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Oinker

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Everything posted by Oinker

  1. Bump. The planet brightness needs sliders, max and min, especially for those of us with custom skyboxes (most of us). They look like navigation lights against my skybox. Planet brightnesss needs to be min when the skybox brightness is min (looking at sun).
  2. I'm changing the charge rates of my solar panels and generators. I just wanted to check if fusebox reads these rates from the database by the part name after modulemanager updates them or if it's static.
  3. Thanks for an otherwise wonderful add-on. ----------------------------------------------- Those with problems when using Active Texture Manager, exclude the folder in the tex manager config. Exclude toolbar, alt resource panel, anything else with itty-bitty icons and interface parts.
  4. That would be easy. Just add a max radius from target in settings and generate a random coordinate pair with higher probability at the center of the circle and a inverse-square drop-off toward the outside. MJ can use that as the coordinate it's aiming for. And since he's dialed it in, it will hit that spot.
  5. I love the changes from adding the realism mods. This one is great but could use some sound. Sound when aerobraking and when reentering atmo. Sound that starts quietly and builds to a crescendo. The guys who did RCS thruster sound, wheel noise, and redid the squad engine sounds might be able to help with code or sound samples.
  6. I haven't played in a long time. I recently built a COMSAT and saw that the 88-88 dish had tremendous range with the same electric use as the next dish up and much lower mass. The mass needed to be increased. Edit the RemoteTech_Squad_Antennas.cfg to change the mass as shown below (add @mass = 0.75): @PART[commDish] { @mass = 0.75 !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { @allowManualControl = false } dot... dot... dot...
  7. Great mod. The skybox dimming is good but too much for me. I'd like a slider to adjust the dimming. Also, the same dimming or alpha needs to be applied to the added planets and debris. They're too bright compared to the skybox.
  8. how 'bout not supporting any of them in particular but instead, an API author's can use to add their parts to your list?
  9. Please wrap up the Protractor mod's functionality in a MechJeb window. It's a woefully out-of-date eyesore but it's perfect for those who want to fly manual instead of auto-piloting to another planet. Just like ascents are better when flying the ascent path marker.
  10. 7.1 config not loading shader floats or scaled shader floats from config. Responds to changes in settings. Saves changes to config. Need lines added in Alt-N menu for detail bump map.
  11. Just tested the new dev version. The toolbar integration is perfect. Slider button is out of the way (once you change it in settings). All buttons showed up on toolbar, even when main MechJeb window was hidden. Toolbar setup: I didn't test whether the buttons were available for "configure visible buttons" when the main MechJeb menu was hidden. So if they're not, just click open the side menu and then "configure visible buttons" on toolbar. Give yourself the main MechJeb menu button on the toolbar and any other windows you want available. Change the MechJeb settings window to disable the menu tab.
  12. The current implementation of toolbar buttons is horrible compared to the helper's way of always available buttons. Leave that slider hidden unless the toolbar button is clicked and make them all visible all the time for every appropriate scene. And let the users turn off visibility of unwanted buttons in the toolbar config (just the way I had my toolbar set up. clicked the "T" in every module to make them all visible and disabled the buttons in toolbar setup). Don't try to do the toolbar's job. I want this back: We'd also like the icon to toggle with the module on/off (icon bright/dim) Here's an icon pack for those who haven't been in the mechjeb toolbar helper thread: icon pack Bar Left: Kerbal Alarm Clock, Crew Manifest, Ascent Guidance, Ascent Stats, Landing Guidance, Maneuver Planner, Node Editor, Warp Helper, Rendevous Planner, Smart ASS, RCS Balancer, Translatron, Kalculator Bar Middle: MechJeb slider menu, Steam Gauges main menu, Rendezvous autopilot, docking autopilot, rover autopilot, space plane auto, multiple saves addon Bar Right: Fusebox, ASL indicator (from Steam Gauges for landing), delta-v, orbit info, surface info, vessel info, target info (custom window), phase angles (custom window), landing info (custom window), Targetron Some windows stay up most the time and have their own spot. Most windows aren't up at the same time and share a spot.
  13. Try to get Trigger just to put Unity Smoke and toolbar integration on it. His UI work on Alternate Resource Panel is genius.
  14. I don't even install the parts. Saves memory, space in VAB, and drag/weight/symmetry. I add build engineer to all modules and probes. I don't use flight engineer because MechJeb provides the d-v info in the unity smoke theme that I use everywhere. I wish KER used smoke as well.
  15. Yep... I love the mod itself but it looks like one of Santa's elves took a dump on my screen. The text in the main window looks to be a bold text and isn't as fine as the more readable text in the "filters" window (see jpeg in first page of this thread).
  16. Icons are icons, man; little pngs that can't waste memory. Your problem must lie within one of the mods you're using, perhaps even the toolbar itself. Disable mods until the leak disappears or go the other way and re-enable them until the leak appears. It's good that it's a "considerable" leak. It won't take as long to spot it as you go through this process.
  17. Alternate Resource Panel is art. Your work is done. Please apply your interface genius to a quick & dirty on some other incredible mods whose authors don't have time to do it. Protractor - toolbar wrapper, Unity Smoke Kerbal Engineer Redux - Unity Smoke Kerbal Alarm Clock (I hear this author is swamped beyond all belief) - Unity Smoke I know there are big plans for alarm clock, but just a facelift to match the rest of the addons would be nice (and probably quite easy).
  18. Your problem is Texture Replacer (contains rbray's tex compress code) or Texture Compressor (rbray) or possibly Visual Enhancements (rbray). Update all of these mods to latest version. Problem should go away. If not, you can install Texture Compressor which allows disabling specific folders from compression. The other mods will disable their compression in favor of the Texture Compressor mod. This was addressed only two pages back: http://forum.kerbalspaceprogram.com/threads/60227-0-23-KSP-Alternate-Resource-Panel-v2-0-2-0-%28February-18%29?p=980767&viewfull=1#post980767
  19. hmmm. Without looking at the xml file ('cause I'm lazy), I assume the bars are assigned a generic name with a counter and the screen and buttons are defined under their name. 1) Add menu item for users to name the toolbars and/or name them upon creation. 2) Inside the icon picker, include toolbar icons with the names below for users to drag to the bar(s). 3) Toolbar shortcuts could be pre-defined to look for icons with toolbar_name.png. A generic toolbar shortcut icon named toolbar_name.png could be created as a placeholder that the users could replace with custom icons.
  20. Use rbray's "Texture Compressor". The tex compression in Visual Enhancements and Texture Replacer will be disabled in favor of this mod controlling it. This one has a config in which you can disable compression on specific files/folders. Make sure you have the latest version of all three mods. I don't recommend the "agressive" version because the normal maps become too blocky and unsightly. I didn't need it, however, because just updating the Texture Replacer and Visual Enhancements to the latest versions with default settings stopped the display problem with the resource bars.
  21. To all who downloaded my collection of mostly other peoples work, I've updated this latest file (2 posts up) with a couple more since it was first posted. I was hoping that Nothke would finish his pack so we could unify on colors, fonts, and effects but it looks like he's busy on other projects. It'd also be nice to get a little update to the "Optional Module" addon to switch between an on and off icon. Of course, Sarbian is busy and likely doesn't want to reproduce that work again in a future build of MechJeb. Should be just a code merge though. Here's that icon pack. NOTE: there used to be a screenshot of the three toolbars (two on left of center gauge, info bar on right). sorry, but i lost it. Bar Left (maneuver bar): Kerbal Alarm Clock, Crew Manifest, Ascent Guidance, Ascent Stats, Landing Guidance, Maneuver Planner, Node Editor, Warp Helper, Rendevous Planner, Smart ASS, RCS Balancer, Translatron, Kalculator Bar Middle (little-used bar; toolbar auti-hides): MechJeb menu, Steam Gauges Menu, Rendezvous autopilot, docking autopilot, rover autopilot, space plane auto, multiple saves addon Bar Right (info bar): Fusebox, ASL indicator (from Steam Gauges for landing), delta-v, orbit info, surface info, vessel info, target info (custom window), phase angles (custom window), landing info (custom window), Targetron Some windows stay up most the time and have their own spot. Most windows aren't up at the same time and share a spot.
  22. From prior post: Check if you're using an older version of Texture Replacer (which contains rbray89's tex-compress code) or Texture Compressor or Visual Enhancements (by rbray89). I'm not sure if VE has the tex-compress code but it might. Your output log probably mentions the image loading followed by "file compressed to DXT1". All my other files showed compression to DXT5.
  23. I have the resource bar texture not displaying. Other textures show up. Here's a copy of my config: http://ronwelch.net/images/OinkerARPsettings.cfg I'm using the 2/17/2014 7:05pm build 2.0.1.0 -------------------------------------- I was using an older version (prior to 1.0) of Texture Replacer, which contains texture compression. The tex compression was squishing the icon bars to DXT1. Updating Texture Replacer fixed this problem.
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