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Everything posted by HafCoJoe
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I'm curious how much effort it would take to create a plugin for this, I started a chat with linuxgurugamer and it didn't sound difficult to him, though he didn't know the full story yet.
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[1.8.x-1.12.x] Moar Filter Extension Configs [04-Mar-2020]
HafCoJoe replied to leatherneck6017's topic in KSP1 Mod Releases
The custom sorting comes from a localization patch and works by renaming the parts, so I don't think it would be an issue, it should copy over no problem. The one change would be that parts might not list in multiple categories like I set up in my custom lists, I did some testing and KSP doesn't seem to like putting parts in multiple places outside of the built-in list. I think I will try this sometime next week (I'll be travelling this weekend or I'd do it sooner ). Your configs are fairly straight forward to learn so I shouldn't have a hard time. -
[1.8.x-1.12.x] Moar Filter Extension Configs [04-Mar-2020]
HafCoJoe replied to leatherneck6017's topic in KSP1 Mod Releases
Thank you! It seems like necessity often makes people to to crazy lengths It did take a while, probably 2-3 days of just organizing. We worth it though, I enjoy projects like this. Hm, putting them in their own config files removes the X's from each part in the editor? -
[1.8.x-1.12.x] Moar Filter Extension Configs [04-Mar-2020]
HafCoJoe replied to leatherneck6017's topic in KSP1 Mod Releases
It is almost complete... Quick video demo: I sometimes can get very intense with how things are organized, and with inspiration from your OP I went through and made my own set of custom categories using the stock functionality with slightly expanded lists. I separated "Aerodynamic" into "Nosecone", "Intake", and "Wing" so that you aren't forced to stare at nosecones and intakes when you trying to compare wing pieces or versa when trying to pick a nosecone and forced to stare at intakes, made a custom icon for propellers which I put into their own category, and a custom icon for <0.625m parts which have their own category as well. I also created expanded lists for each bulkhead size just like you have in your mod. There are a handful of parts that can be considered in multiple categories (Ex. the diverterless intake/engine nacelle/engine precooler are both intakes and 1.25m fuel tanks; the shielded docking port is both a docking port and a nosecone; the structural pylons are both structural and decouplers), and so I listed those parts in both categories so they are always on hand. I would have included them both the default categories, but the game seems to list it in only oen if you try to list multiple in the config or via a MM patch. You will also notice that everything is ACTUALLY ORDERED BY SIZE... thank Kod. I'm using Community Part Tiles to rename the bulk of the editor so everything is organized by bulkhead size instead of arbitrary names, and a custom localization patch to rename the few parts that still didn't cooperate like the mk1 plane capsules and radial monopropellant tanks (and about 30 others that I didn't mention). Here is the current PartList file, although it isn't completely finished yet as I still need to fill the "All" category for each bulkhead size. I've been waiting until I sorted the categories to do so. Any subcategory that has "zzz" in the title is unfinished. I hope this is helpful in some way, my dream would be for this to have its own toolbar mod, so that the lists are locked so you can't accidentally press an "X" on a part and remove it from the list. It seems silly to me that that isn't a function. Anyways it's 5am and I need to get some sleep. -
Do you have Distant Object Enhancement installed?
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No worries! I There were a few changes I wanted to make myself and so I made a small localization patch that renames the handful of parts to what I want. It's slightly messier than how your naming scheme works though so I don't it's something you would want to include, I.E. I renamed the three engine Nacelles to add 'Mk1' in front of them so they sort next to the other Mk1 fuel tanks. I Likewise I renamed the 1.875 soyuz style decoupler to make the the other decouplers and stack separators fit evenly on two rows instead of bleeding into the row above. The next step is to see if I can find a way to place parts in more than one category. There are a few parts that could be considered in more than one category, like listing the engine nacelles also in fuel tanks since they carry fuel, or listing the structural pylons in Coupling since they have a decouple function. I tried adding more than one part category to each in the config file, but it seemed to only show the part in the last listed category. I.E. 'category = Structural, Coupling' only displays the part in Coupling, not both. The stock system for custom categories works decently well, but I dislike how each part has a big X in the corner that removed it from the group if you miss-click. I wish there was a way to 'lock' categories.
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Hello! Do you know if it is possible to make modifications to the given titles via a second localization patch? I.E. I want to rename 'Mk1 Cockpit' and 'Mk1 Cockpit (Inline)' to 'Mk1-P Cockpit' and 'Mk1-P Cockpit (Inline)', so that they appear at the end of the Mk1 list, right before the other plane cockpits. I figured it out! You just have to make sure the patch runs before the original. It looks like KSP accepts the first change, and doesn't apply any other ones after it.
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Would it be possible through a MM patch to rename all parts to include other information from their config file in the title? I.E. category = A vesseltype = B bulkheadProfiles = C title = D ↓ @title = A, B, C, D ↓ Pods, Lander, size1, size0, Mk1 Command Pod Would this be possible with Module Manager? It gets complex when you start taking names of previous categories and combining them. It might sound crazy but this would be super useful and completely re-sort the entire editor. The left is stock and you can see how all of the pods are out of order, and on the right is what a patch like this would do.
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[1.8.x-1.12.x] Moar Filter Extension Configs [04-Mar-2020]
HafCoJoe replied to leatherneck6017's topic in KSP1 Mod Releases
Hey there! I've been searching for something like this for quite some time now, so thank you for creating it! I found that the Spider engine (radialEngineMini.v2) is not categorized- I'll keep in mind for any other parts that might have slipped through the cracks. -
Both are doable! - To get Stock Terrain simply don't install Kopernicus. If you are using Kopernicus for other features however, go into "GameData\Spectra\Spectra_configs" and delete "Kopernicus_terrain.cfg". - To get the default Scatterer sunflare (I have a custom scatterer sunflare in Spectra), go into "GameData\Spectra\Spectra_scatterer" and delete the "Sunflares" folder. Hope this helps, I did my best to make Spectra easy to self-configure since I know many people have different tastes
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
HafCoJoe replied to Nereid's topic in KSP1 Mod Releases
Thank you! I hoped I had missed something -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
HafCoJoe replied to Nereid's topic in KSP1 Mod Releases
Is there a way to remove a ribbon after a Kerbal has earned one? I see a way to blacklist ribbons you don't want to be earned, and I see a way to awards new ribbons through the UI, but I don't see a function to remove a ribbon once it is earned and blacklisting them doesn't make them disappear. I didn't see anything editable in my persistent file or the mod folder either (though I might have missed it). -
I'll warn you it is very complex you might want to download a kopenicus mod and then replace textures to see what happens.
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Thanks for the reply, its good to know I'm not the only one who wants it and the visibility definitely helps
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Greetings! I can't speak for everyone else but personally I find the VAB controls excruciatingly painful to use, especially in comparison to those in the SPH. Being able to move my camera to any space on screen rather than being pinned down to the center far more versatile and lets me place parts with far more precision. I would love a mod that simply gives the VAB the same control scheme as the SPH. Is this doable? I am aware that WASDcam also changes camera controls, but what I am wanting is a bit different, just unified controls so that I don't find myself building both planes and rockets in the SPH.
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[1.4.0 - 1.5.x] Audio Muffler Redux [v2.6.1] (2018 May, 7)
HafCoJoe replied to Ser's topic in KSP1 Mod Releases
This seems to be working fine in 1.9 -
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
HafCoJoe replied to nightingale's topic in KSP1 Mod Releases
Heyo! I was curious, how difficult would it be to change the UI theme to the KSP default bubble instead of the transparent gray/black border? I love this mod but it is the only one I have that uses the old gray and it seems very out of place -
Sorry pal. The user below me has never visited Dres (without hacking).
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
HafCoJoe replied to Waz's topic in KSP1 Mod Releases
EVE works pretty well with 1.9. I've been running EVE with Spectra and haven't gotten so much as an error yet -
[1.12.5] Restock - Revamping KSP's art (August 28)
HafCoJoe replied to Nertea's topic in KSP1 Mod Releases
All good, I did a force install on my 1.9 game and its been running well for the meantime -
Hey there! It seems I've found a bug with Crew Light where the Mk2 crew cabin starts flight with its lights turned on when they are off in the Editor, and starts flight with its lights turned on if you set them to be off in the Editor: It fixes itself after sundown and the lights start working normally again, but it is rather strange that they start in a flipped state. Log file (Not sure if it helps but it never hurts to include)