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KSP2 Release Notes
Everything posted by Oinker
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Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
Oinker replied to sarbian's topic in KSP1 Mod Releases
Extract this icon pack to the MechJeb icons folder. Open the Main MJ menu. Select every window available and any custom Windows you have. Click the "T" on the top. The icon is now available for you to add to the toolbar by "configure visible buttons". Your icons for the custom windows must be named Window_Name.png (substituting underscores for the spaces). Close any open windows with the new buttons. Have any windows left? Click the T and try again. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Oinker replied to TriggerAu's topic in KSP1 Mod Releases
Not a big deal but could we get a toggle button or config setting to toggle the UI to Unity Smoke skin (like your Alternate Resource Panel)? Btw, your Alternate Resource Panel is incredible. It blows the stock panel away; even the way I can use the toolbar button or the nicely done "Alternate" button on the interface (positioned right next to the old button) is fantastic! I just wish I could erase the old button from my interface. It's just garbage now. I'd configure yours with toolbar support and the toolbar button hidden so your panel would be there all the time. -
[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
Oinker replied to sarbian's topic in KSP1 Mod Releases
Not a big deal but could we get a toggle button or config setting to toggle the UI to Unity Smoke skin? -
Feature request: setting in config to disable update check so I don't have to hear the blathering ******s complain about "too many updates". It's an addon in active (very active) development. The toolbar was much needed and a major implementation. The button visibility is a major addition to this and will take some time (and several releases) to figure out. Are you going to do the same complaining when we go through four or five releases to implement multiple toolbars? Don't like buggy updates? Go back to a 1.4.x release and ignore the update notification. Or maybe even go back to prior to the notifier. Here's a comment Blizzy hasn't heard regarding frequent updates, "Thank you."
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RemoteTech 2 integration? Nobody uses RT 1. If you could just change the existing check from RT1 to RT2, I bet it would work.
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It's precisely because of mods like Trueborn's (thanks for adding the "ton of icons" mode) that I ask for the functionality of dragging icons from the icon repository to the toolbar(s). I actually only use one of those gauges and only want that icon. Also, the goofy way Sarbian had to add individual icons for each MechJeb module because he didn't want to spam the toolbar with icons for every module. I envision every author able to include whatever icons they want and the users able to choose from those icons (from the repository) which of them they want on the toolbar(s). The toolbar itself will just send the click notification to the icons corresponding dll and change the icon if the addon's dll tells it to. From previous post: Suggested toolbar functionality: All add-ons with dependency or option for Toolbar have their icons made available in a 'toolbar icon set repository' (like the Firefox list of icons when customizing its toolbar). From drop-down menu, click "Customize" (unlock shape & position and unlock icon position functions are combined on "Customize"). The available icon set list shows up (with two buttons - "Add New Toolbar" and "Done"). Then drag and drop icons to the toolbar(s). Adjust their position(s) and/or the shape(s) and position(s) of the toolbar(s). Click "Done" in the icon set list window to finish customizing. Get the double-horizontal-arrow or double-diagonal-arrow when mousing over border of toolbar(s) to indicate you can change size/shape. Place anchor points at 1/3 & 2/3 positions for mouse over to switch to the 'you can move the toolbar' icon. After this fine toolbar is tweaked, I'd like to see something like the MCM for Skyrim/Fallout3 made for all the addons and stock options in Kerbal. One button on the Toolbar (same as any other toolbar icon set) to open/close the MCM (MCM with tabs to set options for all the add-ons). Each mod maker makes their own MCM plugin to set the options in their config.
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Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
Oinker replied to sarbian's topic in KSP1 Mod Releases
Download the icons from a link in the post or right-click..save image as.. so icon(s) are on your computer. Rename the icons(s) to the name of the icon you wish change. Copy the icon over the existing icon in the plugin's icon folder. For MechJeb Optional Icons it's ...\mechjeb2\plugins\icons. hab136 temp icons to get rid of "?" - http://forum.kerbalspaceprogram.com/threads/60933-Optional-MechJeb-Modules?p=858477&viewfull=1#post858477 brusura's MechJeb icons: http://forum.kerbalspaceprogram.com/threads/60933-Optional-MechJeb-Modules?p=909663&viewfull=1#post909663 Oinker's Delta-V (and Kerbal Engineer and Crew Manifest) http://forum.kerbalspaceprogram.com/threads/60933-Optional-MechJeb-Modules?p=920031&viewfull=1#post920031 MechJeb Optional Module icon names (the on/off icons haven't been implemented yet... just the single icon): Attitude_Adjustment Custom_Window_Editor Delta-V_Stats Docking_Autopilot Maneuver_Planner Orbit_Info RCS_Balancer Rendezvous_Autopilot Rendezvous_Planner Rover_Autopilot Settings Spaceplane_Guidance Utilities Warp_Helper -
Can we get toolbar buttons to turn on/off individual gauges (like Optional MechJeb Modules)?
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Oinker replied to stupid_chris's topic in KSP1 Mod Releases
Can we get the RealChute Drag Calculator as an in-game tool like Kerbal build engineer that's available in the VAB and can be enabled/disabled with a common toolbar icon (like kerbal engineer redux and RCS build assistant)? -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Oinker replied to cybutek's topic in KSP1 Mod Releases
Toolbar Icons: tiny zip with the icons: http://ronwelch.net/images/icon_examples.zip -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Oinker replied to rbray89's topic in KSP1 Mod Releases
It's clouds.... duh. Oinker's Clouds (47MB) Kerbin, Laythe, and Duna are pretty much dialed in. I gave a once over to the settings for Jool and Eve. I'm working on custom Jool clouds now but thought I'd put this out there. I'll edit this post and update the link as I complete the remaining planets. Matching planet textures are included for Kerbin, Duna, and Jool (file names for Texture Replacer) Cut the "Clouds" folder from your installation and paste to a junk folder for backup. Copy this "Clouds" folder to the BoulderCo folder. Play KSP. You can adjust cloud bump to your taste by renaming the bump to 1, 2, or 3, and changing the scale using the Alt-N menu. link to Oinker's Skybox [EDIT: These clouds are in the old EVE format so the config file that goes with them is invalid. Also EVE no longer uses bump-maps (too bad). Use my Kerbin cloud file for sure. The Kerbin clouds are better than the others out there though because I took the NASA cloud tif and cleaned it up. I also hand-edited the seam so it doesn't look like somebody cut the clouds over the big ocean like the others.] [MOST RECENT EDIT: Get the seam-removed 8K Kerbin clouds from my post in Texture Replacer along with other textures. -
Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
Oinker replied to sarbian's topic in KSP1 Mod Releases
delta-v http://forum.kerbalspaceprogram.com/threads/60066-0-23-0-Toolbar-Plugin-1-4-2-Common-API-for-draggable-resizable-buttons-toolbar?p=886278&viewfull=1#post886278 Common term in calculus. Usually represented by Greek letters delta (d) & upsilon (u - looks like a v in Greek) (delta for change, upsilon for velocity. Often seen as capital Delta (triangle) and lower case upsilon (v [never as an upper case upsilon looks like a Y]). Sometimes seen as lower case delta (looks like lower case o with a hook on the top - represented in English text by letter d which works because I associate d with difference or differential). dv/dt is derivative of v with respect to t (velocity/time). Anyway, nobody cares why they are what they are but the Greek letters pop into anyone's head who has done higher math. here's a tiny zip with the icons https://www.dropbox.com/s/hngw6rqtbtro0og/icon_examples.zip?dl=0 (updated to dropbox location 7-25-2015) I've been trying to get Nothke to release a PSD of a text icon so we could see his font, colors, and layer effects to match our own icons to his set but he died. Let's agree to do two color sets, one for smoke and one for old-school (though I'd never give up my smoke for the old menus). It's easy to create a second color set of the same icons instead of using colors that aren't the best for the skin you're using. We can agree on the best color set and effects and match it. With a few of us banging out the icons we use most, we'll have a complete matching set in no time. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Oinker replied to shaw's topic in KSP1 Mod Releases
Hey gift horse, show me your teeth.. The mod is great but now I have to replace the hideous up-close planet textures. Is this feature on its way? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Oinker replied to rbray89's topic in KSP1 Mod Releases
I know all the image files take the same video memory when decompressed by the video card. I'm repacking my image files to save hard drive space and make the download smaller. Can I use PNGs for everything in this mod and still get the mipmapping? Can I use them for the game and get the mipmapping? I want to get away from using these bloated TGAs. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Oinker replied to rbray89's topic in KSP1 Mod Releases
The grid texture can be mostly obscured by changing the scale in the alt-n config. There was a post that had values for it and also values to change the rotation of the clouds so they spin in the correct direction. These changes improved the look quite a bit and should be incorporated into the next configs or a .b release of 6.7 with these configs. I also recommend reducing the top cloud min lighting to .001. I don't recall the post but it's about 1/3 the way back and had three big screen grabs wit the config windows open in the same post. Now my observations about the new version: Lights texture doesn't look like its on on the same mesh as the planet texture. It sort of floats a little. Do you need to apply it using the methods in Texture Replacer (the Universe Replacer replacer)? And if you're tweaking textures, can we get the clouds to block the city light based upon their whiteness (alpha channel)? -
Now-defunct-thread-that-should-not-appear-in-google-search.
Oinker replied to Cilph's topic in KSP1 Mod Releases
Get multiple saves addon (common toolbar enabled) and test without having to alt-tab to create backups. http://forum.kerbalspaceprogram.com/threads/51901 -
Suggested toolbar functionality: All add-ons with dependency or option for Toolbar have their icons made available in a 'toolbar icon set repository' (like the Firefox list of icons when customizing its toolbar). From drop-down menu, click "Customize" (unlock shape & position and unlock icon position functions are combined on "Customize"). The available icon set list shows up (with two buttons - "Add New Toolbar" and "Done"). Then drag and drop icons to the toolbar(s). Adjust their position(s) and/or the shape(s) and position(s) of the toolbar(s). Click "Done" in the icon set list window to finish customizing. Get the double-horizontal-arrow or double-diagonal-arrow when mousing over border of toolbar(s) to indicate you can change size/shape. Place anchor points at 1/3 & 2/3 positions for mouse over to switch to the 'you can move the toolbar' icon. After this fine toolbar is tweaked, I'd like to see something like the MCM for Skyrim/Fallout3 made for all the addons and stock options in Kerbal. One button on the Toolbar (same as any other toolbar icon set) to open/close the MCM (MCM with tabs to set options for all the add-ons). Each mod maker makes their own MCM plugin to set the options in their config.
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Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
Oinker replied to sarbian's topic in KSP1 Mod Releases
I think it's time we get rid of the MechJeb side panel altogether and go with a dependency on the toolbar. Just put an icon set for all windows in the 'toolbar repository', where all icon pairs from all toolbar enabled addon windows will be available. Toolbar needs to be modified to allow us to add/remove/position icons from it using icon sets in the repository (like adding/removing icons from the toolbar in Firefox). -
Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
Oinker replied to sarbian's topic in KSP1 Mod Releases
Nothke, please post a psd so we can pull the colors you're using for on/off and the outer glow for use on our own icon sets. We want all the icons to match in the toolbar. -
Protractor - Rendezvous Plugin - Under New Management!
Oinker replied to mrenigma03's topic in KSP1 Mod Releases
GUI doesn't pop up unless that was its previous state. Just the unmovable icon we all want gone is there. Protractor should have gone part-less long ago back when chatterer did. Next should be a dependency on the toolbar plugin and just a single on/off icon in the toolbar (like FAR, Kerbal Alarm Clock, or the 0.5.9.002 Chatterer). Also add the Unity Smoke skin as an option (more of us use that than the default KSP skin). Change icon color scheme to match nothke's toolbar icons http://forum.kerbalspaceprogram.com/threads/60066-0-23-0-Toolbar-Plugin-1-4-1-Common-API-for-draggable-resizable-buttons-toolbar/page15 or just have him tweak the icon. Don't give me any grief about using modulemanager. I've been doing it that way since mm was released, long before Sarbian created the wildcard extension so I had to add it manually to each module by the part name (including every command module from every addon I used). And before mm was here, I placed it in the part.cfg's. Anyway, that's the old-school half-assed way of things. Make it partless. Make it dependent on toolbar. Make it skinned. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Oinker replied to shaw's topic in KSP1 Mod Releases
New version .15 doesn't load skybox texture for start screens. Seeing the default texture for the first time in forever was shockingly ugly but worst was that hideous aura that's around everything. It was far more pronounced with the default texture but always bothered me. Any way to get rid of this godawful aura around my objects? Is it a crappy suncorona texture? I've tried looking for another to test but didn't find one. Start screen is fixed with release 0.15.1. Aura problem is something else. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Oinker replied to shaw's topic in KSP1 Mod Releases
Okay. I didn't find any skyboxes that I liked, although Nick Cage attacking Nick Cage was interesting. So I made my own. 4096 TGAs with RLE compression. You can probably reduce them to 2048 with little noticeable loss of quality. This skybox approximates what the naked eye can see when not adjusted for darkness (fewer visible stars). Made using Tycho super-hi-res image. https://www.dropbox.com/s/m2isvhrgml7rk8y/Oinkers_Kerbal_Skybox.zip 39M File Note: No changes since its initial creation/release but I never said there were the following alterations to the night sky image - Colors shifted ever so slightly to red for an older universe look. And added some nearby galaxies and a supernova.... can you find them?