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Dizor

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Everything posted by Dizor

  1. Evetything works fine, looks like I broke nothing. So, new available buttons in Toolbar buttons window: And GIF how they work: @sarbian, pull request on GitHub is created, but im not sure if you can merge my code 'as is'.
  2. Ooookay, @sarbian, i managed to slightly figure out how toolbar buttons work in your huge MechJeb2 project, and implemented these buttons in way I see at the moment (most likely this approach is far from perfect ofc))). It was not easy because I failed to debug MechJeb2, there are a lot of exceptions appear when runnig KSP from Unity exe for debug. Anyway I pushed my changes to my repo. Will check if everything else works as before, and than create pull request for you.
  3. Another couple of suggestions: 1. Please add 3 more toggleable buttons to Toolbar Continued that will toggle features: - Execute/Stop Next Node (you dont need to open any window to perform maneuvers) - Auto-warp on/off - Autostage Once (you dont need to open Utilities window for this) 2. Please make all options in Ascent Guidance window to work only during ascending with autopilot engaged. I noticed that these options are taken into account during executing common maneuvers on orbit.
  4. yes Agree. But it would be nice if any of KSP developers noticed this conversation and shared their thoughts regarding this warning.
  5. No, and I'm not sure whether it necessary to fix such issues. I'm getting this when run KSP in attachable/debuggable mode using EXE from Unity binaries.
  6. Hi @IgorZ, it would be nice if you inject this new feature from my EasyBoard mod into yours Easy Vessel Switch. I did not know about your mod when implementing this feature (thanks to @Wyzard for pointing to EVS). I think that your EVS is the right place for this
  7. New version (1.7) is released. Change log: - Skipping debris and flags when you switching vessels with " [ " and " ] " keys. Sometimes it is hard to switch to your near second vessel because of dozens of debris around. But if you really need to switch to debris - hold Mod(Alt) key additionally. P.S. I'm not sure if this feature is relevant to this mod, but I'm very lazy and don't want to create a new mod for this small feature.
  8. @westamastaflash, thank you for supporting this great mod! Can you please add the posibility to modify physics warp rates list, as you did for hyper warp. As for me, i prefer to have x1,2,4,6 rates in most cases, and sometimes i need x10 and x20 rates for very long maneuver burns with low-thrust ionic engine. Thank you!
  9. Is there an option to forbid MechJeb to use RCS and allow Reaction Wheels only for any rotations (like Smart A.S.S or when Execute next node), even if RCS is activated? Sometimes this feature ruins my very precise trajectory direction that i set up before.
  10. On action groups view I'm trying to assign action for one single part, ignoring all symmetry-related parts. How can I do it? I don't want to remove symmetry, i need symmetry for further construction. Or... even if I remove symmetry - how do I activate it back?
  11. @Flupster, can you please implement filtering for 'Here and Now' window, something like science threshold to filter very low science experiments and dont react on them. Like this: This is how i implemented it locally for myself using your code. Also i added science value in brackets for each experiment. This is my suggestion. I hope others will support my idea if so like my post.
  12. By some reason warp rates selection switch back to the standard ones. And I have to activate my custom rates every time. This is pretty annoying.
  13. I already tried to fix this glitch but i failed. Another strange thing is if you zoom out the camera, the trajectories lines appear back. My NavBallAdjustor just enables/disables visibility for markers when they are behind the navball, i have no idea why trajectory lines disappear. The only assumption i have is there is some event in KSP game code that fires on markers visibility change, and this event updates some public variables/flags that Trajectories mod checks before displaying trajectories.
  14. Oh, sorry for confusion, the "Maneuver" marker is called "Burn" here.
  15. Mod is updated to v1.8. 1. Updated for KSP 1.3. 2. Added markers overlapping priorities feature.
  16. Thanks guys! I have made all necessary updates. New version (1.5) is released. 1. Updated for KSP 1.3. 2. Disabled activation by pressing key with Ctrl/Shift/Alt/Etc. 3. Fixed FPS loss issue with large vessels.
  17. Can't see an issue/conflict with this mod. As per my testing sometimes EVA Parachutes mod does not work with no other mods installed. Kerbal falls on high speed to the ground with parachute deployed.
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