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bananashavings

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Posts posted by bananashavings

  1. 7 hours ago, Crzyrndm said:

    Make the functions static too :P (they point to a dead instance currently)

    Alternatively, you need to destroy the button instance on leaving a scene, which I don't have any examples at hand for because I just use a static class for the toolbar now (I find it more trustworthy when other mods start throwing exceptions around...)

    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 :P . 

  2. 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?

  3. 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!

  4. 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!

  5. 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.

  6. 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.

  7. 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!

  8. 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.

  9. 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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