CrayzeeMonkey

Members
  • Content Count

    120
  • Joined

  • Last visited

Community Reputation

51 Excellent

2 Followers

About CrayzeeMonkey

  • Rank
    Spacecraft Engineer

Recent Profile Visitors

1,525 profile views
  1. What could cause the text in these buttons to look misaligned? I have verified the style i'm using has alignment: MiddleCenter
  2. I'm trying to make a debug installation out of a fresh installation of 1.8.1. I linked KSP_x64_Data to KSP_x64_Dbg_Data, moved WindowsPlayer.exe from windowsstandalonesupport\Variations\win64_development_mono in my Unity 2019.2.2f1 install. And renamed WindowsPlayer.exe to KSP_x64_Dbg, and edited player-connection-debug=1 into the boot.config. I'm using Windows 10. When I launch through the debug exe, KSP launches as if it's through a normal install. The development mode label and console isn't there, and I can't attach the Unity instance to Visual Studio. Worst of all, I'm getting no error message telling me what's wrong, it's just completely silent. I don't know what to do anymore. What's more frustrating is that the same procedure works immaculately for KSP 1.9. Am I using the wrong version of Unity? According to this and the details tab of the properties of the ksp .exe it should be correct. I tried the simplified method by @sarbian and it let me attach through Visual Studio at least, but when I use breakpoints I get "The breakpoint will not currently be hit. Unable to find corresponding location." Debugging information is set to Portable, if that matters. I'm going to give up and wallow in my frustration for now EDIT: Managed to figure it out. I remembered that I also had to copy over UnityPlayer.dll and WinPixEventRuntime.dll, but it didn't work the first time. After reinstalling KSP to ensure that it was 'fresh', doing the same worked.
  3. One popup would probably be too big, and the options that I would put on the second popup won't be used as often, and since PopupDialogs are hard to update, I can't add another section to an already spawned PopupDialog when more settings are needed. I might try a scrollbar. Is there a way to make a set of settings look like they're greyed out? You can give settings a condition where they are unusable, but there's no visual indication that they're disabled, which is a problem.
  4. How do you spawn two different PopupDialogs so that they look like they're attached and not overlapping? The coordinate system makes it really difficult. You can't use Screen.width/height to normalize pixel coordinates because there's a silly margin on the screen that shifts the origin away from the bottom left of the screen. I also tried to give the two PopupDialogs different anchors (example: first PD has anchor (0, 0), and second PD has anchor (0, 1)) so that when given the same Rect they should be at the same location, but for some bizarre reason they overlap. Is there a way to get this margin so I can account for it?
  5. When patching wings for FAR, is there a more efficient and faster way to derive values for FARWingAerodynamicModel and FARControllableSurface than opening them in blender and deriving the values manually? Currently what I do is make a B9 procedural wing similar in shape to the unpatched part, and using the values on the procedural wing's PAW for the config. While more efficient than using Blender I am not sure if I am even using the numbers correctly. I'm making FAR patches for wings and fins that don't support FAR in my career setup. Normally in a sandbox game I would just use procedural wings, but they aren't always available and the look of non-procedural wings has kind of grown on me.
  6. How do you use the stock trim system with this mod? I'd like to pitch up very gently using trim but it doesn't seem to affect the aircraft. Trim on roll and yaw also seems to have no effect. I looked up the word "trim" in this thread and someone does talk about it like it does work. Maybe it is a problem with my installation? Thank you for the mod by the way. I've been playing KSP for ages and I wish I had found this earlier.
  7. Are the stock heatshields intended to be used with deadly reentry? I installed DRE manually and to my surprise the stock heatshields remained unchanged.
  8. Can you send me the missile turret from your parts pack? If it has a MissileTransform that moves along with the turret I can use it for testing.
  9. It is a fork of BDAC, yes. I'm planning to add auto-reload so you don't have to use action groups.
  10. Results after working on ModuleMissileRearm while under quarantine
  11. I wonder if someone can explain why this is necessary
  12. Try this fix. Download the .dll and replace the original .dll with this one. I want to know if, with the new dll, you can reload the rail successfully, any other related errors occur, and any effects it might have on staging. https://www.dropbox.com/s/21a9epxskkj39dr/ACA.dll?dl=0
  13. Does anyone else have this issue I'm having? Trying to reload throws a nullref at ReloadableRail.PartSnapshot() Another seemingly random question - when successfully reloaded, does staging completely break? As in the staging bar disappears and you cannot trigger any staging actions.
  14. Yeah, thank you. I completely forgot reloadable missiles came from that mod. Can you describe how your missiles are reloaded? I'm not sure if mine is working correctly.
  15. Is the reloadable rail system currently broken? If not, has anyone made a part or a part pack that has the reloadable rails implemented? I have a feature idea that I want to try implementing that involves reloadable rails.