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Stone Blue

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Everything posted by Stone Blue

  1. wnat me to just log a feature request on the repo?
  2. It looks like, currently, the part is useless, as you can still use the toolbar button to display the time, when the part is not present. I guess I'm one of those weird players, that prefers to have these little mod parts, required to be present on craft, for plugins to "work". Any chance to mebbe get a part/partless mode added? ... Since I'm probably in the minority, I would be fine with "partless" being default mode... but would be awesome if there was a switch for "part required" mode, for those nuts like me. vOv I'm working on reviving an old part mod, and would like to add my own part support for this mod.
  3. Just wondering if the KER parts are now useless, and the mod has just gone partless at this point? Because when I add one of the parts, there doesnt seem to be any options in the PAW, and I get all the UIs using the toolbar button...meaning the parts look useless? Also, yes, I tried the Partless toggle in the settings... either setting seems to have no effect vOv I actually *prefer* using the parts for plugins lie this, rather than having plugins lie this available globally, I like to only have them available on per-craft basis, based on whether a part is installed.
  4. On that note, KURS needs this too... I forgot about it when I was trying to add one to inventory bac when I was updating OPT dockingports for KURS... :face_palm: I'll throw an issue up with the copy/pasta'd module up on its repo right now...
  5. I wonder the effect on performance, and if maybe a change to once per second, might improve it?... or mebbe even once per 2 secs, if the effect on performance is that significant?... vOv especially if the CSV logging feature is used... tho, it would have to be checed, to see what the sample/logging rate for *that* is...
  6. Idk if anyone already did, but I just reported it on the SD Discord..
  7. It could be done.. Its *already* been done by several mods
  8. Just adding some alterantives. These may/may not work currently, tho... But mebbe bringing them back to the light of day, may inspre someone to adopt them, or use the basic premise to come up with something new... vOv For Mac users: And the very well done KSP ModAdmin, which semi-worked. IIRC, in KSP 1.6.1. I used it extensively way bac then... Its main issue was that Curseforge changed their API/URL structure, and KSP ModAdmin never got a fix for it... but it still worked for SpaceDock, Github, and forum-only mods... vOv There was another. that had an ingame UI, that had radial buttons, and you could manage your mods by turning them on/off by selecting the radial buttons, but I cant remember what it was called...
  9. If youre going that far into it, what about decouplers? ie staging? Granted, that could part of the action group(s) thing, also...vOv
  10. Sounds like a nice premise Just wanted to note, you say Kopernicus for 1.8.1 support. Just an FYI, there *is* a stable fork of Kopernicus, now, that supports KSP 1.8.1-1.11.1, available here: (its an "official" continued/adopted fork) Also, if you want this 2nd post in your thread reserved for you, you can lmk or forum moderators, and we can have it deleted
  11. I fing image viewer useful for viewing .pdfs in-game. That is, *after* I've converted relevant pages to an image file IV recognizes. And yes, agises is the original author of both, and LGG IIRC, has a thread for a newer version... or was it Image Viewer? or both?...
  12. Not be rude back @severedsolo , true, with the "mods website" button, i can get there quicker now, (one clic vs opening browser, typing in "kerbal"+mod name, hopefully clic a top result, then mebbe having to scroll the page to top or bottom to click link for 1st page, then skim OP...), but wait..whats this?... *the dev did not include or update the changelog*... :face_palm: Also, granted, any dev that supports this mod in the first place, would likely have done that.. but.. vOv But i wholeheartedly agree with the rest of your post... Also, let me clarify a detail in your one point, related to the post below: Oh, you two.. I never meant to show *all* past change logs for whatever mod I just got the current changelog popup for... I mean, if there was a hard-to-find way to deep-dive it, yeah, sure... no, i meant just to show exactly what was shown the 1st time I get the popup... when I said *all changelogs*, I meant if there was moar than one, from multiple mods, that I may have just installed/updated all at once... so, I meant *just* the current changelog, for *each mod that may have displayed one in the popup.*
  13. LOL ... mebbe half & half srsly tho, granted its far & few between, but theres times I just hit the close button, just as I think, wait.. lemme take a closer look at what that popup was trying to tell me? also, yeah, when I install mod updates, I always like to know what's in the update... with a long list of changes/fixes, I do find lots of times where I dont retain it all, or want to take another quick look at the changes, if something related pops into my head in-game, and over subsequent game starts from freshly installing the mod. Plus, wouldnt it make it easier to bug test/support issues, if the UI wasnt only a one-shot deal, on fresh mod installs? Hmm... Ok... I'll give you that one, that I might be just fishing for "moar features"... I'm sure you already know, how I always like to throw ideas and suggestions out, without always fulling thinking it thru... But thats why I do it... I know if whether its a good idea or not, someone moar knowledgeable will either rightly shut me down, or go "Hey!...Thats not a bad idea" if it hasnt been mentioned/thought off already... Anyway... yes, you're right... the external stuff now seems quite out of scope I stand by my request for a way to re-open the UI, tho...
  14. Umm.. RPM doesnt use the stoc navball textures for the MFD navball... it has its own model & texture for it. So for *that*aspect, I dont know how you would incorporate being able to select/switch it with NBTC itself. I DID find out, that while there are two keys in the RPM MFD config, that can be used to define both the model & texture (which is what I've been targeting with MM patches), if the keys are commented out, it seems its also hard-coded in the dll, to then fallbac on the default RPM NB model & texture. I have yet to test texture switching these textures on the ASET props. IIRC, ASET *might* have a replacement analog for the stoc navball? vOv I'll loo into that, as well as its MFDs. I would wait to publicly release any MM patches for RPM/ASET support, until you finish up a release for the mod, having finished renaming the textures, and deciding on their final folder URLs... Then, it could be decided if they should be pacaged in *this* mod, or in RPM itself. I cant speak officially for him, but i have the feeling JonnyOThan might be willing to include them in RPM itself, so that should be an option if you dont want to deal with support issues, LGG... vOv
  15. I tested by deleting the definition for the emissive texture in the settings.cfg, and it seems to have removed using any emissive, and seems to be woring with no issues... vOv Speaking of the settings.cfg, theres also a config.cfg, and both seem to be identical files? vOv I removed the config.cfg, and the mod seems to be working flawlessly vOv
  16. Too bad, as I like that idea of Flart's... but I can also understand the logistics/support issues, too
  17. heh.. you know, I never noticed, so I dont know who added it, but wow... the button to directly go to the mod's forum thread, is a galaxy-brain idea... Too bad its not a standard practice... Thank you for adding the alternate skin, @HebaruSan idk if its asing too much, or if you already have thoughts about it, but moar options to customize the UI? vOv ie adjustable window size, but moar-so adjustable font-size & color options? I know the green is standard KSP color... but that whole wall of it, kinda burns my eyes... also, mebbe breaing up the colors a bit?.. ie have the version numbers/headers a different color from the actual items in the changelog? vOv Also, since i am on laptop, the largest I can go with resolution, is 1920x1080... so currently, the text size is a little smol vOv Also, is there currently a way to open the UI, other than only when it detects a new change? ie adding a key combo/button/tiny UI to show during the loading screen, and/or mebbe a way to re-open the UI in-game? in case peeps want to review changelogs again? also, i dont have any other mods installed that support it, so I cant tell how it displays changes from multiple mods, but however it gets and displays that info, would it be out of scope, and too much for it to output combined changelogs, into one text file somewhere? I now many mods already pacage seperate changelog files, so if someone wanted a changelog for a specific mod, they could root thru and open those individual files, but would kinda be nice, if this mod added all the installed mods changelogs into one, easily accessable text file, and mebbe even had a button open it, or mebbe a slectable list of mods, to open the logs for specific mods?... vOv And if saving a combined changelog text file is something you would consider adding, might I suggest using <KSP_install_folder>\Logs\ as the location? It seems many mods save logs there already.. ie ModuleManager, KSP-AVC, Kopernicus, etc... But, still, very nice job, and I thank both you and @Benjamin Kerman for this mod... i hope it starts to get wider use
  18. So, it seems theres a better way to use these textures with RPM... I just talked with JonnyOThan (RPM Adopted dev), and it t urns out, i missed a config key yesterday, that *should* wor with an MM patch, for user selected navball textures... *...Testing now...* I'll post bac soon with results/instructions... If it works, it would save @linuxgurugamer having to even consider poking code or anything for RPM support... it would be just a matter of packaging RPM MM patches with the mod... :fingers_crossed:
  19. Not *this* mod.... But, you can easily use any of the textures to replace the RPM navball. Simply, choose your texture, and just replace the \JSI\RasterPropMonitor\Library\Components\NavBall000.dds with one of these textures. You'll have to delete/move/rename the existing texture, and rename your chosen texture to "NavBall000" ... .png will work as well as .dds Note, RPM doesnt use an emissive for the navball. It only uses one texture. You *can* use one of the emissive textures, but you cant use *both* a diffuse and an emissive together. Here's what one of the emissives looks like:
  20. Quite a few of the textures *dont* have a matching emissive... so you wont get the "lit-up/glowy" effect in a dark IVA with all the textures...
  21. There's SmartParts, and RealChutes ... vOv Would be nice is if something like AutoActions was made, except for use on *launch*, the user could trigger it at any time... like at the beginning of re-entry/landing attempt vOv Its old, but theres Auto Smart Parts, which seems to automatically raise/lower landing gear/legs, based on altitude vOv
  22. Yes, they do seem to play nice together, with no conflicts. I recently added support for both to all the OPT docking ports, so i had both installed, and did basic testing to see if there were any conflicts. Both are even supported by RPM MFDs in IVA. They each are on different MFD pages, and seem to work with no problems between them. This is at least on 1.11.1...
  23. Its a stock behavior now. Go into the Settings menu, on the Main Menu before starting the game... there are radial checbuttons in there somewhere for controlling on/off helmet/neckring behavior.
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