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zapsnh

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Everything posted by zapsnh

  1. Hi, am still alive! How does this look? (ignore the messed up gee gauge position that's been fixed) https://i.imgur.com/VERLiAk.mp4
  2. The navball thumbs would go beyond the screen edge though I could add an option to make the throttle gauge use all of the available space without the thumbs (or just remove the red bits).
  3. What does look like without ZTheme? Can you send a screenshot of it (with and without ZTheme)?
  4. Probably, depending on how simple they are to implement. Not really, I just think of features in my head and attempt to implement them. I would gladly consider community feedback if there is some. Theoretically, you could just rip out the entire KSP UI out and replace it with your own but that would be way too time consuming and also might interfere with other mods that do stuff with the UI. Aside from that, adding new UI elements often requires cloning an existing UI element and messing with it until you get what you want with it. I could look into making the elements in Unity and importing them in KSP though.
  5. The gauges actually are already relocatable with the object transformer (based off of wheeeUI ). You just have to find the name of the gauges' GameObjects. IIRC the names are ThrottleGaugePointer and GeeGaugePointer.
  6. I made these navball 'thumbs' (idk what they're called) that display the throttle/g-force values. You can drag the throttle thumb around and set the throttle with your mouse just like the one in KSP 2! What do y'all think? source: https://github.com/zapSNH/ZTheme/tree/main/ZUI/ZUI (GaugeThumbs.cs and ThumbDrag.cs specifically) (please ignore the misaligned throttle gauge pointer and texture, i'll fix that soon)
  7. I'm trying to create an in-game GUI for configuring theme options with HUDReplacer (kinda similar to this but changes are triggered by a custom GUI). I currently have a system with a config file which has nodes that look like this: which are converted to HUDReplacer nodes and saved to a config file depending if the nodes are enabled (which is in another node). This seems to work if I enable/disable nodes while the game isn't running but whenever nodes are enabled/disabled at runtime it seems that HUDReplacer (or KSP) doesn't recognize a change if I forced a reload. I tried using GameDatabase.CompileConfig(configNode)but it the game still doesn't recognize a change. I think I have a solution that would require modification of HUDReplacer's code (which I would rather not do for my silly GUI (but also could allow other less silly mods to use HUDReplacer to dynamically change/recolor stuff)). Potential solution:
  8. The icons should probably have a thicker outline since they are much smaller in-game. (at least at 100% scaling)
  9. It would probably depend on how those mods implement their VAB icons. You could try to follow the HUDReplacer guide here and see if that works. If it doesn't, you can also try to see if the icons are in the mod folder and replace thw icons there.
  10. Delete the following in ZTheme/PluginData/flight: true_down.png true_over.png true_up.png false_down.png false_over.png false_up.png disabled.png
  11. The PAW title bar is called `PAWTitleBar`. It's on line 82 for v1.1.3.1, but for v1.1.3 it's on line 76.
  12. Sorry for the (really) late reply. Can you try this version: https://github.com/zapSNH/ZTheme/releases/tag/v1.1.3.1
  13. What does it look like without ZTheme? I don't think I can really recolor it (via HUDReplacer) since it seems to already be recoloring the texture to be as red as possible. I could maybe make the part icon brighter but it may look a bit bad. Also, how do you trigger a partial failure? Can you give me some steps to reproduce or a save file with a partially failed engine?
  14. There should be a small tab that reveals the launch site picker. Do you have the 'extra launch sites' option enabled in the difficulty settings?
  15. ZTheme v1.1.3 About A minor-er release to address an issue and a design flaw HUDReplacer v1.2.11 or higher is recommended. Changelog Add texture for the 'you can't purchase this item because you're too poor' button. (#9) Minor adjustments to the other purchase buttons so that they don't overlap the part window. Add a better pin icon that wasn't made in MS Paint. Known Issues KAL Editor icons sometimes don't show up.
  16. See: https://github.com/zapSNH/zui/blob/main/Transformer.cs and https://github.com/zapSNH/zui/blob/main/config.cfg It's basically wheeeUI does but without the wheee. I wonder if you can achieve a linear(ish) throttle/gee gauge by making the rotation and x-position constant.
  17. I found a way to "remove" the loading text without using Harmony!
  18. I've been """"learning"""" how to create plugins for KSP and I made one that makes the navball mimick the behavior of the KSP2 one. Source Code and Download: https://github.com/zapSNH/zui
  19. It might actually be user error . It seems that if the texture for rep_background isn't the exact size, it'll break.
  20. For some reason HUDReplacer (or ZTheme (or RP-1)) now decides to load UIElements_14 instead of rep_background. It also doesn't show the reputation amount. Hovering over the element says that it's UIElements_14. I have no idea how RP-1 works so I have no clue how to fix it. Why is it loading UIElements_14? Link to github issue
  21. About A relatively minor release to address a couple of issues. HUDReplacer v1.2.11 or higher is recommended. Changelog RP-1 support has been added. The loading icons for RSS should now depict the RSS planets (AKA the irl planets). These have not been tested however. Icons in the tracking station have been themed. Minor design adjustments The stage add and remove buttons are now less garish. Reputation bar should now be more accurate. The decline contract button is now less blurry. The recover and space center buttons should no longer overlap eachother. The SAS and RCS buttons should now look more sleek. Other minor stuff. Known Issues KAL Editor icons sometimes don't show up. v1.1.0b -> v1.1.2 release notes
  22. Can confirm that it works (after like 2 hours of loading)! I did add onScene = SPACECENTER to the config file but I have no idea if it actually does anything and at this point I can't wait 2 more hours to check. -- Also, can you add recoloring support for the RCS and SAS buttons (specifically their disabled states). Right now I use a bright radial gradient so that they're readable when disabled but it kinda looks off.
  23. Now I'm facing another problem, the post seems to have a height limit and cuts off at a certain point making the content below that point unreachable. Do I just rewrite the post at this point?
  24. Hi, I royally messed up the formatting for my post when I was editing it and I need help in trying to undo it. Is there any way for me to undo an edit?
  25. Unfortunately my main computer that can run KSP is broken. I am writing this on a laptop I bought in 2022 with 2020 hardware that is actually just repackaged hardware from 2017 that rivals mid-range desktops from 2011. (and is less powerful than my phone which was cheaper) As soon as I fix my computer though, I'll try to investigate and fix the issue ASAP. (but it may be unfixable since HUDReplacer doesn't do well with mods.) -- And now the main post formatting is messed up
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