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Custom Overlay


AMPW

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This mod lets you create your own fully functional custom UIs
It includes round gauges, bar gauges, circles, rectangles and text.

Any resource can be used as input but the resource config name must be used NOT THE RESOURCE DISPLAY NAME.
The stock resource panel MUST BE OPEN for the mod to read the correct stage resources.


There are a few flight parameters that can be used:
* none (used for text only)
* thottle
* airspeed
* mach
* speed
* horizontalSpeed
* orbitalSpeed
* altitude_asl
* altitude
* apoapsis
* periapsis
* currentG
* timeToAP
* timeToAPFormatted
* timeToPE
* timeToPEFormatted
* missionTime
* missionTimeFormatted

The config file needs a lot of parameters and there are a few optional ones like autoscale, decimals and alignment (text).
A wiki for all of the parameters is wip.
The config files get reloaded when the vessel is loaded, e.g. when you launch a vessel, revert to launch or go to the vessel from the tracking station. This makes it easy to configure the UIs without reloading the game.

I'm looking for more preset UIs, if you think you have created a good one then please contact me and your UI might get included.

Planned:
* anti aliasing for the circles
* better UI selector

 

Here are some example images of a starship superheavy UI

https://imgur.com/a/OqPZvgI

 

Available on spacedock and on github, hopefully soon on ckan.

Dependencies: Toolbar Controller

Edited by AMPW
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Idk this might just be a linux issue but I'm getting no font or transparency effects and just the unity pink of doom...

HCy7H2R.png0XrSk6X.png.

Here's my Player.log: https://drive.google.com/file/d/1_59oWDVEUacih2T3zYDIO3mM8aYELwp7/view?usp=sharing.

Also, is there a way to turn the uis off? I keep clicking the button and it just switches b/w these two.

Edited by aeirvx
uploaded log
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Posted (edited)
6 hours ago, aeirvx said:

Idk this might just be a linux issue but I'm getting no font or transparency effects and just the unity pink of doom...

HCy7H2R.png0XrSk6X.png.

Here's my Player.log: https://drive.google.com/file/d/1_59oWDVEUacih2T3zYDIO3mM8aYELwp7/view?usp=sharing.

Also, is there a way to turn the uis off? I keep clicking the button and it just switches b/w these two.

I'm 99% sure it's a Linux issue but I have an idea that might fix it. I'll try it later. Thanks for the log.

There's currently no way to turn it off but you can create an Layout with max transparency (a=0) and nothing on it. I'll include one in the default overlays.

 

Edit: in your log on line 109185 it says that my shader is unsupported. I'll try something later and upload a new version.

Edited by AMPW
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13 hours ago, aeirvx said:

Idk this might just be a linux issue but I'm getting no font or transparency effects and just the unity pink of doom...

Here's my Player.log: https://drive.google.com/file/d/1_59oWDVEUacih2T3zYDIO3mM8aYELwp7/view?usp=sharing.

I've uploaded a new version which should be working on Linux now but I can't test it because I have no Linux install with ksp. I would appreciate if you could test it.

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Yeah, that seems to have fixed the shader issue. Thanks so much!DQ2JDRp.png

Xnurq7I.png

I think tweaking some of the cfg's will remedy the overlapping. I'll give it some more effort when I have more time

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30 minutes ago, aeirvx said:

I think tweaking some of the cfg's will remedy the overlapping. I'll give it some more effort when I have more time

I'm glad that it works now.

Tweaking the configs can fix the overlapping. The problem is that all of position and size values are relativ values and on a narrower screen (I have an ultrawide) the elements get compressed but I can't really think of any easy solution right now to fix this.

Also, the overlay looks a bit to tall, you can change this in the OverLaySettings.cfg file, you can either set the height with an absolute pixel value (UISizeY) or as a percent of your screensize (UIPercentY). If both are present then the percent value will be used. Changing the size of the overlay will also affect the overlapping.

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2 hours ago, theJesuit said:

This looks really great. Would adding support for the parameters from KER be possible?  i usually set up the HUD UIs from KER to display lots of info but this looks better!

It would be possible to get the values from KER and while I can get the ReadoutModules via the ReadoutLibrary the ReadoutModules don't provide the values, they are only used to call other methods and draw their text.

TLDR: unless I manually write code to call of the KER functions that provide the informations I can't get them and I prefer to work on KC instead of doing this but maybe someone else will make a pr for this.

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