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OnlyLightMatters

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Everything posted by OnlyLightMatters

  1. Wow I must have a bug on my side because last night I was still able to see 0.2.13 on my CKAN, version that conflicts with Deffered. I had to patch the installation of the mod manually.
  2. Hi. Does anyone know if there is a specific reason the 0.2.14 release is not on CKAN?
  3. Wonderful intiative. I was too lazy to start this work, MH and BG killed me after monthes of work. Cheers guys, I am enthusiastic to use your mod. I am personaly interested in Engine plate recolor so they match the color of the nozzlesof engines.
  4. Hi @_Zee hope you're doing well. I saw there are 4 pull requests on your mod on Github. Regarding KSP2 being dead now, do you consider accepting them or you do consider the mod is finished? I made 2 files for Shared Assets & Stowaway Benjee's mods (one can test them from my Github) but no PR yet; so let me know what are your thoughts regarding your mod which have been a basis of my gameplay for 3 years.
  5. Excellent point, I have to test them in a 1920x1200 100% UI configuration. Last proposal : I don't like the last one, I can't figure out a simple concept that I can illustrate with one only object/symbol.
  6. Hi everyone. After months not playing KSP1 I've been back to business I think A6/FM1 was an incentive after all. Thank god she took off, we can finally move forward here on the european's spaceport. Of course I am playing with ZTheme and a year later when I gave a very modest hand I have fresh eyes on the subject. Here are my thoughts, complains and sometimes suggestions. I try to being as constructive as possible, I apologize if my comments are a bit blunt. I'm not a native English speaker and I don't always know how to present criticism properly. These should be considered as a few remarks regarding an astonishing and enormous work provided bu the author! 1- Navball Main Marker This is by far the most annoying point to me because it has a huge impact on my gameplay. The current shape of the marker is To understand my issue you will have to watch a few seconds of the following video of a RDV tutorial I made : As you can see when I perform a RDV, I make some refinements of my trajectory so that I always end up close to my target. The lines of the main marker are a strong help to help with performing these actions. But they can only help if there are aligned with the center of the marker. So in my games I have updated the icon with this one : It is possible that I'll end up with thiner lines and a smaller central point. 2- Navball Green and Red zones Given the general flat design of the theme, outlines are not very cohesive. I have currently no proposal to make, I started to rework the whole thing with Inkscape but there is a lot of work to be done. 3- Reputation in career mode I think there is too many information here. I have started the design of a cleaner image, not satisfying to my taste at this point. This is way too simple, the 100 indications have to be present in some way. But beyong being good looking, this image is not very critical for gameplay purposes, we really don't care that much to our reputation when playing in Career mode. 4- Exit Icons A few icons still have a red outline. Outlines IMHO are not welcome in this theme. They currently are, I am playing with 5- Altitude I don't know whether we need shadows on the white lines. Existing my file 6- Game Icons (This is my fault, they are my work) We don't see them that much so they are far from being an issue. But if we follow through with the approach, we should get rid off as many as outlines as possible. Existing is Could be something lighter like . Work in progress. Feel free to comment on the proposals and start a dialogue here ! All my work is available at https://github.com/OnlyLightMatters/SrcZTheme
  7. It seems we will never see the blue stripes on A6's ESR (P120C) - and this is not surprising. https://media.licdn.com/dms/image/D4E22AQG84iL2rYcqpg/feedshare-shrink_2048_1536/0/1710927166711?e=1714003200&v=beta&t=QtQh9OT8lLcskRqanuDlJB-wuqHFh2UYVJt57mccajE https://media.licdn.com/dms/image/D4E22AQFAUQ7E_kgPXQ/feedshare-shrink_1280/0/1710927148686?e=1714003200&v=beta&t=Psv-_Rm11YHSf9Mcpy1Nb-S5sm-bl99-gVpZE-63y7k
  8. I was very interested by this mod but I am a bit disappointed by the ISPs retained for Vulcain and Vinci engines which are not consistent with LF/LOX propulsion but rather solid boosters. A 3,75m A6 rocket is maybe too big for the stock game. Same issue with the Knes mod though, plus with insane ISPs for some monoprop engines.
  9. Not exactly playing KSP1 but preparing a new flag for my games. Old CNES flag: Reviving this oldie:
  10. Hiiiiiii! I'm back! I've just installed the mod from CKAN. OMG that's a really better user experience I can see you kept a few propositions I've made Thanks for the work provided !
  11. I don't know whether it's a bug or a lacking functionality because I have not much played the game since it went out, but I second this report. 2nd major issue to me after the heating parts inside a fairing.
  12. I agree. This is the most annoying bug I've encountered so far. I have to deactivate the heating management before each launch.
  13. Same bug here (batteries, solar panels) Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 up to date | CPU: Ryzen 5600X | GPU: 6700XT | RAM: 48GB
  14. First mod I installed for KSP1 after KER. Got quickly fed up with the stock science management system.
  15. Hi! well this quite a lovely cockpit for sure, I think I'm going to adopt it for the long term! I have one question: Where does the cabin with the door comes from? Don't think I saw it in NF mods nor in Station parts redux. Last, one remark, personal opinion. The KJ-10 orbital engine looks nice but seems to be poorly balanced regarding stock standards: It's heavier than the Terrier 0.5t/0.8t but is smaller, delivers half its thrust in vacuum 60kN/30kN, has a significant lower ISP 345s/316s although the nozzle is longer, does not produce electricity when working... To its benefit I can only notice 1° more gimbal and far less pack volume 1300L/350L. This later benefit is really expensive regarding the rest. The mass disadvantage is the hardest to swallow
  16. Thank you so much for having adopted this mod! I am personally not a big fan of all the micro management requested by the stock science gameplay.
  17. Hi all. Sorry, I did not have much time to work on the subject and I won't have any before at least several months. I am resigning of my current occupation because I am finally joigning a space agency! I still don't understand how they were foolish enough to accept me I should get to Kourou in November. So, I have a lot of work to find a successor and train him/her to my activities. My work is here : https://github.com/OnlyLightMatters/SrcZTheme You are more than welcome to use, fork, steal it, whatever.
  18. Tried in two steps first navball.png then NavBall.png after a double check with the debug mode and it works! Quality is really better with a higher texture size, numbers are a bit blurry with the stock texture.
  19. Yes I already use Texture Replacer for a MilkyWay Skybox, for my KSRSS x2.7 game.
  20. Hi all. I did not understand whether this mod is able to replace the Navball Texture without using the NavBallTextureChanger mod. Is it?
  21. I'm looking for ideas, for the Career icon. I thought that using the helmet to display a growth symbol idea would be a good idea but I am not that convinced about the result. I had another idea though, making a sort of vitrivius kerbalish drawing... However with such small arms and legs it sounds very difficult to achieve.
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