Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
The radar doesn't handle ship splitting properly.
Can this mod be used only for combat? I rather like the vanilla radar, but it's only in the campaign.
Version 2.4 is up, get it here (mirror). This mod requires LazyLib.Changelog:Quote 2.4 (April 21, 2017=====================Updated to be compatible with Starsector 0.8aCampaign radar is disabled by default now that vanilla has its own radar UI - Enable by setting "showCampaignRadar" to false in data/config/settings.json
2.4 (April 21, 2017=====================Updated to be compatible with Starsector 0.8aCampaign radar is disabled by default now that vanilla has its own radar UI - Enable by setting "showCampaignRadar" to false in data/config/settings.json
Quote from: Cyan Leader on April 22, 2017, 05:43:27 AMCan this mod be used only for combat? I rather like the vanilla radar, but it's only in the campaign.Quote from: LazyWizard on April 21, 2017, 11:00:44 AMVersion 2.4 is up, get it here (mirror). This mod requires LazyLib.Changelog:Quote 2.4 (April 21, 2017=====================Updated to be compatible with Starsector 0.8aCampaign radar is disabled by default now that vanilla has its own radar UI - Enable by setting "showCampaignRadar" to false in data/config/settings.json
2.5 (November 16, 2018)=========================Updated to be compatible with Starsector 0.9aAdded the Squall to the missile lock icon exclusion listMissile renderer changes: - Changed missile contact colors to make them easier to distinguish from ships (default dark purple for enemy and burnt out missiles, dark green for allied, orange for missiles that are locked onto the player ship) - Added "enemyMissileColor" and "friendlyMissileColor" to radar_settings.json
This mod does not break anything !!!It must be something else . best to show a screenshot with the problem!