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Ninenium

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Everything posted by Ninenium

  1. I've created a new release with the updated toolbar wrapper. Thanks for notifying me of this issue! https://github.com/Ninenium/NavHud/releases
  2. I'm sorry for responding to so slowly. Thanks @bwheatley for helping out! I will release a new version asap.
  3. SkyKaptn was right... I got a notification via Github. Apparently I am not following my own tread. It seems that some of the definitions regarding the waypoints were changed, which caused the malfunctioning of navhud. I decided to remove this functionality as it was already half broken and it is the easiest way to make navhud work again.
  4. Version 1.3.0 for KSP 1.1 is now online All kudos go to iPeer, for porting NavHud to 1.1! There is still at least one bug though. The texture of the waypoint is not loaded in properly. I haven't been able to find a fix for this jet. I'm personally not planning any new features for this mod (if that is what you mean). I will try to keep it updated with newer KSP versions though.
  5. I like what you did to the menu, Addle! Haha, I expected you did. As it was pretty straight forward fix. (Makes me wonder why I didn't do it a while back..)Anyway, a new version with the before mentioned changes is available for download from the usual places.
  6. Hey, I just pushed two changes to github: Changed default button to one in the applaucher and added option to disable the waypoint. I hope you didn't spent to much time on that fix jet Addle .
  7. Done!Awesome work Addle. I probably wasn't be able to release a new build before this weekend myself. So thanks a lot!
  8. Happy new year everyone!! version 1.1.4 is out! version 1.1.4: - Added Waypoint support. - Fixed bug "NullReferenceExeption" when patched conics isn't unlocked.
  9. Good point! or have a "mod settings" option in the pause menu.
  10. hey all, I've been looking at the waypoint integration to check how easy/difficult it is, and already got some basic functionality working. About the toolbar/Applauncher: I agree with Addle. The current custom button should be replaced by the applauncher. I will start on this after finishing the waypoint integration though. EDIT: Also encountered a bug: Navhud will spam the log with "NullReferenceExeption" if you haven't unlocked patched conics. (It tries to check for maneuvernodes in the FlightGlobals.ActiveVessel.patchedConicSolver object which is Null)
  11. All creds go to Addle for this one. (This is same build as his 1.1.3-rc0 version) version 1.1.3: - Fixed bug where map view setting wasn't being saved and restored. - Burn calculations now take into account reducing mass during the burn.
  12. These options are available in the menu as "show text hud" and "lock text hud". You can open the menu by pressing the button labelled "NH" (if you have the toolbar mod installed you can find the corresponding button there). And also: welcome to the forums!
  13. This is a great idea! The kerbals are definitely OP at this point. A probe core dies when it runs out of electricity, but a kerbal can survive forever while being cramped up mk1-pod without food or anything?!.. The morale system seems a bit to complicated though. Why not use a mechanism that 90% of the games already have? Suppose each kerbal has a health bar that represents both emotional health (i.e. morale) and physical health. Then there could be certain events that would drain health such as: fall damage, going on EVA near the sun, going on EVA for too long, staying too long in the pilot seat, etc. And there could be live support systems that regenerate health over time. Where only the largest systems (the ones that include sanitary, medical and sleeping accommodations) can fully regenerate health.
  14. version 1.1.2 is now available, enjoy! This is exactly the same as version 1.1.2rc6 released by Addle. So if you've got that one then you are already up to date. Changes: version 1.1.2 - Added triangles at screen edge that point to markers that are out of view. - Added smoothing to markers at speeds below 1 m/s. - Added a HUD text display so the navball can be closed completely without missing the information contained on it. Also added settings options for it. Note that holding LeftAlt and hitting the toggle key will cycle through the speed display modes (Surface, Orbit and Target). (Addle) Thanks Addle for adding the text display and suggesting the other features.
  15. Do you mean something like a minimap? It would be probably be easier to make a separate mod for this. Currently I'm adding some indicators (triangles) on the screen edge that point to markers that are out of view. I'm also trying (more experimenting really) to reduce the jitter/bouncing of the markers that happens when moving at low speeds (< 1 m/s).
  16. Version 1.1.1 of NavHud is up. Bugs where fixed by Addle, Thanks again! Download is now also available on GitHub: https://github.com/Ninenium/NavHud/releases Changes: - Fixed reset button bug (Addle) - Fixed alpha channel save bug (Addle) - Tweaked default alpha channel setting (Addle) - Changed default window position (Addle) - Added KSP-AVC support (Addle) - Tweaked heading marker
  17. Good job Addle! I have to admit I haven't thoroughly tested alpha channel option. Obviously not playing enough KSP . After studying some tutorials on yt you can find me on GitHub now: https://github.com/Ninenium/NavHud. I think I'm getting the hang of git. bad pun is bad I think that putting the map functionality into flight view is something for another mod. Some landing predicion might be nice but is not something i've planned. PS: The alpha channel doesn't really add any more color options because rendering is done with an "additive" shader. This means that (as a workaround) you can multiply the red green and blue values with the alpha you wish to have and set the actual alpha to 1. This should give you exactly the same result.
  18. I've just released version 1.1. The code has been drastically cleaned up and there are a lot of internal changes since v1.0.1. Consequently the memory leak should now be gone. Change-log: version 1.1 - Changed settings window layout. - Added alpha channel option. (Thanks to Addle/ShimmyTheJJ) - Improved target alignment support for mods. (Thanks to taniwha.) - The HUD is now rendered by its own camera positioned in the origin. This removes jitter and clipping issues. - Added anti-heading marker. - HUD is visible in the mapview (option is off by default). - Fixed bug: memory leak when settings window is open. Beware that updating to this version will reset your settings.
  19. Hey Addle, thanks for cleaning up my mess . I will upload my latest sources tomorrow so you can have a look at it. I will put your version in the OP for now.
  20. Hey, here's a little update. I'm back from my vacation and continuing work on a major update of this mod. Seems like i've quite a bit of catching up to do though . The next version the HUD will be rendered by a separate camera. This will remove the jitter and clipping issues and gives the possibility to show the HUD in map mode (if anyone cares for that). I can also confirm the memory leak. In the current version the gameobjects are re-instantiated with every update of the settings menu without destroying the old ones. I've already completely reworked this part of the code the objects are now instantiated only on start. Thanks taniwha, I haven't tried EL but will include your patch anyhow.
  21. That's perfect! Thanks for making this special video . I also like the anti-heading marker. I will add something along those lines in the next update. But you have to be patient with me because I have to prioritize some other stuff right now.
  22. Wow guys, thanks for the kind words! I'm very glad to read that my work is put to good use! Do you (or anybody) have any suggestions for the marker design? I am afraid that if its similar to the heading marking it might be confusing, also because the controls are partially inverted when "flying backwards". Amazing! maybe it will be a nice preview/instruction video .
  23. Regarding your suggestion, I did some experimenting but the rendering distance of the lines doesn't seem to be large enough. I don't really have anything planned, but before I'm going to add any more features I need to tidy up the code a bit. I also don't have a lot of time to work on this the coming period. so don't expect any major updates soon.
  24. Thanks for the suggestions! Interesting idea about the lines not covering the craft, but I don't really know how to make that work... I've added a configurable hot-key on/off option in the settings window. You can now toggle it faster if you go in and out of IVA for example.
  25. NavHud provides a new(ish) navigational instrument: A Heads Up Display showing you precisely what way your spaceship is pointing. It also features the target, normal, radial, retro/pro-grade, maneuver and docking alignment indicators. Download: Curse: http://kerbal.curseforge.com/ksp-mods/220889-navhud GitHub: https://github.com/Ninenium/NavHud/releases Checkout the fork by Addle which may contain some new features: https://github.com/RealGrep/NavHud/releases Demo video by 5thHorseman: Alignment indicator: When targeting a docking port a target alignment indicator is shown. indicating the orientation of the targeted docking port. Toggle hot-key Press "y" to toggle the HUD at any time. Press "left-alt" + "y" to cycle between speed display modes. Customization: The color and size of the markers and lines can be changed in a comprehensive settings window. The changes are saved in the file [KSPfolder]\GameData\NavHud\Plugins\PluginData\NavHud\config. xml Toolbar: This mod is compatible with Blizzy78's Toolbar. Installation: Copy the content of the 'GameData' folder to the 'GameData' folder of your KSP installation. License: MIT license Change log: version 1.3.3 - Fixed ToolbarWrapper version 1.3.2 - Updated to KSP 1.2 (bwheatley) version 1.3.1 - Removed waypoint functionality to resolve compatibility issues with KSP 1.1.3 version 1.3.0 - Updated to KSP 1.1 (iPeer) version 1.2.2 - Fixed bug with burn times taking all engines into account due to API change (Addle). version 1.2.1 - Added option to hide NavHud display when UI is hidden with F2 (Addle). - Added option to disable waypoint. - Replaced default button by button in applauncher. version 1.2.0 - Updated code for KSP 1.0 changes (Addle) - Made the burn time display a little better (minutes and others displayed rather than just total seconds) (Addle) version 1.1.4 - Added Waypoint support. - Fixed bug "NullReferenceExeption" when patched conics isn't unlocked. version 1.1.3 - Fixed bug where map view setting wasn't being saved and restored. (Addle) - Burn calculations now take into account reducing mass during the burn. (Addle) version 1.1.2 - Added triangles at screen edge that point to markers that are out of view. - Added smoothing to markers at speeds below 1 m/s. - Added a HUD text display so the navball can be closed completely without missing the information contained on it. Also added settings options for it. Note that holding LeftAlt and hitting the toggle key will cycle through the speed display modes (Surface, Orbit and Target). (Addle) version 1.1.1 - Fixed reset button bug (Addle) - Fixed alpha channel save bug (Addle) - Tweaked default alpha channel setting (Addle) - Changed default window position (Addle) - Added KSP-AVC support (Addle) - Tweaked heading marker Version 1.1 - Changed settings window layout. - Added alpha channel option. (Thanks to Addle/ShimmyTheJJ) - Improved target alignment support for mods. (Thanks to taniwha.) - The HUD is now rendered by its own camera positioned in the origin. This removes jitter and clipping issues. - Added anti-heading marker. - HUD is visible in the mapview. - Fixed bug: memory leak when settings window is open. Version 1.0.1 - Added hot-key - Fixed bug: No HUD when reverting flight from map view Version 1.0 - First release P.S. I have to give you a little warning/disclaimer I am not a professional programmer and this is my fist project I've released publicly. So no hard feelings if this happens to break your game somehow, okay?
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