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TriggerAu

KSP Team
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Everything posted by TriggerAu

  1. oh oh oh, I know the answer to this one... by about 30 minutes). After an hour and a half of the same pain I found this out . The Gamedatabase loader doesn't load any textures/files inside a PluginData Folder. I created a new Folder alongside my PluginData folder for ToolbarIcons and put the 24x24 pngs in there and it all came together. Its probably documented somewhere so I can feel silly later, but give that a go. So in my case instead of the icons being in TriggerTech/PluginData/KerbalAlarmClock , I moved em to TriggerTech/ToolbarIcons and changed my string names. Just about to upload my video too
  2. The Transfer window math did give me some issues when I implemented it, IIRC (see I can do it too) I checked all the math against MechJeb, as yes there are variations that people have used (I think KER had different answers as well). From memory, all the in game mod formulaic methods are all based on circular orbits, so any body with an elliptical orbit will not be 100% correct, and then different people do different things to correct. What the elliptical orbit thing means for the formula alarms is that the time you get to reach the target phase angle when you create the alarm is almost never the actual time to the target phase angle, close but not exact. I put in an option to adjust for that automatically, but what it means practically when on is you set the alarm, and it says 9h, but as the planets move the time adjusts and the alarm fires when the phase angle is right - what this means is that the time figure is somewhat an estimate Personally I've used the model version before, and begun using http://alexmoon.github.io/ksp/ and then setting alarms via it's UT values, it's mid course correction stuff is very cool. One of these days I'd like to figure out how to get that into KAC, but its a long way down the list - how cool would a porkchop in game be .
  3. I did have that though initially, but as its come together the idea has slipped down the priority list as it will be hard to do well - IMO. A few things that made me get to this design: I wanted it to still look somewhat like the in game one - just with some extra functionality and polish I do still want to add some form of alarm/alerting for low resources and using the bar color may be the way to do that I plan to let people choose to use their own icons, and mods define an icon in their plugin eventually - and if I dont have the color I would have to determine a predominant color and then programmatically create a texture to change it I didn't want it to become a rainbow of colors as I would find that looking tacky This is not to say diffn colored bars are totally off the list, another idea I had was some form of color related to the type of resource (I think someone mentioned that here as well - but I also had no idea how many custom resources there were), we'll see how we go
  4. I saw what you did there The formula stuff uses doubles as thats what the objects in the KSP API use (SemiMajorAxis values, etc) - I think I'll have to install RSS to fiddle with that. I'll put it on my list
  5. I'm not getting payed for this? Thats why the cheque hasn't turned up yet
  6. Hi Horks, there is already an option for that in the settings under the About tab. It is on by default, and when turned off the code for that check shouldnt get called in any circumstance. Give it a looksi and let me know
  7. I'm unfamiliar with how the RSS Stuff works, so I'd have to look into that. * The Formula option uses the same math as a bunch of other tools, so I'm unsure as to why that wouldnt work as its sort of standardised Hohmann maths (he says when he has a bare grasp of it himself ) * The Modelled option uses a file of precalculated times (done by Voneiden) for the Kerbal Universe, these are stored in a file called data_TransferModelData.csv where UT is the time of the transfer window, Origin and Target are the Indexes of the planets involved and PhaseAngel is simply a display value of what the angle should look like. Someone could create a file in that format and you could replace it in your game that has RSS running The short answer is I'd really have to understand what RSS does and why it doesnt work. sorry I cant give you more right now
  8. Good distinction DerekL1963, I made that as a one-liner for the next triggering alarm, but I can see how people could use it as a pseudo task list of what to do next. I should be able to give people a choice of what they want to see in the one-liner. Here comes another option:) It will be a few weeks before I have the time to nail out an update to KAC, just to set expectations...
  9. Thanks D_B, I'll look into that save file over the weekend and get back to you and ElCarl.
  10. Been a bit busy to reply to this thread in the last few days, so sorry for the lag. Will post some responses now...
  11. OK, so as promised... that sounds a bit egotistical.. lets try that again. I knocked up some info and advice on how I made the icons for this Mod and stuck it on the Documentation Site. so there are two new pages: Included Icons: This contains a list of all the icons that are in the KSP ARP download package (on the background color of the panel) Making Your Own Icons: This contains Specifications, advice and an SVG template that I used to make the majority of the icons I will put something in place for adjusting priority of icons in a near build, but need a little time for that. Anyways, read up if your interested and let me know if you have questions.
  12. Version 1.1.1.0 now on Spaceport Finally finished the icons and a tweak for diomedea: Finished 1st iteration of icons - includes icons for: Kethane, Deadly Reentry, Extra Planetary Launchpads, KSP Interstellar, Life Support By Bobcat, Near Future, TAC Life Support Made the settings button a little wider to make it visible behind other fixed buttons Page on how to make icons to come shortly Enjoy
  13. Hmm, the "race for (screen) space" modders problem strikes again. I think that button in the bottom right makes more sense, but let me have a think about the problem. In the meantime you can edit the config.xml file to make changes directly, but this is definitly something I need to get sorted
  14. Version 1.1.0.0 Now on Spaceport Deployed most of the features I posted before, but heres the full list: Changed loading method so that it parses the Icons folder Also changed byte loading method to use System.IO instead of KSP.IO - will see if thats the Linux64bit problem with texture loading Optional display of Instant consumption/rates Converted draw code to use windows so main window is draggable and clamped to screen Can lock window panel so you dont inadvertantly drag it Separated settings window so yiou can drag to any edge and settings moves around to stay visible (pretty chuffed this worked) Added a bunch of icons - more to come Added folder for user to put custom icons in for ones I missed I have added a bunch of icons and a loading method for the Icons-Player folder in the plugin so people who want to fill in my missing icons can do that for themselves while I get the rest finished. I think I have about 12 left to go on my list of resources, and I do want to redo a couple that dont look quite in sync with the others. That said I have a few other things on over the next two weeks so I'll try and complete my icon set and publish the Inkscape template (SVG) file that I have knocked up with a manual page on the instructions site in the next day'ish. But further code enhancements (outside of an horrendous bug on my part) will probably be after that period Anyways, enjoy. And As always I love feedback
  15. To be honest, after the next version (aside from squashing bugs) the only things "I" have planned are (I do keep a more detailed list, but not publicly): some form of warning/alerting - theres some great ideass in here already so I need to find a good one I would like to use this as a test case for interfacinng mods, so was gonna look at whether I could get this to cause an alarm to be created in KAC when you are running out of electricity (this is where I started this from) Maybe add to the staging functionality so it auto advances stages when the current stage has no fuel and no active engines Thats what I want to do, but there are some good ideas in this thread as well that I feel can be explored to - miniature display, auto appear on low resources, use of the plugin nodes so Modders can supply their icon - to name a few. And I always like to see peoples ideas If I can fit em in and still keep to the theme of what I am trying to do I will look at implementing em. Although starting on a second plugin has killed my play time And Thanks, always good to get nice feedback.
  16. I'm making up icons for a bunch for packs - which includes TACLIfesupport - you can see Water, Waste Water and CO2 in the pic above. I plan to update icons as I go, but people will be able to tweak as they see fit.
  17. Yes its is, they are displayed in the same method as the stock ones - number in the brackets to the right True, but Majiir liked the icon earlier in the post (and more than two characters does cram the text) so I left it like that. I do agree that the Hydrogen one looks naff, and when I layed em all out I think a light blue might be better. For the Argon/Xenon discussion I think I'll stick with the current ones - I did do a bit of looking and found a lot of ones where these colors were close - eg. http://images-of-elements.com/ . I think maybe we can leave the Xenon/Argon discussion for now - you will be able to simply do your own icons in the next release - or I'll be spending too much time trying to sort colors .
  18. Hope that wasnt taken the wrong way, am happy to wait, I know how busy it can get
  19. I too am a fan of the idea of a single bar with docked icons Blizzy78. Even if its not that I look forward to seeing what you come up with
  20. You should get an array of colors, which you can then write back to a texture using setpixels, or use the EncodeToPNG which gives you a byte array you can save to a file. Are you trying to redraw the icons in memory while the game runs or are you trying to get the icons to then create textures you can use? Sorry I'm slow to respond I have a lot on at the moment.
  21. So just a quick update here: Have changed the load method for the icons so it should be easy to do no code replacements/custom sets Added in the display of the variation value (the bit in the brackets) Built a standardised template for making the icons with some examples for types Build myself a checklist of icons to make and built about 40% - used some of the pointers from here and PMs And of all the things to cause me grief - I stuffed converting the display to a draggable window and it took me ages to get it back - noob . Added dragging and locking of the panel Hers a quick sample of some of the icons
  22. Its the width and height of the square you are trying to get from the starting point. You can find teh full details here - http://docs.unity3d.com/Documentation/ScriptReference/Texture2D.GetPixels.html
  23. Wow, I too was going to look at this for a next project Good job Blizzy78. i'd be interested in being able to leverage this kind of thing, but I do have one suggestion/idea that I have been researching. What do you think of using reflection/late dll binding to make the call to the interface. Then other mod writers simply include a code file in our mod, we can test for being able to bind in your dll, and if it cannot find the dll it still displays the way we already do? This means people could have a have a choice of the toolbar or not, and also means no need to include two plugins in a bunch of downloads. I can provide some help on that if you are interested - I plan to use the method to allow others to interface to KAC in the future
  24. No Probs Ackander, its bugged me for a while and I finally had some incentive - although the people waiting on some stuff for KAC my not be so thrilled, oh and for Xenon - I'm never trusting wikipedia again although I do like that purplish color, and who'se to say on Kerbin it doesn't glow lavender (I think I got away with that) This list of resources is a great reference for me, and along with the stuff I have looked at, and diomedea helped with I reckon I can knock up a bunch of icons for most stuff. I think I will probably reuse some colors, as the bounding shapes can also help differentiate types. For consolidating resources I am basically reading whatever the modder put in the resource config, so yeah to mix disparate resource IDs would require a mapping/registry for me, but probably more importantly i I mixed the multipe CO2s in the display and one type ran out the mods would need to cater to this as well to prevent issues. I am thinking about some form of filter/group now that I realise just how many resources people have created, but I think I'll place that one down near the bottom of my list.
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