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Sewer Urchin

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Posts posted by Sewer Urchin

  1. 18 hours ago, jrbudda said:

    OK I had to accelerate the update due to a nasty bug I found in the colors config code. This update should not change any existing layouts but if you do a clean install it will use the presets as the defaults. I updated most of the presets, adding separators and readouts I thought missing. If I totally screwed something up, please let me know.

     

    https://github.com/jrbudda/KerbalEngineer/releases/tag/1.1.5.2


     

    @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.

  2. 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. 
  3. 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.

    • The 4-way light has separate right-click buttons and action group actions to turn each separate light on and off individually. However, the first 3 of these buttons/actions don't work, and the 4th turns all 4 lights on and off together, so this light is really all or nothing, just like any other light. However, you can still change the colors for each light separately.

    Mine has always been this way, not sure about the rotation though.

  4. 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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