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Li0n

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Everything posted by Li0n

  1. That was really quick Thanks. I'll wait for the other translators (you're the first to finish) before drafting a new release.
  2. Hi I'm looking for help to translate Antenna Helper in Spanish. The english template is here. 65 lines, most of them with only one word. If you're interested please send me a message.
  3. Hi I'm looking for help to translate Antenna Helper in Japanese. The english template is here. 65 lines, most of them with only one word. If you're interested please send me a message.
  4. Hi I'm looking for help to translate Antenna Helper in Japanese and Spanish. The english template is here. 65 lines, most of them with only one word. If you're interested please send me a message.
  5. Antenna Helper almost 1.0 (0.90) is up on GitHub ! Settings : If you want to help for the translation please send me a message. @Apaseall I've made some tweak that should help with the nullref you were seeing. I'm not sure it will be enough tho. I haven't been able to reproduce the issue (you have too many mods ), but for what I've seen on your log they appears only when your vessel is destroyed (scene/vessel switch destroy vessel). If so it won't have any impact (except add line to your log), as Antenna Helper restart it-self in such case. I'll appreciate if you can give it a try.
  6. Thanks for the report. I think it's an issue with Recoupler, I'll dig more into it and try to make a fix for tonight.
  7. I've never use this mod but I guess the functionality you referring to is this one : https://github.com/sswelm/KSP-Interstellar-Extended/wiki/Beamed-Power From the wiki and a quick look at the code it don't work like the stock antenna system, at all. Do distance between transmitter and receiver matters ? On the wiki it seems to be more about the orientation between the two. So no, it won't work with Antenna Helper, and not being antenna related I won't make extra support for it. If you, or anyone, want to make a "Microwaves Helper" mod feel free to take whatever you need from Antenna Helper, but I think the two system are too different.
  8. Don't this thread belong to the Addon Discussion sub-forum ? It was there not long time ago if I remember correctly.
  9. Yes and no : if you set "use_cabin_crew_lightning = False" in "GameData/CrewLight/PluginData/Settings.cfg" the lights on pods and cabin will have their lights responding to the sun light but it will applied to all pods and cabins, not only the ones that are manned. I may remade how this works, I also like to move all the settings to the stock, in-game, settings. But that's unlikely to happen anytime soon...
  10. No idea. I did what I think is necessary to support modded solar system but didn't test it. I'd really like if you can test it and report how it goes. They should always align with the connection vector.
  11. A few things I wanted to add last night about : The future of Antenna Helper : With the last version all (major) functionality are here, the ones I haven't add are for edge case, IMO. Known bugs, specifically those about the circles, will stay there (at least) until KSP 1.4, I want to see what the new version of Unity brings for the shader/camera. So next version will be 1.0 . It will add parameters to disable part of Antenna Helper (if you want it only on the editor, or flight, etc...), also unifying the UI, and readying it for the translations. If you want to help : English is not my native language, search for typo, grammar fault or whatever Translations : @CN_Warren and @AlexALX offered to do Chinese and Russian (are you still willing to ?). I'm looking for volunteer for the Japanese and Spanish jobs. (files ain't ready yet) Look for various UFI (Unidentified Flying Insect, a.k.a. bugs), I'm sure there still some Look at the "know issue" on the OP to see which one I already know about. Reaching 1.0 don't mean I'll stop developing this mod but my mind is already on another project so I'd like to "finish" this one ASAP
  12. @linuxgurugamer I've noticed that you can't set a button to be visible only on the flight scene (not the map view) with blizzy's toolbar. It works fine with the stock toolbar.
  13. Antenna Helper 0.18 is up on GitHub ! Setting file has changed, make sure you delete your GameData/AntennaHelper folder before installing this version. Here it is, in-flight NUMBERS (about antenna(s) ) When you hit the button this is the window you'll see, The first line show the TOTAL signal strength of your vessel. Each button below represent a link in the path between your vessel and the DSN. Multiply each link signal strength and you get the TOTAL signal strength. The "Potential Relays" button show you all the in-flight relays : The line in bold are the total signal strength, and the button a link in the path between a relay and the DSN. All those buttons are not there to look pretty, if you click on one of them you'll get detailed info about this link : To don't impact on performance too much the number are updated every half second ONLY when the gui is visible. Enjoy
  14. Thanks, no new bug then. @Thomas P. nothing to worry about. I'll take a look at fixing this issue when KSP 1.4 is out. Hopefully the new Unity version will change some stuff about shader/camera/etc...
  15. That's expected behavior. A bug nonetheless but I'm aware of it and have nothing to do with Kopernicus. But it should happen only in the Tracking Station, NOT in MapView. Could you try again in the MapView ?
  16. Thanks for the report. One thing I like you to try : go to the mapView (tracking station works a bit differently) and tell me if the circle still disappear when zooming far away from the circles. I guess Kopernicus fade object on certain layer, AntennaHelper circles switch layer based on the distance from the camera (due to culling issue on the layer where they look best). I'm working on an update for Antenna Helper right now, complete rewrite of the flight scene code, due for bringing windows with NUMBERS in flight
  17. You could also add a button to the right-click menu to enable/disable symmetry. I've done it in CrewLight for the motion detector module. I prefer one configurable light, utility tab is usually so big... Anyway the rewrite is looking good
  18. So it was a user related issue ? If so what can we (the modders who upload stuff to SpaceDock) do to prevent this from happening again ? Limit the size/number of image per mod ?
  19. Thanks. On github you said you still add my PR, should I expect the callback I wrote to be in the next release or only the above call ? Either way is fine for me, just to know what I should change. I've some optimization and exotic testing I want to finish, I'll send you the PR once it's done.
  20. Did you know that a Kerbal head is the perfect size for ... a lot of things
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