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UltraJohn

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Everything posted by UltraJohn

  1. It's a bit hard to see in daylight, but check this video so you can confirm. https://streamable.com/67d7cb
  2. Ah right right, I totally forgot to check! Yes it does look like it works Middle engine has a nice effect, and the two outer ones are more of a faint shockwave effect. That should be correct?
  3. I think it would be cool to have it included, since as you say "Ore into anything" is not really rational, so making it part of this mod using Metals and Minerals would make it more rational! I've tried making a very basic patch just basically copy pasting the setup from the omniconverter, putting it into this cfg, and while it does show up ingame, it's still only showing up on stock parts, and somehow is having two inputs for ElectricCharge. Also the ratios need to be tuned properly! Edit: oh I see why there's double EC, it's copying the one from Basic as well. // Global Construction MaterialKits +MODULE[ModuleResourceConverter]:HAS[#ConverterName[Basic]]:NEEDS[GroundConstruction] { @ConverterName = MaterialKits // using moles @StartActionName = Start ISRU [MaterialKits] @StopActionName = Stop ISRU [MaterialKits] @ToggleActionName = Toggle ISRU [MaterialKits] INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 90 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Minerals Ratio = 0.16 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Metals Ratio = 0.16 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = MaterialKits Ratio = 0.4 // 23.8% useful output by mass; prefering less decimal precision FlowMode = STAGE_PRIORITY_FLOW } }
  4. @JadeOfMaar Thanks for the explanation. So it is the intended behavior then. I personally would prefer the consistency of having all parts have the same options, to avoid accidentally not realizing the part I added to a vessel doesn't have the stock/GC options, but I can accept this decision by you, and thus I will just try and remember that. Ok so I did see the patch for the Omniconverter, but it does require WildBlueTools to work. I've actually been removing some mods lately due to the longer and longer loading times and lag, so I'd prefer to avoid installing more. I was thinking of taking your MaterialKits patch for the Omniconverter and patching that into the ISRU parts themselves, replacing the existing Ore smelter option with this. Since I don't like the Ore to MaterialKits option anyway, that's fine. It should in theory be possible to add this into to your existing Opt-In Convert-O-Tron patch and take advantage of the already set RRPower config for the ratio scaling, yes? Only problem I can see is that it doesn't scale ElectricCharge? What are your thoughts on this?
  5. I don't have access to this file, unfortunately. You need to set the permissions to allow anyone. But anyway, did you install it through CKAN or manually from github? Make sure you have the dependencies installed as well.
  6. Hmm, so I'm trying to track down a conflict between RRCompanion patch for the Stockalike mining extension ISRU parts and the mod Global Construction's ISRU patch. The issue being that GC adds an "Ore Smelter" option to stock and SMX parts via this cfg, but it looks like the patch from RRCompanion is overwriting and deleting the SMX specific parts "Ore Smelter". As you can see here, these parts without RR installed has the option available: But after installing RR, only the stock ISRU has the ore smelter: Also strangely enough, the SMX parts have a lot less converter options, which might also be a potential bug? It seems like the stock parts still have the stock converter options on top of the RR options, e.g. "Start ISRU [Lf+Ox]" and "Start ISRU [RR LFO]" which may also explain why the Ore Smelter is missing from SMX (RR is deleting all existing converters on SMX parts only?)
  7. @vmatt1203 Hi, gonna need your KSP.log to help.
  8. Is there no way to tell which direction the ALG landing gear wheels rotate? I don't see a button to display forward rotation.
  9. Hi! Just letting you know that v2.1.13 is not showing up on CKAN. The mod is flagged as compatible with any KSP version, which means anyone installing through CKAN will not have a working version installed.
  10. Yep, same here, exact same issue as you described as well. KSP.log player.log
  11. Oh haha I didn't even notice what you were talking about at first! Yeah I don't quite know what happened here. It looks normal to me, but I'm using a dark mode theme for KSP forum through an extension for Chrome called Stylus I suppose I somehow must have copied the formatting from dark mode, but yeah not sure! EDIT: I think there was an update to the forum a few days ago that changed how some styling works. I think that's where it might have gone wrong, not the dark mode theme, hmm. Try making a code block with any type of syntax highlighting test
  12. Hi, the RWE 2.1.0 version zip file contains a duplicate StockWaterfallEffects folder for some reason. (inside WaterfallRestock folder there's the second copy) The RestockWaterfallExpansion Templates folder contains a lot of duplicate configs also in StockWaterfallEffects Templates folder. It also looks like the version installed through CKAN does not quite match the same files as the manual install, causing you to have duplicate configs for some engines.
  13. It's a cool idea, but unfortunately as you say, out of the scope for this framework. It would require a significant amount of work to support this type of switching, for which I am not willing to commit the time to. HUDReplacer works by replacing all of the textures loaded whenever the scene changes. This process takes a couple of seconds to run as there are a several thousand textures in the scene to go through. This is not noticeable while the game loads the scene as it's just a black screen, but if you were swapping between textures during gameplay you'd notice this as lag every time you turned on/off your lights. That's not ideal. However, fun fact, you can technically already do what you're asking, but in a very unoptimal and jank way! It's possible to load up the game with a texture pack installed, swap out the assets in the folder and then use the debug mode Q hotkey to refresh the loaded textures. It'll replace the already custom textures with the new ones. Now if you were to write your own plugin that swaps assets on disk between two variants and then calls HUDReplacer's refresher code, you'd have a "functional" on/off texture swap! You'd basically have to do something like this: HUDReplacer instance; public void OnLightsToggled() { YourMod.SwapAssets(); instance.ReplaceTextures(); }
  14. 1.2.9-beta is released. https://github.com/UltraJohn/HUDReplacer/releases/tag/1.2.9-beta What's Changed Added special handling for GaugeGee and GaugeThrottle textures. Full list of available recolor options can be found in the README. @shelshok Should work now. No changes necessary on your side
  15. You can ignore this. These look to be for the internal NavBall prop in IVA view (the one embedded into the dashboard), not the NavBall on your screen. Ok I tried myself to replace these two textures without success. I'll take a look at it.
  16. @shelshok Yeah that looks right. It should be logging into KSP.log whether or not it's finding those textures and loading them. You can do a quick search in the log for the text: HUDReplacer file paths found: and it should list your stuff below if it's being loaded. Not sure what these files are, but for HUDReplacer to load them it has to be png.
  17. Ah, now I get what you're talking about. It might be possible to do this, but I'd need some example textures to test a possible implementation with if someone can provide that. EDIT: Nevermind, the border property is readonly This should work. Can you post your config?
  18. Hey, thanks I assume those sprites would be equally divided in size. A texture containing 9 sprites would probably be 1/3rd of width and height each. As for the navball text, is that not just a texture? You could replace it with an empty texture in that case, but otherwise I can take a look at that.
  19. Hi! I was wondering if it's possible to get a patch for WaterfallRestock/RestockWaterfallExpansion? Currently your Waterfall patch only applies to StockWaterfallEffects, which I don't use due to having restock. Alternatively, is there a way I can convert the current patches to point to an equivalent Restock waterfall effect instead? Thanks! Edit: It looks like RestockWaterfallExpansion bundles the same templates used in KARE from StockWaterfallEffects. It should be fairly safe to just rename: :NEEDS[Waterfall,StockWaterfallEffects] to :NEEDS[Waterfall,RestockWaterfallExpansion] Correct? (Or even better, make it check for either of them at the same time :NEEDS[Waterfall,StockWaterfallEffects|RestockWaterfallExpansion]? Don't know the exact syntax though)
  20. Thanks! Forgot about those tabs. 1.2.8-beta is released. https://github.com/UltraJohn/HUDReplacer/releases/tag/1.2.8-beta What's Changed Recolor support for: Advanced maneuver node editor tabs. Uses the same setting as for the other maneuver node color (maneuverNodeEditorTextColor) Full list of available recolor options can be found in the README.
  21. I can't load that page. Can you try a different host?
  22. Hi. The color for the altitude digits should be light grey/white. Can you confirm if the correct value is being set? Find and open this file: GameData/ZTheme/config.cfg and look for this line: tumblerColorPositive = 0.816,0.816,0.835,1 if it's not the same as this, you may have an older version installed, so make sure to update ZTheme and HUDReplacer to the latest version.
  23. 1.2.7-beta is released. https://github.com/UltraJohn/HUDReplacer/releases/tag/1.2.7-beta What's Changed Recolor support for: PAW Blue button (PAWBlueButton), Blue toggle button (PAWBlueButtonToggle) Recolor support for: Variant selector Previous/Next buttons (PAWVariantSelectorNext, PAWVariantSelectorPrevious) Recolor support for: PAW Fuel priority buttons (PAWResourcePriorityIncrease, PAWResourcePriorityDecrease, PAWResourcePriorityReset) Recolor support for: PAW Fuel slider text color and fill color (PAWFuelSliderTextColor, PAWFuelSliderColor) Recolor support for: Stage group DeltaV background color (stageGroupDeltaVBackgroundColor) Recolor support for: Maneuver node editor text color (maneuverNodeEditorTextColor) Recolor support for: Stage engine fuel gauge (stageEngineFuelGaugeTextColor, stageEngineFuelGaugeBackgroundColor, stageEngineFuelGaugeFillColor, stageEngineFuelGaugeFillBackgroundColor) Recolor support for Stage engine heat gauge (stageEngineHeatGaugeTextColor, stageEngineHeatGaugeBackgroundColor, stageEngineHeatGaugeFillColor, stageEngineHeatGaugeFillBackgroundColor) Full list of available recolor options can be found in the README.
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