above)
  7. Seems to be working fine in 1.0, if anyone's wondering. Both the version in the OP, andExplorerKlatt's updated version at the top of this page.
  8. One issue I'm seeing is that AGM can now be used to bypass the limitations on action groups that exist in career mode. You now need to upgrade the VAB to unlock action groups, but you can still set them in AGM from the start.
  9. Thank you so much for picking this up! This is such an underrated "quality of life" mod; amazing how much of a difference a little light can make.
  10. Seems to be working in .90 for me, although my Kerbodyne engines were under "propulsion" and my nukes were under "engines", presumably due to the changes in the VAB categories.
  11. Hi, I am loving the HUD so far! I have been using VOID for my HUD until now, but there are a few bits of info that it has that KER doesn't have yet that I think would be useful. Orbit - Current sphere of influence. Surface - Situation (flying/landed/splashed, high/near in space), and surface speed. Vessel - Delta V Current/Total (on 1 line w/o burn time, saves space and still gives the info you need), heading/pitch/roll, and thrust offset (super useful when you grab an asteroid and need to adjust the claw angle to fly straight). Also, info for the next maneuver node, like delta-v remaining/total, burn time remaining/total, and optimal time to start the burn so it straddles the maneuver node. The way it is now, if you make HUD with only items that hide themselves when not needed (like terminal velocity and atmospheric efficiency), it basically becomes an invisible HUD that only appears when it's relevant. If the maneuver info hid itself like this, it would effectively be a pop-up HUD that only appeared when you had a maneuver scheduled. Again, none of these are really my ideas, it's all from VOID, but I think they'd be good additions to KER now that we have HUD options.
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