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ZobrAA

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Posts posted by ZobrAA

  1. 2 hours ago, RadarManFromTheMoon said:

    Glad you like it. SET_TRIM was intended to set the trim to the current control state (speak: Joystick position) Not sure if it works, and there are any useful applications though. I for myself never use it, so I might just remove it from the mod in the future.

    Oh, I see now :)

    One more question: can you add some king of trim indicators?

    Like ferram one day suggested: kqjpQDX.png Or like in good old Simple Trim Indicators mod. :rolleyes:

  2. 51 minutes ago, Leeman said:

    It's not working 100% yet as the old mod as I had to basicly write it from sratch again. Either I am missing important points for the "easy" convert to 1.1 or the overall API changed too much for it

     

    So far the config is not working and the indicator is - for simplicity - the prograde marker. However I will keep updating it and post about updates here as I go along (is my first time working with the KSP API so don't judge me too harsh :P)

    Thx for your effort! ^_^

  3. 3 hours ago, Morse said:

    Why? Is there some particular thing you don't like how it looks? I tried to keep the proportions as close to the previous unity defaults as possible. The window is only some 10 px larger.

    Well, I used PreciseNode previously and get used to it's darkish look :) Another thing, half-transparent GUI is usefull to keep in visual contact on the map. It's important sometimes.

    Anyway, the only thing PreciseManeuver missed is an Pe of desired planet indication in case, when maneuver leads to another body's SOI...

  4. 2 hours ago, Aelfhe1m said:

    Minor updates fixing timing issue with Automated Screenshots & Saves.

    Oh! I did not tryed 1.2.0.39 build yet, but on 0.38 for some reason Flying Situational text did not displayed...

    Look for screenshots after launch and on reentry:

        SITUATION_TEXT
        {
            Anchor = 0.0,0.0
            Size = 0.25,0.125
            Position = 0.74,0.887
            Color = 1.0,1.0,1.0,1.0
            TextAnchor = UpperRight
            FontSize = 12
            FontStyle = Normal
            Default = //Default text
            Landed = <size=14><LandingZone> at <Body></size><N><size=8><N></size>Latitude: <LatitudeDMS><N>Longitude: <LongitudeDMS><N><size=8><N></size>Heading: <Heading>°<N>Speed: <SrfSpeed><N>ASL: <Altitude>
            Splashed = <size=14>Floating in <Body>'s Waters</size><N><size=8><N></size>Latitude: <LatitudeDMS><N>Longitude: <LongitudeDMS><N><size=8><N></size>Heading: <Heading>°<N>Speed: <SrfSpeed><N>ASL: <Altitude>
            Prelaunch = <size=14>Preparing for launch from <LandingZone></size><N><size=8><N></size>Latitude: <LatitudeDMS><N>Longitude: <LongitudeDMS>
            Flying = <size=14>Flying at <Mach>M over <Body>'s <Biome></size><N><size=8><N></size>Speed: <SrfSpeed><N>ASL: <Altitude><N>Heading: <Heading>°<N><size=8><N></size>Latitude: <LatitudeDMS><N>Longitude: <LongitudeDMS>
            SubOrbital = <size=12>Sub-orbital trajectory over <Body></size><N><size=8><N></size>Velocity: <OrbSpeed><N>Altitude: <Altitude><N><size=8><N></size>Apoapsis: <Ap><N>Inclination: <Inc>
            Orbiting = <size=12>Orbiting around <Body> at <Altitude></size><N><size=8><N></size>Orbit: <Orbit><N>Inclination: <Inc><N>Orbital Velocity: <OrbSpeed><N><size=8><N></size>Latitude: <LatitudeDMS><N>Longitude: <LongitudeDMS>
            Escaping = <size=12>Escape trajectory inside SOI of <Body></size><N><size=8><N></size>Periapsis: <Pe><N>Inclination: <Inc><N>Eccentticity: <Ecc><size=8><N></size>Altitude: <Altitude><N>Orbital Velocity: <OrbSpeed>
            Docked = n<size=12>Docked at <Altitude> above <Body></size><N><size=8><N></size>Orbit: <Orbit><N>Inclination: <Inc><N>Orbital Velocity: <OrbSpeed><N><size=8><N></size>Latitude: <LatitudeDMS><N>Longitude: <LongitudeDMS>
        }

  5. 18 hours ago, Aelfhe1m said:

    New version (1.2) mostly working in 1.1: https://github.com/Aelfhe1m/Historian-Expanded/releases

    Known issues:

    • Only tested with stock AppLauncher since Blizzy's toolbar not yet updated for 1.1.
    • Crew trait colouring not working currently but doesn't cause any errors.

    If anyone finds any other problems please let me know.

    Thx for update! :D

    And bugreport immediately:

    1. TextColor does't applyed
    2. <UT> return Earth's calendar date (I've enabled 24h option in game menu)
    3. User manual needs an update (not realy a bug, but :rolleyes:)

    Some illustration:

    X1c2z1Y.png

      TEXT

        {
            Anchor = 0.0,0.0
            Size = 1.0,0.125
            Position = 0.025,0.892
            Color = 1.0,1.0,1.0,1.0
            TextAnchor = UpperLeft
            FontSize = 12
            FontStyle = Normal
            BaseYear = 1
            PilotColor = #cc3314
            EngineerColor = #29a629
            ScientistColor = #2985a6
            TouristColor = #bf8d30

            Text = <size=22><b><Vessel></b></size><N><size=8><N></size><size=13><b><UT></b>    <MET></size><N><size=8><N></size><Crew><N><size=8><N></size><size=14><color=silver><i><b><Custom></b></i></color></size>
        }

     

  6. @cybutek First of all thank you for this amazing, essential, "musthave" mod!

    One idea bothers me for a long time, so I came up here with a suggestion or feature request, if you don't mind. :rolleyes:

    So, can you add an info string into the vessel section, that indicates VESSEL_NAME of the current craft? Maybe with vessel type icon (from rename craft menu) before the name text.

    My rationale for this request is that frequently happening situation when there are a lot of vessels or even wreckage on a close range around you. And you need to quickly switch around and do something with several of them. But in such situation it's hard to tell which vessel (or flag, or wreckage, or whatever) you control at the moment - you have to lose valuable seconds to zoom in or rotate camera around to figure this out...

    Also it will be useful for streamers - with VESSEL_NAME info string people can understand what exactly streamer flying at the moment. Even better will be if change font size of VESSEL_NAME separately will be possible, to make this info more noticeable on the screen for audience.

    I hope you'll like this idea! Cheers! :)

  7. On 01.04.2016 at 10:57 PM, benjee10 said:

    Turns out the Kerbal model I was using for size estimates was scaled wrong! Kerbals fit snugly inside a 1.25m Cupola:

    lgio6S8.png

    Hopefully I can have basic IVAs for all parts by next update, just so using cross-section view doesn't look ugly as sin with all the black boxes from the placeholder IVA. 

    This is wonderful! :)

    But I have a suggestion. Could you make a cupola with horizontal sitting position? If so, we could use such piece as another type of rover cockpit or as observation spot to look not into space but at our own vehicle surface. And so on, etc., etc. - possibilities are endless! :D

  8. 38 minutes ago, blackrack said:

    You can reconfigure everything to work just fine for rescaled planets, only issue that may crop up with bigger planets is z-fighting.

    I've tried several times, but... And yes, z-fighting looks horriburu ^__^

    So... Well, answer "no" is also an answer. I will not appreciate SkyTonemapper any lesser without water-scatterer :) I've just thought that another simplistic visual mod would be cool. :)

  9. @blackrack Well, I don't like stock water mostly because of two things:

    1. Waves pattern and it's animation is too primitive, also tiling is too annoying from the distance. Also I never get feeling of speed just by looking at stock water, that is pretty immersion breaking for boats and low altitude atmospheric flight.
    2. The fact that we can see seabed hundred meters deep :confused:

    Scatterer is pretty good for stock, but I use custom rescaled planets and alot of scatterer features did not work right for me...

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