-
Posts
515 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Vorg
-
I don't have twitter, facebook or any of that crap. Don't need it or want it and don't like having to dig through them for info that should be kept together in one place, on the official forums.
-
Right now, it's all or nothing when putting science in a pod. It's also all or nothing taking it out. It would be nice to when reviewing science, have another option to take so you can selectively remove science from a pod or lab to move elsewhere without taking it all.
-
Does TR know to auto look in sub folder off the heads folder? I want to split off the male and female heads into two sub folders
-
It's all .dds and .png files
-
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Vorg replied to Nils277's topic in KSP1 Mod Development
After a bit more experimenting, built-in docking ports wouldn't be that much help over the ones supplied. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Vorg replied to Nils277's topic in KSP1 Mod Development
Along the lines of built in function to keep parts count down, What about making the ends a special docking clamp to simplify bringing up section, driving them together and locking? On docking with another module they would lock stronger then if docking to a standard docking ring (I think the large ring is about the same size as the rings on the ends of the modules). Might need dependency on KAS to make them act as craft built in the VAB, I don't know. Also, Might it save some on texture loading/model drawing if on deploying the gear, the wheels then retract? -
I have run into a bit of a problem. I have several heads in the heads folder (52 plus 3 NRM's for 3 of the heads). I found one of the kerbals has a solid black face cept for the eyes. The selector option doesn't say which file, so while I see the black face there also, I don't know which texture it is. It would be nice if it showed the file name for the currently selected textures in that window. I'm kinda wondering if it's trying to use one of the NRM's as a texture though I would expect it to be the color you see when viewing those maps, not solid black.
-
Up a few post (http://forum.kerbalspaceprogram.com/threads/107471-1-0-4-TextureReplacer-2-4-7-%284-7-2015%29?p=2116932&viewfull=1#post2116932) tells how to get the textures out. I found the white suit along with suits for the guys running around in the hanger and both suit and head textures for the game aid guys (the ones in the popup and such). But I did not find the orange suit. Also noticed that one of the custom head packages has normal maps for the head, but I found none in stock. Guessing if added, they are used.
-
[1.0.4] Chute Safety Indicator [v1.0.2 - August 6, 2015]
Vorg replied to seanmcdougall's topic in KSP1 Mod Releases
Yea, the min pressure option on chutes is really a bit useless. Needs to be speed(safety) based option. In reality, the pressure reading with be altered by the speed and is what makes higher speeds unsafe to open as the effective pressure is what would rip the chute. But kerbal doesn't account for that in that option. -
USIL is more in the spirit of kerbal in that they are hard to kill. If you want critical LS, it has been mentioned that there is a config option to do that.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
[1.0.4] Chute Safety Indicator [v1.0.2 - August 6, 2015]
Vorg replied to seanmcdougall's topic in KSP1 Mod Releases
That fixes the colors nicely. I played with the colors a bit. The .9 you used is fine for red. It looks red now. I bumped it to 1, but anywhere .9-1 is fine. Green was better, though I still get that yellowish look, but that is just the way I see the colors on the monitors. Don't know why the tend to yellow out as they get brighter. I dropped it back to .6 and may try .5, but at this point just the lower brightness is enough to make it easy to spot as green. And when yellow does show (for the .5 secs it was risky), it was a nice clear bright yellow. Might want to put a note in the op if not already there about the editing option because no 2 people see color exactly the same even if they are within (normal) specs on color vision. -
[1.0.4] Chute Safety Indicator [v1.0.2 - August 6, 2015]
Vorg replied to seanmcdougall's topic in KSP1 Mod Releases
There is texture replacer which might be able to change to an icon you have more control over, but that makes it depend on another more complex mod. I'll try playing with the transparency latter tonight sometime. Changing the transparency to .1 simply reverted it back to the grey background. So what is needed is a way to change that color, not just tint it which is what is happening now and why you can't get the bright colors. Just a thought, but what you are changing may in fact be the mask and the game is changing the background to change the chute color. If this is true, then see if you can change that instead to green for safe (try~.7-.8), yellow for risky and red for unsafe (1), and instead of the yellowish it has now for deployed, use blue, and instead of red for cut, use black. -
[1.0.4] Chute Safety Indicator [v1.0.2 - August 6, 2015]
Vorg replied to seanmcdougall's topic in KSP1 Mod Releases
After playing with the colors a bit, it looks like you might be applying the color over the stock icon and the grayish background is throwing it off. Even setting red to 1, it looked less red then the chute part after landing and the green stays a bit dark as well. For me the problem is red/green, so the smaller the sample and/or less pure the color, the harder it is to tell apart. I might end up going to blue for safe until something better can be worked out. Adding a white or black circle with a line through it (I think white is the standard) and a black triangle overlay for the unsafe/risky might be a general good idea regardless of what colors are worked out. What is the 4th field with a 1 for? -
[1.0.4] Chute Safety Indicator [v1.0.2 - August 6, 2015]
Vorg replied to seanmcdougall's topic in KSP1 Mod Releases
That would be a good idea too. -
My out of memory crashes where always just a dump to desktop, but there where files created. It creates a n umbered folder for the log dump
-
I wondered where any of the stock kerban head/suit textures are. Looked through the whole install tree.
-
[1.0.4] Chute Safety Indicator [v1.0.2 - August 6, 2015]
Vorg replied to seanmcdougall's topic in KSP1 Mod Releases
Being partly color blind, I find the colors chosen a bit hard to tell. Better to use more pure colors. Go maybe 60-75% green only for safe because full bright green sometimes is a bit hard to tell from yellow. Go 100% on Red & Green gives a nice pure yellow. Go ~90% Red only for Red. In all 3 of the above, blue should be 0% because it is not a component of yellow and red/green are primary colors. With color blindness, depending on which color a person has problems with bright pure colors are easiest to recognize at a glance. -
Help: Parachutes burning up
Vorg replied to SickSix's topic in KSP1 Gameplay Questions and Tutorials
With both chutes set to .4, they will partly open at the same time defeating the usefulness of the drouges. We need a air speed setting option for first stage deploy for auto deploying on un-focused parts. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Vorg replied to pingopete's topic in KSP1 Mod Development
Maybe we'll see this kind of stuff when they get U5 working. -
[1.0.x] [V1.9f] Kerbal Foundries wheels, anti-grav repulsors and tracks
Vorg replied to lo-fi's topic in KSP1 Mod Development
It would be nice if there was a simple formula for figuring what is needed for a given craft mass on a given body, and/or at a given landing speed. Been asking about this for awhile on landing gear. But so far the most that is known is a guestiment of what the numbers for the gear mean. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Vorg replied to ObiVanDamme's topic in KSP1 Mod Releases
I found the parts in a hitchhiker can a few parts up.