-
Posts
132 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by bananashavings
-
-
You should definitely try to get this indexed on SpaceDock, would be super helpful.
-
@SpaceMart @CTO_7 I just tested it out and it seemed to work fine. This may seem like a dumb question, but are you in a career mode game? If you're not, the button will not show up,
-
On 4/3/2016 at 0:13 PM, SpaceMart said:
First of all, nice work! This is exactly the mod I need.
I do have a problem though. I've used this mod in v1.0.5, and even in 1.1 but after I reinstalled the game today, for some reason the CareerManager button won't show up in the UI. In my save file (persistent.sfs) I can see the CareerManager lines like "Name = CareerManager" and "Lockfunds = False". Changing those statements to 'true' doesn't have any effect on the game (I don't know if it should, but I imagine so).
The only mod I use that affects career mode is ContractConfigurator.
I hope this is enough information. Any idea what could cause this problem?
Weird, it seemed to be working for me but I guess I'll have to recheck. Is this on a fresh 1.1 save or an old 1.0.5 one?
15 hours ago, CTO_7 said:@bananashavings Can confirm it's not working for me either, I have no other mods that affect career mode. I assume there is supposed to be a button when looking at KSC but only button that's down there is scansat besides the defaults. It is also showing up in my save file.
Like I said to SpaceMart, is this a fresh 1.1 save or and old 1.0.5 one?
-
On 4/3/2016 at 6:14 AM, Proot said:
Back in business!
Sorry for the total absence but my IRL works are usually commissioned and sometimes I have epochs like lately, where all becomes a madness!.
But seems like I'm gonna have a small break, so I'll try to port KSPRC to 1.1!I'm trying to use my lensflare in the Scatterer lensflare system. I must check EVE yet. Waiting for 1.1 final release and Kopernicus for the rest. Texture Replacer could be available relatively soon too, so maybe we can have the visuals working under 64bit windows, finally!
My war for the collisions agaist the terrain scattering is in stand-by. At some point the collisions never worked again... and I can't find where is my error. So I'm pretty frustrated about it, because I've worked to get a really nice variety of terrains... And what the h**l!!: is awesome to climb munar rocks or avoid the rocky crags while you land in Duna!
Just wondering, when do you estimate it will be out. Thanks none the less!
-
Pretty useful, but theres nothing for the UI element in the bottom left (the part that has the stages and stuff)
-
5 hours ago, Kowgan said:
That's exactly what I was looking for. No more edditing the save file to poof some millions of funds into my KSC account! Thank you for the effort put into this, @bananashavings.
No problem, glad you're enjoying it
-
For some reason this makes some of the UI in the VAB missing. Elements such as the symmetry, angle snap, load, save, launch, name, etc are all
covered upinvisible, but are still clickable. -
Just updated to 1.1, let me know if you encounter any bugs.
I will be adding screenshots ASAP, but I keep forgetting.
-
8 minutes ago, RoverDude said:
1.1 Pre-Release is up!
0.4.0 - 2016.03.29
---------------
Compatibility with KSP 1.1
Dependency Updates
With the advent of part search, moved all USI parts back to standard categories
Planetary Storage and Warehouse Distribution now respect disabled warehouses
Warehouses are disabled by default
LightGlobe is now a logistics consumer
Dirt auto-jettison is now based on a positive Periapsis
Added ReplacementParts recipe for EL
Fixed an issue where overflow was not properly transfering into planetary logistics during long catch-up mechanicsDownload from GitHub: https://github.com/BobPalmer/MKS-LITE/releases
Was the Akademy Module added in this by chance. Don't see it in the notes but just checking to make sure
-
6 hours ago, Joshwoo69 said:
@bananashavings i did a pull request.. see for yourself
Thanks, I sincerely appreciate it, but I already changed the icon, if you download the latest version it should be there.
-
On 2/14/2016 at 2:23 PM, Andem said:
So I assume this works in 1.0.5?
On 1/21/2016 at 9:32 PM, JoeNapalm said:Any update on the multiplying buttons?
EDIT: Worked around this by simply setting up the configuration I wanted, saving the game, then uninstalling the mod.
-Jn-
If either of you guys still want or need this mod, I revamped it and posted it here:
-
16 hours ago, ayyylmao said:
It might be helpful to upload some pictures just for anyone who wants a quick look at the mod
Sure, definitely. Will do ASAP
-
Does anyone know which docking ports those were in the trailer video?
-
Is this still in development?
-
Do I need to install Kerbal Foundries in order for this to function?
-
22 minutes ago, Waxing_Kibbous said:
I'm going to thank you for 2 reasons, 1) for making this mod, and 2) for making this mod from CareerLite, a mod I stumbled across last September and haven't been able to find here since- I was beginning to think I was losing my mind Plus I think this mod can extend the current modes of play to satisfy quite a few more people, myself included, judging from past feature request threads.
Thank you very much for the feedback, and I totally agree that this could possibly extend the current game modes, that was one of the main reasons I wanted to get it back up and working
-
-
CareerManager
Some quick words:
Once upon a time I was looking for a mod that would allow me to lock my funds and science. I stumbled across a mod called "CareerLite". For anyone who doesn't know what it is, here's a link. This mod did everything I wanted to and more. Unfortunately, the mod seemed to be out of development. It seemed like such a waste for a mod with a huge amount of potential to go to waste, so I checked the license and followed all the procedures that I believe were necessary, and a few days later, released... CareerManager! It is essentially a recompile with a major bug fix which caused the toolbar button to multiply. I sincerely hope you guys enjoy i, and If I did violate some terms, please let me know right away!
Description:
Like stated above, this mod allows you to lock your funds and science at max, and also is bundled with complete reversibility. If that isn't enough, it also allows you to upgrade all buildings and topple the tech tree, again with full reversibility. It is a phenomenal mod for people who want to utilize some aspects of a career game (such as Kerbal Leveling) but without having to worry about money. I know you can partially do this with the debug menu, but I believe this can be much more elegant and again, has more features.
Downloads:
You can download this mod either on either:
GitHub: https://github.com/bananashavings/CareerManager/releases
SpaceDock: http://spacedock.info/mod/424/CareerManager
Source Code:
The source code is fully available on GitHub: https://github.com/bananashavings/CareerManager/
Bugs & Future Plans:
There currently aren't any known bugs, but future plans include:
- Better icon
- Utilizing the KSP skin
Changelog:
1.2.0.1 | 04/28/2016
- Fixed the icon size error
- Changed version file for 1.1.11.2.0.0 | 03/30/2016
- Fixed the 1.1 release major bug1.1.0.0 | 03/30/2016
- Updated to KSP 1.1
1.0.2.0 | 03/18/2016
- Changed the icon
1.0.1.0 | 03/17/2016
- Changed to KSP skin
- Fixed some formatting
- Added license to the folder
1.0.0.0 | 03/17/2016
- Major bug fix
- Button no longer multiplies
- Fixed button not saving choices and excrementse
- Enjoy!
0.9.0.0 | 03/16/2016
- Initial release
- Known icon duplication bug
- Will be 1.0.0.0 once that bug is squashedLicense:
GNU General Public License v3
-
8 minutes ago, Diazo said:
Okay, you have both Destroy() and OnDisable() methods, you only need one as they are doing the same thing.
Things look right to me otherwise though.
Having said that, can you stick a debug line into the OnDisable method?
Debug.Log("UI OnDisable called okay"); ApplicationLauncher.Instance.RemoveModApplication(appLauncherButton);
That will tell you if the code is even trying to remove the Toolbar button or not so you can confirm you are focusing on the right issue.
D.
YAY, I removed the Destroy() function and changed the corresponding code in the main file to OnDisable() and it works now! Thanks for all the help and hopefully I wont have to bug you any more!
-
3 minutes ago, Diazo said:
It shouldn't have anything to do with your main class I would think.
Can you paste-bin your current code? Including where you initialize the CareerManagerUI class.
D.
Sure, heres the CareerManager.cs and heres the CareerManagerUI.cs. Additionally heres the ToolbarWrapper.cs if you want to see it. Thanks for all this help again, I sincerely appreciate it!
-
20 minutes ago, Diazo said:
Odd. I actually inherit from PartModule not MonoBehavior in my own code for other reasons, maybe the OnDisable() method exists at that level instead?
I'm looking at my object browser now and I can't actually find the method, so I'm actually not sure what Class it's actually attached to.
D.
edit: Nope, it's off MonoBehavior: http://docs.unity3d.com/ScriptReference/MonoBehaviour.OnDisable.html
Here's where I actually use it in my own code so you can compare.Can you stick a Debug.Log in and see if is the OnDisable not being called, or the RemoveModButton code that's not working?
Arrrgghhh, just changed it to practically what you have and it still didnt work! Do you think it could have to do with my main class?
-
16 minutes ago, Diazo said:
Odd. I actually inherit from PartModule not MonoBehavior in my own code for other reasons, maybe the OnDisable() method exists at that level instead?
I'm looking at my object browser now and I can't actually find the method, so I'm actually not sure what Class it's actually attached to.
D.
edit: Nope, it's off MonoBehavior: http://docs.unity3d.com/ScriptReference/MonoBehaviour.OnDisable.html
Here's where I actually use it in my own code so you can compare.I'm trying to somewhat replicate your code, but I cant do "toolbarButton.Destroy();", as it throws "No overload for method "Destroy" takes 0 arguments. Any help?Nvm, that was something else
-
33 minutes ago, Diazo said:
You need to inherit from MonoBehavior for OnDisable() to run, so:
public class CareerManagerUI : MonoBehavior { public void OnDisable() { ApplicationLauncher.Instance.RemoveModApplication(YouButtonObject) } }
MonoBehavior being a top-level class in Unity that adds several utility methods like this, you can see them in the Object Browser as part of the MonoBehavior object.
D.
Weird, still isnt working for me, any other ideas?
-
7 hours ago, Diazo said:
The command to destroy the button is ApplicationLauncher.Instance.RemoveModApplication.
I inherit my classes from MonoBehavior so the OnDisable() method is automatically called by KSP when it destroys the class and I put the button remove method in there.
The Static method Crzyrndm is talking about is making a totally separate class that is entirely static for button management that your UI instance class would call.
D.
Adding this doesnt change anything unfortunately:
public void OnDisable()
{
ApplicationLauncher.Instance.RemoveModApplication(appLauncherButton);
}4 hours ago, Crzyrndm said:Not quite. Only the functions that the button calls need to be static (which then need to reference atleast one static member to make changes to the live instance, ...). The way he has it setup, its probably easier just to destroy the button on leaving the scene.
Whats the best way to do that?
[1.1.x] CareerManager - For all your career mode needs!
in KSP1 Mod Releases
Posted
Weird. Is this a save from 1.0.5, but running in 1.1?