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Posts posted by bananashavings
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18 hours ago, Crzyrndm said:
Make appLauncherButton static. Every time you switch scenes, the instance of the class you have is destroyed along with your reference to the button. Going back to the space centre, you have a new class instance and a null button variable, and so another is created. Making it static means it wont be null after you've created it, so your null check here will do its job
Thanks for the reply, and it somewhat helped. It no longer creates a new button which is awesome, but the button now becomes unresponsive after switching scenes. Thanks for anymore help!
18 hours ago, Diazo said:Everytime the CareerManagerUI class is created, it's making a new button but not destroying the button with that instance of the CareerManagerUI class is destroyed.
So KSP keeps the button around because without that explicit button destroy command it's not smart enough to remove the button when the CareerManagerUI class is destroyed.
Note the null check doesn't work because when another instance of the CareerManagerUI class is created, it makes a second button object, it doesn't check the first button object made previously in the other instance of the class.
Hope that helps,
D.
Is there a way to fix this?
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Hey, whenever I switch from the VAB to the SpaceCenter, the icon for this plugin get create multiple times. How can I fix this? Thanks!
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Hey, I was wondering if someone would be able to make a mod that basically forces Kerbals to level 0 when hired in science mode so that it is a bit more of a challenge to work your way through. Im sure it wouldnt be too hard, and the community would love it. Thanks for any support/help!
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I believe there was a station science re skin made by MunarIndustries, but I can no longer find a download for it. If any one could help me out that would be awesome, thanks.
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Hey, I think it could be really cool if someone made a a small mod that made it so that in science mode, it would cost science to buy Kerbals as apposed to career mode which requires funds. I think this could make science mode a little more engaging and I (naively) dont think that it would be to hard to make.
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On 3/5/2016 at 11:45 AM, RoverDude said:
You'd have to do some config editing as well.
Just so I do know, what would be the necessary components I would need to copy and edit. Thanks for any help!
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14 hours ago, Evanitis said:
Well, there is Field Experience. It's not exactly what you are looking for - it won't get more xp to your kerbals, but it eliminates the need for them to return to Kerbin for levelling up.
Yeah I have that, but like you said it's not exactly what I'm looking for.
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Hey, I was wondering if there is a mod that allows for Kerbals to gein xp and level up by being or working in a space station. If there currently isnt a mod. I think it could improve the dynamics of stations by making them a bit more useful. Thanks for any help!
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5 minutes ago, goldenpsp said:
True, but since MKS has the MKS-L parts you can still use the full MKS and just ignore the parts you don't feel a need to use. memory use is light so the memory hit should be negligable.
Aight, I made the switch. Hopefully its good
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19 minutes ago, goldenpsp said:
I wouldn't be surprised if the akademy needs some piece of the MKS .DLL (for module Akademy). The big potential issue will be trying to have both the MKS and MKS-L .dll in the same game. This is probably something that would have to be done in programming.
Honestly once you start adding the large MK-III modules to MKS-L you really start getting away from what MKS-L is supposed to be, in my opinion at least.
Damn, I used to use MKS/OKS but I never really had any use for most of the parts except for ones that related to UKS-LS, which is why I switched. Im starting a new game and MKS-L fits what I need just about perfectly, but I really want to make stations a bit more interesting by adding the Akademy Module. Ill consider going back, but MKS-L is more suited for me.
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7 hours ago, RoverDude said:
You'd have to do some config editing as well.
I tried it yesterday by copying the config, model and texture, as well as changing the location in the config, but it didn't seem to work. If its not to much of a hassle, would you be able to help me out?
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18 hours ago, RoverDude said:
Eventually, sure. Log a github issue
Is there any way I can copy some files from MKS/OKS into MKS-Lite to get the Akademy module, or will I have to wait for an update?
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@RoverDude Hey, is there a way to get the MKIII Training Akademy module from UKS MKS/OKS into MKS-LITE? Thanks!
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Would this overwrite the KSPRC textures in TextureReplacer, or will I have to manually delete those?
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16 hours ago, NathanKell said:
Then maybe you'd best ask the author if they'd like to upload it to a different hosting service? I can see uploading something (whose license permits it), when it can't be grabbed otherwise, but when it can...that's just really, really bad form. Please try to imagine the headaches you might be causing in terms of update issues, quite apart from disregarding an author's choices in hosting.
Alright I deleted it. Thank you for the response, I realized what I did wrong and I won't do it again, sorry about that.
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4 hours ago, godarklight said:
MarkusA380: I did the exact opposite of silence, I helped people pull things together and now DMP is available on SpaceDock!
Hey, Ive been really wanting to download this to use with a friend, but I was wondering if there was a way (hacky or not) to get shared science. Thanks for any help!
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Hey, I would sincerely appreciate it if you could convert it to an android app. I guarantee that many people like me would find it useful!
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On 1/19/2016 at 11:09 PM, SpaceTiger said:
If you change it to a higher number that is to be expected and is no bug. What that setting changes is the maximum time the physics engine can have. If its over 0.016 seconds it will cut down your frame rate.
If you want to remove lag lowering the number should help you but that will make the game run slower compared to real-time.
Does the AutoBalancingLegs still work in 1.0.5. I tried it out and it didn't seem to work completely properly. All it did was slightly alter one out of four legs, but that doesn't seem correct.
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5 hours ago, Kerban Aircraft Industries said:
I have a problem.
Whenever I try to record/save a track, it will show my path up to the point I stop moving and then disappear completely. It then doesn't show up on the PersistentTrails UI (after pressing Stop and Save)and I have to do everything again (Why, it won't save though).
Is persistent trails working for you in 1.0.5? I tried and It didnt work for me.
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If anyone is having troubles, I recompiled it and posted it to GitHub here: https://github.com/bananashavings/CKAN-MigrationToolPluginFix/releases
There is a weird glitch that freezes CKAN after closing the migration menu so be aware!
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3 minutes ago, Stone Blue said:
I tried that one, but the textures were incorrect. You can see it in the latest comment in that thread.
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Hey, I was wondering if there was a .craft to blender addon that works in 1.0.5. Thanks!
Why is this code creating multiple Toolbar buttons when switching scenes?
in KSP1 C# Plugin Development Help and Support
Posted
Sorry for my incompetence, but which functions should I make static. The only one that I see that affects the appLauncherButton directly is the constructor, and I cant make that static .