Jump to content

Search the Community

Showing results for tags 'map'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website


There are no results to display.

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL



About me



  1. On some bodies altitude/terrain details can be quite difficult to make out from orbit. Like, orbiting Vall I passed from Lowlands to Mountains and couldn't even see the mountain how ever carefully I looked... It's all a grey blur. Which is probably perfectly realistic, it's just not super helpful when trying to spot a good landing site. So I'm thinking some kind of map overlay where different altitudes show up as different colours/shades would help?
  2. So, I like to run multiple missions, for example rescue Kerbals from Tylo because I didn't have the ΔV. whilst also sending out a new ship to Dres. However, When adding a new Maneuver it doesn't stop at it, or worse if I setup multiple encounters I don't have any method except figure out the time to next event and make sure I don't error. Which I end up doing. So waiting 3 yrs for the next event in the chain.. I'd rather launch a new Eeloo mission or Moho but now I have to wait till a transfer window occurs. So my suggestion is that there is a method Add Alert on the time line which would halt any fast forwarding of time.. Adding an alert would then add it to an up-and-coming events window. This window would let a player Time warp to the next event. This could be include system generated events such as Orbital windows opening and closing with regards to to and from planets.. also with options to add an alert/pause by selecting it. Basically its a list of all events in chronological order, with ability to halt and focus on them. thank you for reading
  3. I'd like to suggest the addition of a TARGET window (Picture in Picture) on the map screen. I find that when calculating the maneuver its hard to line up the target to see where interception happens whilst trying to manipulate the node it would be great to see the outcome on the planet or moon without fiddling about with the camera and icons obscuring the node. This could be automatically displayed when the node is created and a target selected.. or it could be an option.. it could also do a nifty split screen so when moving the camera when target goes off screen it does that nice sliced off screen effect..
  4. For anyone who likes to eyeball the transfer windows, here you go. These transfer windows are to scale with the orbits of the planets in Kerbal Space Program 2, aside from the eccentricity. I have a version where Kerbin is on top, and a version where Kerbin is on the side. Feel free to use it.
  5. as i was going to make a maneuver node, i looked at my navball and noticed that my craft was severely off course. when i went back to game view, i had to turn off and on RCS and SAS. I think SAS and RCS are disabled when you go in map view. to fix this, i tried to pause the game when I went in to map to make a maneuver node. This is another bug, where i cant make a maneuver node while paused. I also have a visual bug. My HUD keeps fliskering as if it is trying to be transparent but failing. please fix this in 0.4
  6. Community Delta-V Map 2.6 - KSP 1.3 View full size PDF versions (A4 & Letter) KSPedia Version (v2.6) Lights-out Theme (v2.4.1) (Thanks @Siege /u/s13g3!) Outer Planets Mod adaptation: By Swashlebucky; original by Misucat and his wife PDF version (v2.4.1) OPM - Lights-out Theme (v2.4.1) (Thanks @Siege /u/s13g3!) OPM - KSPedia Version (v2.4.1) (Thanks @AlexSheFF!) Changelog GitHub Check it for development, pull requests and other maps. All required tools for map editing are referenced there. How do I use it? It's simple! 1. Pick a planetoid you wish to visit. 2. From your initial position, add up the numbers between every checkpoint until you reach your desired checkpoint. 3. The total is the general Delta-V value needed to reach your destination. Example: - Kerbin surface -> Duna Surface 3400+950+130+10+250+360+1450 = 6550* *Aerobraking can reduce the needed dV to almost zero. Using it would result in the following: 3200+950+130+10 = 4490. - Eeloo Surface -> Kerbin SOI 620+1370+1140*+1330* = 4460 *Aerobraking can reduce this number to almost zero. *Numbers outside the stripes are the maximum dV needed to change between planets inclinations. Pay attention to them! Elliptical or Low Orbit? What's the difference? A Low orbit assumes a circular orbit 10km above the nearest obstacle/atmosphere. Elliptical orbits have the Periapsis at Low Orbit altitude and the Apoapsis at the planet's SOI edge. I added the Elliptical orbit checkpoint for two reasons: 1. It shows you the required dV needed to get your vessel grabbed into the planet's SOI, disregarding the value needed to circularize on a low orbit. 1a. It assumes you have set your encounter to the lowest periapsis possible, during the encounter maneuver. 2. If your destination isn't the planet, but instead, its moons, you don't need to count the whole dV needed to circularize around the planet's low orbit, since you won't use that. Instead, a simple capture/elliptical orbit is enough to transfer to a moon. That way, you can reduce the needed dV for a trip drastically. I hope this helps. Enjoy! License This work is licensed under CC BY-NC-SA 4.0. You are permitted to use, copy and redistribute the work as-is. You may remix your own derivatives (edit values, design, etc.) and release them under your own name. You may not use the material for any commercial purposes. You must use the same license as the original work. You must credit the following people when publishing your derivatives in the material: JellyCubes (Original concept) WAC (Original design) CuriousMetaphor (Original vacuum numbers) Armisael (Additional vacuum numbers) Kowgan (Design, original atmospheric numbers) Swashlebucky (Design) AlexMoon (Time of flight) Official Wiki (Relay Antenna calculations) -- This was originally a continuation from WAC's Delta-V Map from KSP 0.23. Since then, a lot of people (credits above + advice from people in this thread and over the internet) have contributed to improve this chart and keep it up-to-date with the latest KSP version. I am very thankful to all those who helped make this chart possible. Seriously, thank you guys.
  7. I know there are no heat elements yet in this game, but I did discover the heat indicators while going through the settings. I made a SLS and when I staged the side boosters, the indicators showed up, next to to the radial de couplers(Orange). When I switched to the map view i noticed that the indicators showed up on the map and started to drift away from view. Then they would reset, and do the same thing endlessly.
  8. In general the symbols used for various positions in orbit are too small, often overlapping, and generally hard to distinguish, especially when intercepts are involved. One simple things that I think would help make it more visually appealing and distinguishable as well as add a touch or realism would be to use the "correct" symbols for ascending and descending node. There are even unicode symbols for them - U+206A ☊ and U+206B ☊ (copied and pasted from Wikipedia page on astronomical symbols). Also, one thing I think was under represented in KSP 1 was celestial longitude and indication of reference direction, typically denoted by symbol for Aries: Symbol ♈︎ (HTML ♈♈ for the symbol without background). \♈
  9. this bugrep is for [v0.] OK, so now when you hover mouse cursor over PE label on your current orbit, the argument of Periapsis is displayed (hooray!) but, how about for next segment of conics? no, no text is displayed for any label on orange (next) orbit conic: What does that red capsule icon even means? Collision with Mun? No... Besides, the map is really cuttered right now, I suppose a set of Map options should be introduced for those who do not want to see those useless radial rings in supposedly the point of intersting with Mun's SOI =) Please let us choose the amount of clutter on the map suitable for our navigation needs ;-)
  10. Hard to differ points of entrance and exit for sphere of influence by only moving circles animation. For example how it looks like when after creating transfer manevour to Minmus I focused on it Visually it is hard to determine entrance and exit if you don't know in advance how their animations look like. And also I believe that it is very hard to remember for which case circles converge and diverge, especially for new players. Cost of mistake is high - you will get retrograde orbit instead of prograde, and reverse. I believe there must be markers for them in all cases, in this case for relative to Minmus view Upd: I describe problem for version of ksp2
  11. Hey there, In map view, hover mouse cursor over PE (or AP) of your current or any other vessel orbit - no argument of PE \ AP shown, this is ridiculous when planning an orbit via maneuver node dragging, screenshot follows:
  12. I'm ok with enhanced textures, more diverse and richer colors and detailed terrain mesh because KSP is very poor in that department, but from what I have seen so far, all planetary bodies in KSP2 have nothing in common with KSP ones. Large geographical features seem to be completely gone. I can only recognize Kerbin's features. This means some of the long-established lore is lost. That's not good.
  13. What do you think is the order of the planets in the Debdeb (Deb Deb) system? Here is the overview in my order: Debdeb - It is a possible analogue of Alpha Centauri while also being 4ly away (as mentioned in KSP 2 - Episode 5 at around 1:20). Judging by the distance of the planetary Debris disk from the star, and the fact that it has already formed into planets, the age of the star might be around 5 to 50Myr. The only planets officially confirmed to be in Debdeb so far are: Charr, Gurdamma (+Donk, +Gop), and Glumo (+Merbel). Some planets are seen orbiting a yellow star, while Gurdamma is seen orbiting an orange-red star (which we know is Debdeb). This could be placeholder or outdated footage. We do know that Nate has confirmed that some of the planets we've seen are from different systems. The following is my order if all of the known new planets were in Debdeb. Charr - It has been officially confirmed to be the innermost planet. It has a very hot surface and it is made entirely out of iron. Planetary Debris Disk - It is formed formed from the protoplanetary disk after a few million years. It is orbiting the star and has formed at least 2 planets. Rask and Rusk - They have a partially melting surface. We're not sure if it is entirely due to tidal forces alone, or if star proximity plays a part. If they are present in the Debdeb system, my guess would be that they are the 2nd innermost planet we see on on the map. If so, they will likely have high amounts of iron and possibly some carbon. Gurdamma - It is a young earth, or proto Kerbin, with rings. It has liquid water, but no ice. Gurdamma is officially confirmed to be like Earth in the Hadean Eon. At that time Earth had a very thick carbon dioxide atmosphere, with oceans of liquid water. Gurdamma has no oxygen and it is covered in craters and occasional surface lava. This is also the planet we have the most footage of so far. Donk - It is a moon of Gurdamma which was formed with the ring after a recent collision. It has a light grey rocky surface. Gurdamma may also have a second distant moon with unknown composition. Gop - Gurdamma may also have a second distant moon with unknown composition. It is possible it is the unknown brown planet/asteroid we saw the footage of earlier, but that's kind of a long shot. Lapat - Although not confirmed, the little footage we have of it shows it has vegetation and clouds. It is most likely not present in Debdeb, as it would take a while for plants to develop. If it is in Debdeb, it would be in the goldilocks zone due to water and trees. The vegetation might be producing oxygen making atmosphere breathable. This could allow for animal life. Puf - It has an atmosphere and a large crater with liquid water which looks like an eye. If it is in the Debdeb system, the presence of ice caps might put it on the colder side of the goldilocks zone. It does not appear to be tidally locked. Clearly it had suffered a massive collision. Ovin - It is a giant dry planet with rings. It is larger than Kerbin and has a surface gravity of 4Gs. There is no surface water or ice. If it is hot and further away from the star, it might have a dense greenhouse gas rich atmosphere. There are no mountains on Ovin due to the high gravity. It might also be flinging asteroids from the mid-system asteroid field into the inner planets, like Gurdamma. Skutt - It is a large spinning asteroid with a rocky surface. With one side being covered in boulders and a fast spin, it will allow for some fun landing challenges. If it is in the Debdeb system, it would make sense for it to reside in one of the asteroid fields Glumo - It is a colorful Saturn analogue with rings. It's moon, Merbel, is the icy moon we first saw in the cinematic trailer. Its orbit does not align with the ring, suggesting it was captured by Glumo. In addition to ice, it also has some liquid water and atmosphere. There is a chance that underwater life is possible here. Maybe it was a captured planet that is now slowly melting. Glumo is confirmed to be in Debdeb. Due to its frozen moon, I would put it further away from the star. Perhaps it is the planet we see in the far corner of the map. In KSP 2 Episode 5, we got to see an early map of Debdeb. I have made a vector map using the information we currently have: SVG: https://www.reddit.com/r/KSP2Mods/comments/z2g1zg/comment/ixggn7v/?utm_source=share&utm_medium=web2x&context=3 What do you think of my order of Debdeb's planets and where they are located? Keep in mind that the only planets officially confirmed for Debdeb are: Charr, Gurdamma, and Glumo.
  14. I am a complete beginner to making custom EVE content, and I want to use clouds to enhance my planet pack Precursors. I've been looking for a step-by-step tutorial on how to make an EVE cloud map for a long time, but I haven't been able to find anything. Every custom texture I've tried to make fails to load in-game. How do I make a cloud texture for use with EVE? What file type should I use? Do I need to use alpha channels? How exactly do I do that? Is this process supposed to be really easy? Where are some additional resources I can look at? I'm very stumped and frustrated. Any help would be appreciated. Thanks!
  15. So i wanted to get to minmus with my new base. I got to orbit and created maneuver but some weird white lines appeared. If i will finish the maneuver node and then remove him they will stay. I want to get rid of this weird bug because i can't see anything on the map with them. I have a lot of mods. I already tried loading old saves, restarting ksp and also restarting pc. Here are all the images of my mods: 1) https://ctrlv.cz/FUsJ 2)https://ctrlv.cz/TI2G 3)https://ctrlv.cz/nNn9 4)https://ctrlv.cz/ejwU 5)https://ctrlv.cz/sc44 Here is a video that i recorded from the game: https://1drv.ms/u/s!Av4IMDV4UzT7jkEbhaFDiA8n1PQX?e=WE5oAP
  16. A month ago I made a map of Kerbin. At first it was just a map but as I began deciding to write stories about KSP, I decided I needed more stuff. So I began writing a history and developing the Kerbal society. You can use this history in your own works but I do ask that you credit me if you do. Here is the map - (Also a work in progress) I am open to suggestions and help as it will make this map even better. A massive thank you to @Pds314 for these amazing color maps (all the maps are located here): TABLE OF CONTENTS: (Will add links as pages are created) Maps Pre-History (10,000 BSP -5,000 BSP)* Rise of the Kingdom of Acnalb-Ayalp The Age of Revolutions Rise and Fall of the United Kerbal Republic The Great Anatom war The Rise of the KKF The History of Spaceflight Timeline The countries (Detailed info about each country): Aisur Alusninep Anatom Harvester-Massif Kerbal Island Republic (KIR) Kerbal Kommunist Federation (KKF) Kingdom of Acnalb-Ayalp Kraken's Claw Nis Erbmon Nopaj North Anatom Odalegnoc-Arriet Ogal Retarc United Kerbal Republic West Kolfus Woomera Currently used in: The original map that I used came from: @Pds314's map, located here: Or the map can be downloaded here: *BSP = Before Space Flight
  17. For example, I want to fly to the Jool, land and take off from Laythe, Tylo, Vall, and Bop and back to the Kerbin. How much dV do I need?
  18. I got bored, decided to make a map of Kerbin.
  19. Tutorial: Setting Up EVE Cube Maps In this tutorial we will be looking at how to take advantage of EVE's Cube Map system to layer up to 4 textures onto a single cube map to reduce file size within mod distributions. This method will be outlining the process of taking 4 Equirectangular Cloud Maps, converting them to a single image by putting them into the Red, Green, Blue and Alpha channels, converting it to a Cube Map and setting it up for use in-game with EVE. ***Please Note: All the images below are clickable thumbnails to 1080p images*** ---- 1. Source your Cloud Map (or whatever you want to use) images from wherever. Google Images, NASA, your own creations etc. and ensure that they are all sized correctly in an Equirectangular format; as what has always previously been used in EVE & KSP i.e. Width = 2 x Height. You can use up to 4 image maps at this stage. Below, I have shown a 8192px x 4096px cloud map that has a transparent background. 2. Your images will need to be converted to Greyscale, flat images where the light portions will be the clouds and the dark portions of your image will be the transparent parts in game on your cloud layer i.e. the opacity of the pixel scales with brightness. Therefore, at this stage just edit your cloud map to have a black background with your cloud map layer over the top. 3. Do this for all 4 of your textures and save them as .bmp. For ease of use, I'd recommend naming them something simple like red.bmp, green.bmp, blue.bmp and alpha.bmp or 1.bmp, 2.bmp etc. 4. Open your Equirectangular to Cube Map conversion software, I recommend CubeTheSphere or Hugin (I will be using CubeTheSphere in this tutorial), and load in and convert your images to Cube Maps. In CubeTheSphere open your Equirectangular .bmp image and then select the individual cube face image size to be 2048px x 2048px under the Options toolbar. This will result in the output Cube Map to roughly equate to the same resolution as the 8k Equirectangular image. 5. Extract all the faces of the Cube Map to give you your 6 individual images being the Front, Back, Left, Right, Top and Bottom sides of the map. Do this for all of your 4 cloud maps. This may take some time as your computer is rendering out the images for each face of the cube. Be patient. 6. Now you need to rename the faces to correlate with EVE's naming conventions. In EVE the following sides of the Cube are given as X Positive, X Negative, Y Positive, Y Negative, Z Positive and Z Negative. Seeing as we will finally be outputting the textures for KSP in .dds format, we will need to name the sides of the faces upside down as .dds flips the image vertically when saving. For ease of use, use the following guide to help you rename the files: Xp : Right Xn : Left Yp : Bottom Yn : Top Zp : Front Zn : Back So you should end up with something like the following list of files for each of your cloud maps: redXp.bmp (Right Image) redXn.bmp (Left Image) redYp.bmp (Bottom Image) redYn.bmp (Top Image) redZp.bmp (Front Image) redZn.bmp (Back Image) 7. Once you have your cube maps for all your 4 cloud map textures, go back into Photoshop and load the first 3 X-Positive face images. i.e. redXp.bmp, greenXp.bmp & blueXp.bmp 8. Convert each of the images to Greyscale. Confirm to 'Discard' when asked. 9. Ensure that each of the images is flattened. 10. Navigate to the Channels panel and select the 'Merge Channels' button from the drop down menu. 11. The Merge Channels menu should pop up where you can select the RGB option from the drop down menu, select the 'RGB' option and 3 channels and click 'OK'. 12. In the next menu select the appropriate image for each of the corresponding colour channels. Click 'OK' to merge the images into one image. 13. As a result you will end up with something similar to what is shown below. By toggling the visibility of each of the colour channels you can see you individual textures appear on their separated colour channels. 14. To add the 4th cloud map, cube map face texture to the image, we will be putting it into the Alpha Channel. To do this, in the Channels panel click 'Create New Channel' to add another channel to the image. This will by default apply a solid black mask to this channel which will act as the alpha channel. 15. Open up the 4th appropriate cube map face in Photoshop (in this examples case the alphaXp.bmp), convert it to Greyscale as before and select all the image and cut/copy it. 16. In the Channels panel with the new Alpha channel selected as the Active Channel, paste the image into this channel. You should see it appear similarly to what is shown below when only the Alpha channel is toggled visible. 17. At this stage, toggle the RGB channels on and the Alpha channel off and save the resulting texture as a DXT5 .dds texture. I have shown my nVidia dds configs below during the saving process. When saving the .dds texture, make sure to name them '******Xp.dds' for ease of use later i.e. cloudsXp.dds 18. Repeat steps 7 through 17 another 5 times for each side of the Cube Map and you should end up with 6 .dds textures with your 4 cloud maps appearing on the 4 separate channels named: ********Xp.dds ********Xn.dds ********Yp.dds ********Yn.dds ********Zp.dds ********Zn.dds These are the final textures that will be used in-game. Copy them to your Textures directory inside your mod directory. 19. EVE requires a separate config to know how to handle cube maps. This file can be located anywhere in your mod directory but must be named 'textures.cfg. I always recommend the use of the EVE GUI to edit the configs as no syntax or parameter errors can be made but for this demonstration I will be listing the config structure below as I assume the knowledge and familiarity with EVE's GUI. The Textures config can be found in the TextureConfig panel in the GUI. In this config, you will be required to list the following information: Cube Map = True and paths to each of the cube map faces. i.e. EVE_TEXTURE_CONFIG { OBJECT { name = Mod/Textures/imageName isCubeMap = True texXn = Mod/Textures/imageNameXn texYn = Mod/Textures/imageNameYn texZn = Mod/Textures/imageNameZn texXp = Mod/Textures/imageNameXp texYp = Mod/Textures/imageNameYp texZp = Mod/Textures/imageNameZp } } 20. Once EVE knows to recognise the 6 images as a Cube Map, you can navigate to your Celestial Body's Cloud Manager in the CloudManager Panel in the GUI and add a cloud layer. You can name this layer whatever you wish and input your specific settings for altitude, speed etc. 21. Toggle the MainTex option and input the path to your texture; this will be as specified in the Texture Config section i.e. Mod/Textures/imageName 22. Change the RGBA setting by default to AlphaCubeMap. If done correctly up until this stage, the image path should be displaying as white text. 23. Scroll down the GUI and toggle the 'layer2D' option so that it renders the cloud texture as a graphic in ScaledSpace/PQS. 24. At this stage you can hit Save and Apply and EVE should now render, by default, the cloud map you specified to be in the Alpha channel of your Cube Map. If following my instructions above with regards to the alignment of the cube faces using CubeTheSphere it should be aligned correctly. If using other software or this is not the case, you may need to play around with the sides of which your textures are appearing on the Cube Map. 25. To change the rendering of the cloud map to that of the Red, Green or Blue channels, cycle through the 'alphaMask' option to switch between your 4 cloud map textures. 26. At this stage you should be finished and able to choose between 4 different cloud maps by using only 6 cube map textures. Hooray! From here you can go back into your cloud layers and edit the parameters of them to how you wish to configure your EVE Cloud Layer to appear. ---- For reference, if you were to use 4 separate 8k DXT5 .dds textures for the 4 cloud maps, the resultant total file size would be 170MB. By combining these 4 maps into a single 2k DXT5 .dds Cube Map the resultant total file size is only 24MB... more than a 700% saving! Imgur Album of the above Tutorial Images for your reference: A big thank you and shout out to @rbray89 for making all of this possible with EVE and the continous support that he has given when we badger him with questions. EVE Forum link: I hope that you found this helpful and will be an aid in your endeavour to create better and more efficient visual packs for EVE. If you have any queries, feel free to ask by pinging me with an @Poodmund tag in this thread.
  20. I will be using this for a future WW2-esque warfare series pretty much like Fall of Kerbin. This is what the world looks like after the Great War. Here are what the nations are based on: Steppe SSR: Mongolia League of 8 Provinces: Warlord-era China Ghal Empire: Mughal Empire Baya: Hyderabad Athenia: Greece Koldovia: Romania Yongaria: Hungary Yarsaw: Poland Yaropslavia: Yugoslavia Ussya: Soviet Union Inter-Allied Kreinland: Allied occupation zones after WW2 Strasser-Hesseria: Germany Uster-Wien: Austria Zeeland: Netherlands Kulembourg: Luxembourg Kelbium: Belgium Koissions: France Kritan: UK Wedilisk: Sweden Korilisk: Norway Konmark: Denmark Akanada: Canada United Federation: US
  21. Does anybody happen to have a good high res map of Kerbin without any words or anything on it? I'm trying to design my own map system and separate it into continents
  22. While I appreciate the mods closing this thread; as it no longer pertains to the current version of the game... It would also be helpful to know how to do it now? Edit: ah... I read thru to the bottom and see that the tilde "~" does still work!
  23. When I'm opening map view and back the action PAW for every part (stock/mod) is missing Example engine for activate/deactivate; probe control from here, torque, control point; decoupler decouple; landing leg, fairing, chute deploy; etc. But the "remove from symmetry, autostrut still there. SAS, RCS, brake, gear, light, abort, and stage is not usable too I can't use action group or action key (brake, gear, etc) except throttle key, map key, and rotate camera. WASD and "set as target" click and "focus to" click can't be used I don't use any mod that change paw or key, it's only solved by F5-F9 or load in tracking station, please help me inform me if something needed
  24. Is the delta-v map showing the min or max delta-v usage?
  25. Simple thing; if I've got 3 Pe/Ap markers (Ship, target, maneuver) in very close proximity it can be difficult to tell which belongs to which orbit. Is there a mod that will colour-code the mouse over text to match the orbit colour?
  • Create New...