• Content count

  • Joined

  • Last visited

Everything posted by HebaruSan

  1. Are you getting close approach markers? The easiest way is to right click them to pin them as visible, then experiment to see which of the maneuver node handles reduces the close approach distance the quickest.
  2. This is more or less what my mod is for. Click the maneuver icon on the row labeled Duna, and it'll create a maneuver node with approximately* the right time and delta V to get you there. You can then use the stock "Warp to Next Maneuver" option to fast forward to it. * Some manual adjustment will be necessary to get an encounter in most cases. Pull gently on the prograde and retrograde handles of the maneuver node in whichever direction reduces the distance of closest approach.
  3. No Man's Sky is finally under $30! Children of a Dead Earth is under $20. SPORE for $5. It's the most wonderful time of the year. Thanks for the recommendation.
  4. The Outer Space Treaty is not a peace treaty. It bans WMDs in space and use of celestial bodies for military purposes. Conventional weapons are allowed, as is militarization of vacuum (up to and including orbital bombardment). That leaves a Space Corps plenty of room to operate without violating it.
  5. Good question. HST observes in near ultraviolet, visible, and near infrared light (https://en.wikipedia.org/wiki/Hubble_Space_Telescope). Near infrared is 0.75–1.4 microns (https://en.wikipedia.org/wiki/Infrared), and visible and ultraviolet are smaller (down to 0.4 microns, https://en.wikipedia.org/wiki/Ultraviolet). So Hubble is near its limits around 1.4 microns and up. Whereas with JST, we'll get (from @Spaceception's source)... ... so it'll see further into the infrared spectrum than Hubble can. That was supposed to be a particular advantage of JWST for exoplanet research, but I don't remember the reason why.
  6. Please read the entire post and follow all of the instructions. There's a whole section about logs that's very important if you want anyone to be able to help you.
  7. Threads like this are written and stickied in this sub-forum and tagged "important support information" to help you (as well as others wishing to provide help): Please READ FIRST and follow the instructions in that post.
  8. For reference, there were 5 such missions over 16 years, focused on installing new instruments and replacement of: worn out components, failed gyros (in one case preventing Hubble from functioning), solar panels, batteries, computers, sensors, and insulation. https://www.nasa.gov/mission_pages/hubble/servicing/index.html I looked that up because I only remembered hearing about the famous first one. Since Kepler also had failures in its stabilization systems, I wonder whether the reliability of the ones planned for JWST has been improved at all.
  9. With a normal modern object oriented system, you can inspect the public members of a class to understand what it can do and how to access those capabilities (and if all else fails, you check the documentation). If new capabilities are needed on an existing object, new public members are added, and if the new capabilities that you need are not a good fit for any existing object, a new class can be created instead. In Unity, as I understand it, the world is made up of GameObjects, each of which has Components to add capabilities. Consequently, many tasks in Unity boil down to finding the right GameObject, accessing the right Component of that GameObject, and then manipulating the Component's properties. But since a Component can be of any underlying type, and added and manipulated at run time by any code that has a reference to the GameObject, this breaks the in-code link between the outer object's type and its own capabilities; in effect, Unity encourages application developers to escape from the self documenting properties of languages like C#. (On the plus side, this is far more mod-friendly because the stock code can be added to without requiring a recompile.) I'm currently struggling to get my bearings in this environment. Specifically: Given a GameObject, is it possible to inspect its Components at run time to figure out what the object can do? There's no public Components collection, and GetComponents requires a type parameter, meaning you must already know the type you're looking for. Given a GameObject and a task that you know it can handle, how would you figure out which Component to access? I guess this might be the same as #1, but maybe there's a way to do it without listing them. Given a GameObject and a task that you know it can't handle, how would you find the appropriate Component to add? Is there an index of them somewhere, or a base class that would show up as the root of inheritance trees in online documentation? If you'd like an example to work from, I have a DialogGUIImage (because the DialogGUI* API is easy for simple pop-ups), and I'd like to change it to display a different image. I have tried a few things so far and not gotten good results. No effect, as expected because of how DialogGUI* works (visibleTexture is my DialogGUIImage, nameToTexture works when the popup is initially loaded, and 's' is a valid name): visibleTexture.image = nameToTexture(s); Compile error (texture property is read only): Image img = visibleTexture.uiItem.GetComponent<Image>(); img.sprite.texture = nameToTexture(s); The desired image appears on screen, offset outside of the window to the left and slightly up, and the original remains visible (based on @TaxiService's helpful post about adding and removing UI elements): Stack<Transform> stack = new Stack<Transform>(); stack.Push(visibleTexture.uiItem.gameObject.transform); visibleTexture.Create(ref stack, UISkinManager.defaultSkin); Image is hidden (technically a successful action, but I don't know how to replace it after this): visibleTexture.uiItem.gameObject.DestroyGameObjectImmediate(); I feel like there must be a GameObject.GetCompoment<SOMETHING>().SetTexture() call somewhere out there that I should use, but I don't know what the SOMETHING is or how to find it, hence my questions above. Thanks for any answers or tips!
  10. ... and just like that, I have the answer (shared in case anyone finds this thread by searching for a similar question): RawImage img = visibleTexture.uiItem.GetComponent<RawImage>(); img.texture = nameToTexture(s); Thanks again to @Bmandk and @Boris-Barboris! Here's my simple component lister in case anyone needs that, too. Prints to KSP.log. Public domain license if it matters: private static void printComponentNames(GameObject gameObj) { Component[] comps = gameObj.GetComponents<Component>(); for (int i = 0; i < comps.Length; ++i) { MonoBehaviour.print($"Component {i}: {comps[i].GetType()}"); } }
  11. Thank you both! This is what I was missing.
  12. Personally I think such reviews violate the spirit if not the letter of Steam's terms of service, since they have nothing to do with the experience of playing the actual game. You're not helping someone understand whether KSP is a good game by downvoting it because of something that happened to GTAV.
  13. I think you would need to set those values at run time in your module's Start(). BaseField field = Fields["MyField"]; UI_FloatEdit edit = (UI_FloatEdit)field.uiControlEditor; if (edit != null) { edit.minValue = 0f; }
  14. The thread OP is 5214 words long. The paragraph with the link is 391 words in. It has no visual hierarchy changes such as bold or a header to draw the eye when skimming such a very long post for the first thing most readers want to find. The link text is "here." There's a version history, but it has no links to the versions it references. There's a Github page with releases, but they only have source code links. I'm not going to debate the definition of "obfuscated," since that's your word and not mine. The above are problems regardless of the wording you want to use to describe them.
  15. If you have to tell me that, then there's a problem with the forum thread. Please take my comments here as constructive feedback.
  16. Wait, you have pre-built packages available somewhere? I could find no evidence of this in the original OP (the release names are links to Wikipedia articles and the github releases only have links to download the source code). I was trying to build it because I thought that was the only way. ... OK, finally found it. Might want to make that a bit more prominent.
  17. Another option is to build two of the ITS passenger craft, put one in lunar orbit stocked for long term testing, fly passengers on the other one, and dock them for elbow room. Why not? Wasn't that what the previously announced customers were paying far more for on a Dragon? https://www.theverge.com/2017/2/28/14763632/spacex-private-moon-flight-price-cost-estimate-nasa-space-adventures
  18. I only ever used the wedges to build complete floors, with some of each type of area (command, lab, hab, etc.). They have a novelty value, but in terms of gameplay I think full floor parts would work just as well.
  19. It's an interesting suggestion. If Musk can't find enough people who want to go to Mars in the short term, he can do shorter duration cruises closer to home, like a 100-passenger flyby of the Moon. A flight to the ISS still costs 700 times what Musk's whitepaper says he wants to charge for Mars, so if the ITS works as planned, it should be cost effective on these other flights as well.
  20. I would go with tweakables rather than different parts, to avoid blowing up the number of parts if you want to expand the number of available cross sections.
  21. Can you allow the player to control the thrust over time the way they do in real life, by editing the cross section of the solid fuel in the tank?
  22. Multiple Hereditary Exostoses? It doesn't work that way. They could decide to send cease and desist letters on a case by case basis. If one particular mod is identified as a problem, there's no requirement to target anyone else. No, it would be a simple formal letter in either case. That actually wouldn't be legally problematic in itself as long as no code or assets of the expansion were used. Modders own the code and assets that they create, and can license and distribute them as they please as long as they don't violate the rules. Yes, TTWO might not like free competition, but that in itself isn't a violation.
  23. That's only a risk if the expansion can be downloaded without purchasing and then unlocked later. As long as it's a separate purchase-gated download, then the only thing ModuleManager can do is normal modding as it does now, since the expansion's assets wouldn't be available to "abuse."
  24. Looks like bug hunting, stability finalization, and QA of KSPedia: Looks like improving the gameplay, controller accessibility, and more testing with help:
  25. Quite so. Frankly, I can't imagine TTWO relying on simple code locks to control access to content when ModuleManager is so popular and the file formats for KSP assets are so well understood by so many people. But even if they did, this talk of Eternal Vigilance or what-have-you is just absurd. None of us can force TTWO to do or not do anything in relation to the intellectual property they paid for, except via a lawsuit if they violate the terms of a legal agreement they made with us (and they probably have lawyers on staff to help prevent that from happening). Instead, let's consider what modest preventive actions are available to those who are concerned: Create a pristine backup copy of 1.3.0 plus any previous versions that you liked (i.e., don't rely on Steam to provide them as-is indefinitely) Likewise for the release packages of mods you feel may later be alleged to have violated the EULA Similarly, clone the Github repositories of mods that you feel may later be alleged to have violated the EULA The HTML download of the publicly available API documentation is about 40 MB and unzips to about 200 MB Even if TTWO takes down everything they can, the above steps would allow players to preserve the status quo we enjoy today, and you're perfectly within your rights to do all of it. If that never happens (and I'm guessing that's the right bet), then all we've lost is a minimal amount of hard disk space and network bandwidth.