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Naztheme I recently discovered HUDReplacer (by @UltraJohn) which allows to change internal images in KSP, including almost all UI elements. So I'm currently creating my own theme, and since some of you may be interested in obtaining it, well... now you can obtain it Installation Install HUDReplacer if you haven't installed it yet Download either the .zip or the .tar.gz file (not the source code!), unzip it, you should find a directory named Naztheme. Copy the directory into GameData. Please do not put it in another directory, as if you do HUDReplacer won't load the images (unless you change the config). Launch the game and enjoy! Dependencies Requires HUDReplacer and ModuleManager. Download License (apparently it's needed) GNU GPL 2.0 or later Changelog Known "issues" and similar stuff The facility icons for the Runway, the Launchpad, the VAB and the SPH in the KSC scene are completely messed up. That's normal. I'll fix it later. (yes, it's still there, and I'm too lazy to fix that apparently) The look of the theme sometimes clashes (in a visual way) with the stock look (especially in flight). I told you, it's mostly a bit incomplete. Not everything is supported (yet). Broken in case-sensitive OS (fixed in 0.1b) DeltaV button is off-centered in flight (fixed in 0.2c) Action Group buttons look weird (will fix statemaps later) Warp to sunrise buttons look weird (fill redo them later)
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HUDReplacer HUDReplacer is a framework that allows you to replace the HUD/UI textures at runtime, without the hassle of modifying any stock files or assets. The mod is currently a Work in Progress, so bugs may occur. It does not come with any custom textures out of the box, though an example config can be found on the github page for those who want to create their own. This is intended as a dependency and a tool for modders to more easily create and share texture packs. Example images: Requirements: Module Manager HarmonyKSP Download: or Texture packs: Send me a PM or leave a comment if you want your own texture pack featured above!
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Kerbal Flight Indicators Note: @DaMichel has given me his permission to maintain this mod in his absence. I have forked the Repository and will continue support going forward, or until he returns to continue support. I have cloned his page to note the change in mod support. I'm not renaming the mod to make it easier to keep track of it. What is Kerbal Flight Indicators? It draws a couple of markers directly in your field of view. It shows Horizon Attitude Velocity Vertical direction You can turn it on/off with the toolbar button. Download Release Page on GitHub (Source code on Github) Installation: Extract the contents of the zip file into the GameData directory. Note: I have added support for KSP-AVC version file now included. Configuration: Is done by editing settings.cfg in GameData\KerbalFlightIndicators\Plugins\PluginData\KerbalFlightIndicators. To change colors, you'll see lines like "horizonColor = 0,0.5,0,0.8". The numbers represent Red, Green, Blue and Alpha components, going from 0 to 1. Alpha means opaqueness, where 0 is completely transparent. New values should take effect on the next flight scene. To let indicators appear on top of the IVA cockpit again, change drawInFrontOfCockpit = False to drawInFrontOfCockpit = True. Mod Recommendations If you want to see more information, have a look at SteamGauges and RasterPropMonitors (IVA) and NavHud Renewed. Mouse Aim Flight Supports Blizzys Toolbar. The KSP app toolbar is supported since KFI R11. Picz My Imgur account is almost full of images so i'm probably going to delete the previous sequence. Have this instead. Changelog on GitHub Known Issues * This release has the potential to cause strange issues with other mods, like HUD elements or use custom cameras. Please report odd issues. Acknowledgements Current mod maintainer: Papa_Joe I've only continued maintenance on this mod. All credit is due to the original mod author. Original mod author: @DaMichel Original Mod Post: https://forum.kerbalspaceprogram.com/index.php?/topic/72595-13-kerbal-flight-indicators-release-15-2017-08-14/ @DaMichel originally acknowledged the following: * I used some code from SteamGauges http://forum.kerbalspaceprogram.com/threads/40730-0-23-SteamGauges-V1-5-Analog-Radar-Altimeter-and-More! by Trueborn. Thanks for putting it under a not too restrictive license. * Thanks to Blizzy for his Toolbar. * I would also like to thank Pizzaoverhead (KerbTrack) and Navyfish (DockingPortAlignment) for their plugins from which i learned how to do things. License http://creativecommons.org/licenses/by-nc-sa/3.0/
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After picking up the game again after the latest update I started a new Exploration savegame and so far I have to say that I really like the concept! Flight HUD/GUI During my first hops and jaunts around Kerbin, however, I noticed some oddities regarding the flight HUD that may be placeholders or items in progress - nonetheless, to be safe I'll address them here: Yellow arc behind velocity display - it seems to be static, at this point, as opposed to the one behind the altitude display. What will it display? Velocity indicator - in all screenshots I took the decimal place always seems to display 0 - when not required, it could be not displayed for better clarity. I did not yet e.g. try docking, but I assume that when slowly closing to a target the decimal place will become functional? The vertical speed indicator in the top right of the artificial horizon cluster - what units does it use? it doesn't seem to be m/s like in the first game. For example in the following screenshot my vertical speed is around 290 m/s, but the vertical speed indicator seems to indicate +10, more or less. Science locations - orbit vs. space: On a suborbital flight I did some scientific observations and noticed that the ones performed outside of the atmosphere are listed as in "low orbit" as opposed to "in space", which would make more sense given that e.g. in this case I was clearly on a suborbital trajectory, as can be seen by the Perigee height: It would make more sense to use "in space" to refer to the location of an experiment being performed, if the intent is not to consider the type of trajectory.
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UltraJohn's Navball cursor overhaul (now with navball markers!) Have you ever thought that the navball cursor could be a bit smaller? Then this mod is for you. I present to you, 3 variations of the navball cursor to choose from: Slim: Slim (Dot only): Stock Size (Dot only): Slim Navball Markers (Use together with one of the above textures!) Dependencies: HUDReplacer and Module Manager
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Hello folks! Based on the warm response of my last Experiment on a possible Tweakables Redesign (Result) , I decided to take another take on a bigger experiment! The idea was to redesign the Flight HUD, by polishing existing UI and respecting the original project (aka: don't reinvent everything). My approach was: Adjust the balance between skeuomorphism and flat design, adding a bit of texture but removing overused bevels effects. Improve usability by working on clear affordance. If you can drag, press, toggle... Differentiate it in a consistent way. More consistent iconography Easier learning curve for critical controls (staging as button, keyboard hints for throttle/roll/yaw/pitch) Add some small quality of live improvements (toggle solar panels/antenna, warp to next node) Better color mapping. Blue to delta-v, orange arrow for direct input, white arrow for readouts Flight HUD redesign In the end this looked like a very conservative approach, by keeping a lot of things in the same place... But boy, what a challenge! I had no idea that it would be that complex to redraw everything Things that I would like to improve: The action parts buttons could be better integrated, they feel a bit "meh" The app button could be better solved. I would love to see in the future something more iOSish, with a mix of mini-hud/modal/sidebar solution for the apps. I messed up with the font size. The raster version looks awful. Anyone uses the HDG reading? I hesitated to replace it with orbital info multiple times. I would love to add a "time to:" that adapt to hit ground/leave orbit/next maneuver Check the hi-resolution in vector format: https://www.figma.com/file/09xWDTa5XQJy140q7sCyPX/Kerbal-–-Design-experiments?node-id=33%3A134 What do you think?
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I'm creating a mod that requires a gui or some type of hud menu. Kinda like the gui of extraplanetary launchpads, or any other mod. I have found a gui tutorial on the ksp wiki Here That tells little to absolutely nothing in terms of anything. Could someone please tell me something, or update the wiki page to say something. That would be amazing.
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Hello, sorry in advance. I know maybe is a stupid question but someone know where this info comes from? I have a bunch of Mods so I can't differentiate if it's from a mod or from the original game. The thing is I don't know how I activate this (if is not a bug) and I want to hide it. Thanks & regards!
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[1.3] Kerbal Flight Indicators (Release 15, 2017-08-14)
DaMichel posted a topic in KSP1 Mod Releases
Kerbal Flight Indicators Draws a couple of markers directly in your field of view. It shows Horizon Attitude Velocity Vertical direction You can turn it on/off with the toolbar button. Download Release Page on GitHub (Source code on Github) Installation: Extract the contents of the zip file into the GameData directory. Configuration: Is done by editing settings.cfg in GameData\KerbalFlightIndicators\Plugins\PluginData\KerbalFlightIndicators. To change colors, you'll see lines like "horizonColor = 0,0.5,0,0.8". The numbers represent Red, Green, Blue and Alpha components, going from 0 to 1. Alpha means opaqueness, where 0 is completely transparent. New values should take effect on the next flight scene. To let indicators appear on top of the IVA cockpit again, change drawInFrontOfCockpit = False to drawInFrontOfCockpit = True. Mod Recommendations If you want to see more information, have a look at SteamGauges and RasterPropMonitors (IVA) and NavHud. Mouse Aim Flight Supports Blizzys Toolbar. The KSP app toolbar is supported since KFI R11. Picz My Imgur account is almost full of images so i'm probably going to delete the previous sequence. Have this instead. Changelog on GitHub Known Issues * This release has the potential to cause strange issues with other mods, like HUD elements or use custom cameras. Please report odd issues. Acknowledgement * I used some code from SteamGauges http://forum.kerbalspaceprogram.com/threads/40730-0-23-SteamGauges-V1-5-Analog-Radar-Altimeter-and-More! by Trueborn. Thanks for putting it under a not too restrictive license. * Thanks to Blizzy for his Toolbar. * I would also like to thank Pizzaoverhead (KerbTrack) and Navyfish (DockingPortAlignment) for their plugins from which i learned how to do things. License http://creativecommons.org/licenses/by-nc-sa/3.0/- 72 replies
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Show us your Kerbal Engineer HUD preset! The Kerbal Engineer Redux mod made by @cybutek is a fantastic add-on for KSP, and it has a wast library of data for us, and mods to use and calculate with. So wast even, that one might ask the question: What's the best Heads Up Display setup for my kind of mission? Well, this is the place. If you have a preset that you like, share it with us! The presets are saved in .XML format, and you can find them here: C:\ ... \Kerbal Space Program\GameData\KerbalEngineer\Presets To start off, here's mine: For ascending from a body and orbital maneuvers, I use this one: And for landing, I have this:
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Allright my idea is the following: A customisable hud in the style of mobile devices. When you initially setup your hud it's empty and you can choose a grid size matching your preferences and scrensize like 50 x 40 for a normal screen and 100x80 for 4k screens, all depending on how big you want your hud. Then you got a button to "add app/widget" and apps/widgets in this case are the different elements of your hud. Gameclock, App-Bar, Navball, Stagelist etc are all "apps" or "widgets" you can choose different sizes and styles and drag them on the screenposition you want. So for example if you want a big digital altimeter you choose "5x5 altimeter" and drag it to the position you want it in and if you then would also like that oldschool mechanic one you select it, maybe a smaller size (3x3 ...) and you stick it next to it. That would make your hud 100% customisable and also provide a good possibility for mods to add stuff easy.
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I got this problem in cockpit from AOA tech mod. Can anyone help me ?
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I recently bought the full game after messing around with the demo for a while and decided to install Kerbal Engineer to help with delta-v calculations and such. I then unzipped the file, put the engineer file in GameData, and started to play. I then opened the game in a sandbox mode game I had a few ships in, started creating a ship with a probe, and placed the ER-7500 Flight unit on it. Thing was, no HUD popped up, although it seems like something should be there. Anything I missed or should do? Appreciate the help.
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Navball docking alignment indicator (Community Edition) To begin with, it is just fair to say that @mic_e is the original Author of this mod. His thread can be found here. As stated in this thread as I personally like this mod alot and he wasn't online for 3 Months I decided to pick it up and continue it's development in his absence. License and all will be kept exactly the same, the only difference will be the name (added Community Edition for clarity) and the sourcecode obviously. Now a little bit about this mod, what it does and what you use it for. Ever had the issue that when you were planning a rendevouz in space and wanted to dock to your target however it was a pain in the a** due to rotation of camera, lightning or some other reason? Well then this mod might be just the mod you are looking for. This will add a new Marker to the Navball to show if you are aligned with the targeted Dockingport. (You can also tell the targets rotation by it if you need it) and this will save you lot of fiddeling and switching back and forth to double and triple check. It really is just a minimalistic mod and yet so usefull Features Add a new marker to the navball to indicate Dockingport alignment You can change the color of the marker via a config (r, g, b values) Planned Features: Scaling of the marker custom Markertexture Pictures: Where to download: Github: https://github.com/L33m4n123/NavBallDockingAlignmentIndicatorCE/releases Spacedock: http://spacedock.info/mod/532/Community%20NavBall%20Docking%20Alignment%20Indicator - I have to see if I can rename it as I dun goofed with the title of it on Spacedock^^ it also is available via CKAN License: GNU GPL v3 Source Github Issues and Suggestions: Here or on Github Changelogs (newest Version ontop): Version: 1.01 change color of the marker via config; By default red; Version 1.0b Fixed issue where marker did not disappear on vessel / target change Version 1.0a Disabled Debugging Infomation as in toggable via Hotkey Version 1.0 Rewrote most of the code ("legacy" code is marked in the SourceCode) Compatible with KSP 1.1
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If you love at-a-glance information on your flight conditions, detailed information about your orbital dynamics or upcoming transfer maneuver, then VOID is a solution for you! Is it the solution for you? Give it a try and find out! I've long used VOID to fill the void (doh!) for detailed orbital, surface, and vessel information without adding any new functionality that other mods may focus on. As I find new data that I "need" for my missions, I've been slowly adding information to my own VOID displays and am honored to continue development following Iannic-ann-od's stellar release series. Many thanks Iannic-ann-od! As before, credit where it's due to code and/or calculations by cybutek, Younata, Adammada, Nivvydaskrl, mrenigma0, r4m0n, The_Duck, Cilph, and Innsewerants, used with permission and/or under license. This software uses VesselSimulator and Engineer.Extensions from Engineer Redux. Engineer Redux © 2013-2014 cybutek, Padishar, et al Used by permission. DOWNLOADS: GitHub for 1.1.0-beta: [zip] SpaceDock: [zip] Not SpaceDock: [zip] [tar.gz] [tar.xz] 1.0 BETA: [zip] [tar.gz] [tar.xz] CHARITY: Do you like what you see here so much that you can't imagine downloading it without first parting with your hard-earned money? If so, this specially-crafted PayPal donation button will help you to take the currency of your choice and make it my money instead of your money. More seriously though: donations are 100% optional and entirely at your own discretion. If you do choose to donate, I'll appreciate it! INSTALL: 1. Unpack archive into /path/to/KSP_folder/GameData. 2. ??? 3. Profit! USAGE: * Click the VOID icon, hopefully located somewhere near the middle-to-bottom left of your KSP screen. * Go to the "Misc" menu and "Change icon position" to move the icon to your liking. * Enable or disable other informational windows as you please! TODO: * Revisit transfer angle calculations. * Revisit pressure indication. * Revisit localization and find translators <insert trilingual, bilingual, American joke here>. * Revisit data logging. * Add HUD customization features. CHANGELOG: LICENSE:
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Hey everyone, like most of you I've been playing around with KSP 1.1 and naturally my mod list is starting to bulk in size. Something I noticed was that my Career save had a significantly better frame rate than a Sandbox save, even when the Career save have multiple ships and the Sandbox save was fresh. (Both stock and modded) I decided to try test this out and find out if a particular mod was responsible for this, alas I couldn't find any evidence. I did however come across this and couldn't come up with any real reason as to why this is a thing: With HUD: http://imgur.com/E0ARY9g Without HUD (F2): http://imgur.com/1MuzwkF Toggling between (F2): http://imgur.com/9VvWOr4 Video showing the FPS drop: https://youtu.be/NFWCOitSov0 I've tried taking away the bulkier mods, but as far as I can tell this happens regardless of how many you have installed and only gets worse the more you install. What's interesting is my peak frame rate (the rate with no HUD) never dips to an unacceptable level, only when I turn the HUD back on does the frame rate take a crap. This problem appear to be cumulative and even happens in stock, hence my posting here. As I include more and more mods to the game the frame rate gets progressively lower unless I disable the HUD and then my FPS goes back to normal. If any mod creators or even a developer could answer this question I would be grateful as I'm at a loss. PS: Does anyone know of a mod that is compatible with 1.1 that give me a seperate HUD on my second screen? I'd happily gain more frames if it means tilting my head a little, thanks. Specs: WIndows 10 I7 2600k 8Gb DDR3 RAM Inno3D GTX 780 KSP: Steam
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As title says. Is there any mod puts some sort of hud that shows the trajectory in flight screen? I want to see my orbital trajectory in flight mode as a curve. If not, I might make one. I'm not really familiar with ksp modding but have some background in unity modding. Anyway, is there any?
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i think it quite obvious from pic. and it's annoying !