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Atreyu

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    Curious George
  1. @FreeThinker, just wanted to say keep up the good work. Been playing with this mod for a while and now starting to understand the importance of the beamed energy network.
  2. I did in fact download it from CKAN and my root directory has the /Music file but no /Soundtrack. I'll try reinstalling it via Curse once I get back from work.
  3. Hello, I'm not sure if something was broken in the update or not, but I'm not seeing a button for the GUI anymore with 1.3.1. I've wiped my gamedata folder clean to be sure it wasn't another mod screwing with it but it's still not there. I've tried setting the False's in the GUI.cs file to TRUE (as shown below) and still didn't work. namespace SoundtrackEditor { [KSPAddon(KSPAddon.Startup.Instantly, true)] public class GuiManager : MonoBehaviour {// ☰ ∞ // GUI window location and sizes. protected Rect mainWindowPos = new Rect(Screen.width / 10, Screen.height / 20f, 400f, 10f); protected Rect playbackWindowPos = new Rect((Screen.width / 2) - 115, Screen.height / 10, 230f, 10f); protected Rect playlistWindowPos = new Rect((Screen.width / 2) - 115, Screen.height / 20, 400f, 10f); protected Rect audioPreviewWindowPos = new Rect((Screen.width / 2) - 115, Screen.height / 20, 400f, 10f); protected Rect editorWindowPos = new Rect(Screen.width / 6, 50, (Screen.width / 1.5f), Screen.height / 1.15f); // GUI visibility toggles. private static bool _allUIHidden = false; private bool _mainWindowVisible = true; // TODO: Persist this value for startup private bool _situationVisible = true; private bool _playbackControlsVisible = true; private bool _playlistGuiVisible = true; private bool _audioPreviewGuiVisible = true; private bool _editorGuiVisible = true; // Addon toolbar private static string _appImageFile = "SoundtrackEditor/Images/sted"; internal bool Tooltip = false; private static ApplicationLauncherButton appButton = null; private string _previousSeekPosition = string.Empty; // Last seek position of the audio player's seek control. private bool _muted = false; private bool _playerTracksExpanded = false; private Vector2 _playlistScrollPosition = Vector2.zero; private Vector2 _tracksScrollPosition = Vector2.zero; private Dictionary<string, bool> _expandedPlaylists = new Dictionary<string, bool>(); private Vector2 _audioDBScrollPosition = Vector2.zero; private Dictionary<string, bool> _expandedDbItems = new Dictionary<string, bool>(); private List<AudioLoader.AudioFileInfo> _audioFileList; public AudioSource PreviewSpeaker; I know next to nothing about coding, but is there something else I could try? This mod has become one of those "why isn't this in the base game?" type mods IMO.
  4. It seems that it has been updated for 1.1, but from the github link in CKAN it looks like no one has officially picked up maintenance for it.
  5. Hello, First time poster, longtime lurker/mod hoarder here. Figured I try submitting a design to see what you all think. Here's my prototype design of the Arwing from Starfox designed to fly in the new aerodynamics model. Link to album Design has fairly stable flight and maneuvering authority. RCS Ports on nose and behind cockpit are there just in case its needed. Mods used: Kerbpaint , Adjustable Landing Gear , Flag Decals , and BD Armory
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