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Nereid

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Everything posted by Nereid

  1. First I will have to analyze a few reported bugs. The right-mousclick-makes-windows-disappear-bug has top priority at the moment. Maybe i will add some kind of notes for a kerbal where I can add some kind of specialization. The source code is already prepared for such kind of extensions. Well, can you create any kind of medal? Maybe we can add this later.
  2. NanoGauges 0.4.12 is online Terminal velocity deviation gauge added. Copy/paste buttons in config window added. Some minor bugs fixed The Out-Of-Limits flag on the Max-Gee gauge is still broken (but this is a minor and a pure cosmetic issue).
  3. Ok, I have checked this. In my own game right clicking won't do anything. Not on a button, not on a ribbon. But in my development copy (with another subset of mods installed and the very latest version of FF) right clicking will cause that problem some users are reporting. The good news: resetting window positions will help. I will need a bit more time to get the exact reason that is causing this. It may be some other mod, it may be a small change in FF. I can add an optional hotkey for reseting window positions if this would help in the meantime...
  4. Ok, this looks quite strange. Just an idea: try to locate the file GameData\Nereid\FinalFrontier\TextureCompression.cfg Open this file in a text editor of your choice Change the line "mipmaps = true" to "mipmaps = false" Start KSP GhostShark has solved his problems by changing this. See http://forum.kerbalspaceprogram.com/threads/84409-NanoGauges-tiny-analogue-gauges-for-kerbalnauts-0-4-11?p=1246778&viewfull=1#post1246778 The next release of FF will contain this configuration change. But I don't have any idea why the actual configuration works for some and not for others...
  5. I will try to get any clue what is happening here. But to be honest, I have never tried to right click any window in the latest few releases.
  6. Basic or agressive version? (please tell me the name of the ATM zip-archive you are using) And: can you provide a screenshot of the blurred ribbons? No. It should work out of the box.
  7. Which version of ATM are you using? Have you altered the ATM configuration?
  8. NanoGauges 0.4.8 is online AOA gauge fixed (this was more complicated than I thought). The ISP gauge was not of great use. So I replaced it with "DELTA ISP / S" (dISP/s) 2 new gauges: Vertical Attidute Indicator and Vertical Velocity Indicator I'm playing around with airplanes a t the moment. And the Navball isn't very precise for landing. So I added the two new gauges to help landing a bit.
  9. These configs should now be part of the NanoGauges archive. I was already thinking about this. But to be honest, this is a bit more complicated to do. First, my vertical gauges are not very well suited for this. Well, ok I can create new ones for that. Second, I'm using Romfarers docking cam which does a realy good job for me. And last but not least I would have to invest some time to get any clue how to calculate all this. I'm pretty confident that I would be able to do this , but the next days I will work on other things and finally play KSP a bit.
  10. NanoGauges 0.4.6 is online NanoGauges 0.4.7 is online Autolayout is working again The ISP gauge was not of great use. So I replaced it with "DELTA ISP / S" (dISP/s) New gravimetric gauge Some gauges have a yellow F flag, that comes up when their limits exceeded. Fixed a bug that caused some gauges to malfunction after a vessel change. new hotkey: RIGHT_CTRL-INS does autolayout all gauges. The dISP/s gauge has a minor bug: If all engines are off, then the OFF flag and the LIMITS flag are visible. Fixed in 0.4.7.
  11. Strange. In the GameData\Nereid\NanoGauges\TextureCompression.cfg is mipmaps = true configured. This overrides the ATM main config. Please try to change it in this file (to mipmaps = false) first without changing the ATM main config and report.
  12. Ok, I'm using the agressive version. You are using version 3.1 or a previous one? If you are not using 3.1 please try this version. Is the file GameData\Nereid\NanoGauges\TextureCompression.cfg existent? This should override your ATM config for NanoGauges. A similar file exists for FinalFrontier.
  13. I'm using ATM myself and all textures are fine. Both FF and NG have included cfgs for ATM. Question: which version of ATM are you using?
  14. Well... after some experience in my own game, I realized that there must be a way to hide/unhide the gauges. Sometimes they are just blocking sight. So I added this functionality in 0.4.4. Just press RIGHT-CTRL-DEL to hide/unhide. RIGHT-CTRL-TAB does the same. But because ALT-TAB does other nasty things and the hotkey RIGHT-CTRL could be changed...
  15. 0.4.3: The reinit procedure of the gauges was gone in 0.4.2. The reworked code that create the gauges had caused this. It's back again, so you will see a short startup of all gauges running up from 0.0 to the actual value.
  16. I will send you an private message with a list what I need. Multiple halloffame.ksp are just there for a backup. Everytime FF saves the halloffame.ksp (and this is quite often), it creates a halloffame.ksp.1 and rotates the other files. So halloffame.ksp.1 ist the newest backupg while halloffame.ksp.9 is the oldest one. So if I make a big mistake with a new release this would not instantly screw up your achievements.
  17. 0.4.2: Gauges for Kethane pack added. MAX G gauge added.
  18. No. The ribbons are just not reported in the mission summary if they are awarded for anything that is related to a vessel recovery (which is technically AFTER the end of the mission). They are awarded just directly after the vessel recover. And it is fixed in 0.4.16 anyway. If a kerbal won't get a 20 missions ribbon on completing mission 23, if he just haven't got it before (because of a bug), it's surely a bug. If you can reproduce this, please let me know. Perhaps I need your halloffame.ksp, the KSP.log and maybe your save game. Well, I have asked Unistrut for permission to use his graphics. I have asked him to release his graphics under a GPLv3 license or any other license and he just said "go for it". Due to more or less technical reasons, I decided to use the BSD-2-Clause license (this shouldn't change much). So you are free to use the graphics.
  19. 0.4.15 was mistakenly bundled with the TextureCompression.cfg for NanoGauges (caused by a bug in my release script). Fixed in 0.4.16.
  20. Sorry to hear this. I'm playing fine currently with NanoGauges. But I'm aware that there is a suboptimal part in the code, that scanes every part of a vessel multiple times a second. maybe this is to much for your SSTO and system. I will just check, if I can optimize this. Its already on my todo list, but until now I thought it was not of that importance. It would help, if you could send me your SSTO so I can test this vessel. Done so far: scan of vessel only, if it is altered in any way (hopefully no change is missed) Vessel.GetTotalMass() is called less often EDIT: It seems that the peformance problems for vessels with large amount of parts are gone now.
  21. Final Frontier 0.4.15 is online Final Frontier 0.4.16 is online Final Frontier 0.4.17 is online Changes: FF now visible in the toolbar while inSPH Ribbons that are awarded when a vessel is recovered are now shown in the mission summary Minor bug fixes. fixed in 0.4.16: TextureCompression.cfg; FF-icon and ribbons are visible again. fixed in 0.4.17: Compiled against .NET 3.5. Just to get rid of the warnings in the log file Download FinalFrontier This version is not very well tested. There aren't many other changes, so I dont think it will cause problems, but you have been warned. I will change the frontpage in afew days, if no new bugs are reported.
  22. Consider it done. 6 new gauges for the TAC life support resources are added in 0.2.6. But there are a few problems. TAC life support won't work for me at all. The resources are consumed but the TAC:LS tells me the vessel is running out of supplies, which isn't true (maybe they have to be connected to the crew pod in some specific way). Then the plugin tells me the kerbals have died, but they are obviously still alive (KSP still shows them). I don't think this is related to NanoGauges. It seems that TAC life support won't function properly - at least for me. After reloading the kerbals are indeed dead. One finding by this way: FF wont refresh the state of a kerbal if he dies in a mission. This had be fixed in this plugin, too.
  23. This feature would require a lot of work and can't be done in one or two days. FF is not designed for changes in the KSP universe. Mostly because I play with the vanilla universe only. Because some ribbons may not work for a while a "ribbon off" feature is needed, too. Currently I'm focussing on NanoGauges, because I need them in my own game. So we will have to see what people want. My spare time will go down a bit in the next weeks again, so I can't realy start this now anyway. I could take three or four weeks until its done.
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