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ctbram

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Everything posted by ctbram

  1. I like to keep my plugins all together and I did not like the idea of half a dozen folders in my gamedata folder for a single mod as it creates unnecessary clutter. I created a folder named StockPlugins and put all the _stock folders that I wanted inside that folder and it seems to be working. I am not a MM expert so if this will cause bad things to happen please let me know.
  2. Thank you the quick response. I had seen that all white button thing in the past so I was not certain it was something to do with ATM or not. Thanks again for the fast patch and for your work on this mod. Cheers
  3. I am now getting a white square where the pilot assist menu button should be. See the attached image. It's the white square to the left of MJ. The last time I saw this it had to do with Active Texture Management but it affected most of my buttons not just one. I tried deleting the texture cache folder for pilot assist from the ATM folder so it regenerated it. But I am still getting just a white square. Does anyone have a clue what is going on? It was fine for version 1.6.0. I updated to 1.7.1 by completely deleting the 1.6.0 folder and installing the new one.
  4. Yes and this would be a fine work-a-round if I just used one fixed group of settings. But as I go to different ships in different locations I am always making minor adjustments to several of the settings. To have to readjust every time I switch ships is pretty inconvenient. I am hoping there is a patch planned to automatically save any setting changes.
  5. Yes, I too have been waiting for a 1.0.2 release. Are you saying the 0.90 release works with 1.0.2?
  6. why does it keep reseting my settings? Isn't there a way I can choose performance and intensity settings and then SAVE them????
  7. I just wnat the space suits. Can I just drag that folder into texture replacer? I don't want to change all the stock system stuff
  8. What happened to the normal res version???? All I see is a download link for high-res???
  9. Thx WFP. I will have to look at modifying the cs file and recompiling once a proper 1.0.x version of ENB is released. Although on inspection I did not see a color option for the node marker. But I just glanced at the file. I might attempt to make those color variables to be read from a external .cfg file. This way they can be changed without re-compiling.
  10. Yes I did ask for the link to the mod to be in its own thread twice in fact. And no I do not agree that just because there is a link burried in the middle of several pages of posts that it's easy to find the latest version. You have to scrub through all the posts and hope you don't miss one to get the latest version. That is the entire point of having a dedicated thread so updates can be kept in the first link and users do not have to scrub through 100's of posts hoping to find the latest / correct version. For ther navball texture mod there were three version 1.1 to 1.3 and they are all on different pages in different posts and it's very easy to miss any of them. By forced to use I meant that the dedicated navballhud texture replacer has not nor was there any indication that it was going to be updated to 1.0 and since the thread it's in is not about that mod it's very difficult to know when or if it did get updated. I have navhud but to be honest I do not really care for it. I have the same issue with the markers on it. Actually the color blindness is even worse with navhud because the markers are displayed on top of all the possible screen backgrounds.
  11. TextureReplacer is fine for replacing the hud and iva navball textures as I use it for other things so I would not be using it for this feature alone. However, what I really need is the ability to change the marker colors. There is a reddit thread and several other threads regarding the navball markers not being colorblind friendly. Imagine trying to navigate and you literally have to sick your face 1/2 from you monitor to just barely see the node marker. That is what I have to do because no matter what navball colors I use the blue node marker is invisible to me. The target (magenta) markers are also nearly impossible to see on the default navball texture. I have found a texture that helps with those but to be honest having the ability to set my own colors would be the best option. There are different kinds of color blindness so there is no one color fits all solution this is why allowing users to choose their own custome marker colors is the best solution.
  12. Please consider adding the following features: 1. add ability to change the hudnavball and ivanavball jpgs. I see no reason to have a separate mod for this and besiade the guy refuses to move that mod to it's own mod thread or even update it for that matter so currently I am forced to use texturereplacer 2. THIS IS THE REALLY IMPORTANT ONE TO ME ... Add the ability to set my own custom colors for the DAMN markers - target prograde and retrograde, node, prograde and retrograde, normal and anti-normal, radial and anti-radial. I and many others are color blind. I am red/green color blind and although I have customized the hudnavbal using texture replacer I cannot see the GD blue node marker. I mean it's nearly invisible. I get a fricking raging headache trying to find and navigate to the damn thing as I have to get 1/2 inch from my monitor to see the GD blue node marker!!!! I'd like to make it bright safety orange like navyfishes docking alignment indicator where anything that is orange represents target relative.
  13. Something has changed? I used to just install this mod and add the mmrtreflections.cfg to the root of my gamedata folder and all my kerbals had reflections in their helmets and certain ships had reflections. With the 1.0 version I am not getting any reflections what do I need to do to fix this?
  14. I use texturereplacer to change the navball color but what I really need is a way to change the color of the node marker. That default blue color is nearly invisible to me!!
  15. navballtesturereplacer is not getting updated to 1.0 they say in the thread that texturereplacer can do it. Can someone please tell me how? I am red/green color blind and cannot see the markers on the default navball which makes the game almost unplayable for me. I get a raging headache squinting and leaning in 1/2 inch from my monitor trying the see the GD markers. The magenta one goes nearly completely invisible to me!!!!
  16. I have installed the latest kOS and the latest blizzy toolbar. I had to install the toolbar because it's not showing up on the stock menu. But now every time I leave a building the kOS config screen pops up???
  17. Can we get a version of this for ksp 1.0 and cn this mod please get added to it's own mod thread and put on kerbalstuff? PLEASE. I am red/green color blind and without this mod and enhancednavball I can barely play the game because I can't see the damn navball or the markers.
  18. Both of you guys did the same thing (planetshine and ambientlightadjustment) you updated your mods but both of your mods depend on the blizzy toolbar that is not compatible with 1.0???? So how do I adjust ambient lighting? I took ambientlightadjustment out since with planetshine it's redundant but I cannot adjust gamma for streaming because the mod depends on toolbar???
  19. em kind of strange to upgrade a mod to 1.0 that is dependent on a mod (blizzy toolbar) that is not upgraded to 1.0??? I keep getting a nasty gram about toolbar is not supported when I boot the game and on some screens the toolbar does not show up.
  20. How do I keep getting in this GD mode where I cannot see the GD keyboard assignment anymore? Okay sorry for the frustration. I read back a couple pages and saw someone else with the same question. I am in career mode and the VAB is only level 1. Can you please put a line in the post #1 in big ass RED letters warning that functionality is limited in career mode. This has to be the fifth time I ran into this and I keep forgetting why and literally spend hours banging my head against the wall trying to figure out why I cannot get the key binding window. It would be very helpful to have something in the first post so I do not have to scrub though dozens of posts to stumble on the answer. It might not even be a bad idea to put the option button there and ghost it out and pop up a tool tip explaining why it cannot be activated?
  21. Regarding the Gemini G-750A staging and KER DV reporting bug... 1. KSP 32bit 0.90 latest version checked and verified all okay 2. I have no key rebinding that would effect the staging ... IE the space bar. You can confirn this from my video of the positive example that staged properly. To do: I will once again test with just vanilla KSP 32bit 0.90 and tantares to determine if there is a conflict of some kind. I notice in your video you did not have either MJ or KER installed so could not verify whether the stage is properly reporting stats to either mod. I would just simply install FASA and be done but that mod alone consumes 90% of memory available to a 32-bit ksp.
  22. Same issue here. It's a real pain in the ass too. I spend a lot of time putting things EXACTLY where I want them. Then save the model. Then leave the vab and return and reload the model and all the offset parts are snapped back to their default positions. This of course screws up my fairings and looks crappy. Here is a simple example. Look at the batteries and solar panels attached to the cubic struct and then pushed up into the bottom of the tank. Then look at them after saving, going out of the vab, re-entering the vab and re-loading the model. They cubic struct, and the parts attached have popped back out of the model to their default attach point. http://imgur.com/a/x1Jv7
  23. Here is a link to a video I made demonstrating the issue I am having with the G-750. Please take a look and advise if there is a way to get it working correctly ie. - engines with fuel should register in the MJ and KER, staging to fire the engine and decoupling should be separate actions one should not have to manually right click the part to activate the engine. I honestly do not know if this is a limitation of the G-750A part and the ksp API or simply a conflict of some kind on my system. However, I can verify if I create a vanilla installation and just add tantares and no other mods the behavior is exactly the same so I would rule out a conflict or bad installation.
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