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Thanks! It was really nice to see someone try out the mod for the first time and to see stuff you were struggling with. Gives me good insight into what I should probably clarify better for newcomers (like the body category for example). Also, you can right-click on the map to add waypoints - useful for landing in specific regions. Also2, you can resize the window.
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I think what kspkat is saying is that this mod (UI Scaler) isn't scaling the stock stage info bar shown in the bottom right of the screenshot. That part of the UI isn't from Micro Engineer, it's from the game itself. But anyways, I'm not on my gaming PC right now so I can't check, but isn't this mod made obsolete by the game adding it's on scaling setting a while ago? AFAIK there are 2 ways you can scale stuff now. One with the stock scaling setting that scales all stock UI segments and another with UITK for KSP2 that has its own scaling for mods that use UITK. Maybe I'm missing something and this mod still has its use.
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I Wish They Made UI Customizable [v0.3.2 for KSP2 v0.2.0]
Falki replied to Falki's topic in KSP2 Mod Releases
I don't really know what to tell you, sorry. "I Wish They Made UI Customizable" is a very simple mod that was rushed and wasn't designed to be robust, to be honest. It works well enough for cases I've tested, but it's far from perfect. It certainly doesn't take into account resolution changes. UI groups' position offsets are hardcoded, values being empirically set manually by me, so it's not surprising that for some people they aren't correct. When flight UI is loaded by the game, this mod takes the position values of each UI group and works with those figures. And flight UI is loaded again each time you change your view from Flight to Map, and vise-versa and then again for every time your scene changes (VAB, KSC, Tracking station, etc.). Also, sometimes unfortunatelly the UI isn't fully loaded in time, so the mod takes the values which are not correct. Answer for the "which X position would be dead center" is -> it depends on the UI group. This mod should be rewritten at some point, to make it more robust. -
Yeah, UI most of the time isn't hidden with F2. Same happens with Orbital Survey's UI. It's something to do with how UITK (Unity's newest UI framework) handles stuff I think, but I don't have a clue how to fix that. To be honest, I'm using a slightly different approach than other UITK mods, so it's probably something related to that.
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When you hit 95% you're automatically rewarded with the final 5%. This is for handling edge cases where you're missing just a tiny bit and it's hard to locate where it is. Though there should definitelly be a science report for 100%. There's 25%, 50%, 75% and 100%. With the latest version of Orbital Survey reports are generated on all vessels that participated in mapping the milestone that is unlocked, so in your case vessels that scanned from 75% to 100%. I might change that so that they're generated on all vessels that ever participated, even for a single pixel.
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v1.8.1 Fixed Drag & Lift Fixed Drag and Lift values not updating properly when their units change (e.g. mN -> N) - reported by @Kayser
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There are 2 reasons why the legend is only displayed when mapping is 100% complete. First is from a gameplay perspective: players are rewarded with a legend when they complete the entire scan, so there's an incentive to do it. It also kinda makes sense that you'd first map the entire body, then analyze the results and then determine how you'd split a body according to different biomes present and then name them appropriately at the end. Second reason is a technical one. For performance reasons there's no connection between the legend and the area of the body that is currently mapped. There's also no record of a region belonging to an unlocked pixel. Under the hood, region maps are nothing more than pregenerated 2d textures. As you scan the map, you "reveal" what pixels are hidden in the texture, but in reality those pixels are just copied from a completed texture to an empty/gray texture, again with no data for regions that are revealed. Legend is also pregenerated and displayed when mapping is 100% complete. So if a map is not 100% complete there's only an option to display the entire legend or not to display it at all (since I don't know what regions are revealed and what aren't). And I feel it would break immersion, be bad UX, if the entire legend is displayed when there's a real chance that certain regions aren't scanned yet. Of course, there are ways to retrieve what regions are revealed and what aren't yet, but that would be more taxing to the performance, which already isn't that great, and I feel it wouldn't bring much gameplay value TBH. Besides, if you can get to a point where you have a certain percentage of the map unlocked, in most cases it isn't hard to get it to 100% - it's just a matter of having inclination close to 90° and you'll get to 100% eventually. In the mean time we figured out that "Experiment interrupted. Not enough Resources" is a stock bug, not related to Orbital Survey mod anymore. Radiation and Orbtal Survey mini lab (the part, not this mod) are generating these errors. If you remove those part you should no longer receive those errors.
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v0.9.4 Fixes and QoL Fixes Fixed: science button won't flash anymore for Visual/Region mapping experiments - FYI @Spicat Speculative fix: "Experiment interrupted. Not enough Resources" notification should no longer show up during high warp. This doesn't retroactively fix the notification spam for existing vessels, but it should work for new vessels - reported by Argon Other All vessels that participated in scanning of the current level of the mapping milestone (25%/50%/75%/Complete) will gain the research report in their Research Inventory, so any vessel can transmit back the report to gain science. Of course, each report can only be transmitted once Internal rework of how research reports are triggered, with insight from Kuriosity Science. If you notice some weird behavior with triggering reports (25%/50%/75%/Complete) please report it Added Giant celestial body category. All bodies in the stock game are keeping their current categories (Small, Medium & Large). This is just a support for the 2.5x Kerbolar System and future mods that will add bodies with larger radii Note: in order for Visual and Region mapping research experiments to show up correctly in Science Arkive, you'll need to update that mod to the latest version
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I'm able to reproduce this. If you add additional engines after the 2nd one, it correctly lowers the deltav, but the switch from 1 to 2 engines is not correct. For stage info Micro Engineer is taking the values that the game itself is producing. And, unfortunatelly, the game still has issues calculating correct values in some cases, asparagus staging for example. So it would be better if you report this as a normal game bug.
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No, it doesn't show discoverables yet.
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v0.9.3 Waypoint loading fix Fixed waypoints not being loaded when first booting up the game - reported by @Kayser Increased the hitbox of the map marker (vessel & waypoint) so it'll be easier now to right-click on the existing waypoint in order to edit/delete it
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There is, thanks for reporting it. I'll release a fix soon. It happens when you first start the game. There are plans for some other future update, yes
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Unfortunatelly no, game only supports the yellow one.
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v0.9.2 Map Body selected automatically Changed: on opening the map UI from the app bar, current body of the active vessel will be automatically selected. MapType will be set to Visual if nothing was previously selected - requested by @rogerawong Fixed: styling of the "track vessel" button that broke with the previous version Dev notes: Updated SpaceWarp.Template to the newest version (UI Toolkit Unity project is now bundled with the main c# project)
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You can go to ..\Kerbal Space Program 2\BepInEx\plugins\OrbitalSurvey\patches\configs\ , open _constants.patch with any text editor (notepad, word...) and change Field Of View values yourself. Values are defined per part, so you'll be changing the FOV for any body. Then let us know how it works for you. Still, I don't really see this as an issue since you can easily go to the tracking station and be done with it in a minute. I could increase the FOV values in general, if that will help. But other than that it's a change in logic that will take more time to do and it would add exceptions to the logic, which I'm not happy with unless it's for a strong reason.