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  1. So I started a thread over in the Add-On Discussion forum and I am realizing that it might have been better to ask here if I want some responses from actual plugin developers, so here is the short version: Idea: A mod that creates a UI window with the tech tree in it similar to how it appears in the R&D building, but you are able to move parts around between different nodes, you can then save the layout and it will generate a MM patch file that will change the techRequired for the parts to the nodes you put them in, or just a log file that you could use to make a MM patch. For a more detailed description and reason why i think this is such a good idea please check out the thread linked above. The Question: Just how feasible is this? Would this be something that would be fairly easy to get working or would this be quite difficult? I have zero C# experience and my C++ experience is limited to two classes in high school almost 9 years ago, so while I have a high level conceptual idea of how it would work I don't actually know how to go about doing it. If someone thinks this is just a swell idea and wants to try writing it themselves then by all means please do!!
  2. Hi fellow KSP players, I'm trying to find a way to assign keys on the my keyboard to control the SAS, for exemple, i'd like to assign a key to select the PROGRADE, and an other one for RETROGRADE, so i dont need to use my mouse to click on the GUI button on the left of the navball. Is there a mod out there that does that ?? Is there a third party software that can link an area of my screen with a hotkey ??? Did anybody did that before ? any suggestion ?? Thanks a lot in advance Chris
  3. I was wondering which SI prefixes KSP uses in game, and are there any that are skipped? I ask because I know it skips km on your altimeter... (I'm so wrong! i guess I must typically timewarp from LKO to any other body and never noticed Km before! LOL ). It just goes from counting hundreds of thousands of meters and then rolls over into, if I recall correctly, Megameters. After that, I know I've seen Gigameter measurements before in the map views. Does KSP skip any other units than km, or is it just that one unit that gets skipped? I think I recall seeing km used in map view for distance to target, and in standard view to show distance to other objects. I just don't know if km is used for any orbital data... Altitude, Apoapsis, Periapsis, etc. I'm currently in the process of building a digital orbital data readout to fit into a larger scale custom controller for the game. I'd like to keep the units displayed on the controller matching the units displayed on screen. It'd be disorienting to have my readout show 100 km, and the altimeter on screen say 100000 m. I know they are the same, but it's not consistent. I'm occupying myself with continuing my controller build, since my motherboard unfortunately died. It's hard to run KSP to check for units of measure when your computer ain't even functioning. Who knows... Maybe I can get some progress in before the motherboard is repaired/replaced. Adittionally, I also wonder how high do the SI prefixes go? I want my readouts to go as high as they need to go to cover whatever KSP can throw at it... m, km, Mm, Gm, Tm, Pm, Em, Zm, Ym... What's the largest SI prefix KSP actually supports? Are there any other prefixes that KSP tosses out due to the number of digits the altimeter displays? Does the map view use km for any orbital characteristics? I got some nice 14 segment alphanumeric displays that are smaller than my main numeric displays. They are at the end of each relevant numerical display, and will show the correct SI units. I can make the displays support all units (as well as "m.S" and "ΔV"), but it will require more work to add the extra characters. Don't ask me why, but I'm doing a diode matrix ROM for them. It'll be kinda retro, but extra work to have extra characters supported. So... yeah... Just curious if I should plan on supporting them? Thanks in advance. *UPDATE* So, apparently, I am just blind. I never noticed the use of Km as an altimeter measurement, likely cause it occurs in a range that I rarely orbit at (or stay at for long). I can salvage this post though, as now I need to catalog the transition points. Where does KSP switch from m to Km, Km to Mm, Mm to Gm and so on. When I get my motherboard back from being serviced, I'll fire up KSP and check it out, recording the transition points here (unless someone beats me to it).
  4. Pretty simple. Say i have a craft in orbit and I forgot what parts I had set to auto-strut, or am not sure what part is considering "heaviest" or "root" part. Or maybe I get concerned about setting off an auto-strut kraken attack and would like to quickly see what parts have auto-strut set - without clicking on every single one? Thanks.
  5. Problem 1 I use a DialogGUIButton and an image (weird target sight) to create an image button (code). However, the resulting button is not quite what I desire. The default state of the button is missing the button texture while the highlighted state is missing the image. It acts as if the button texture is changed instead of overlaying multiple textures. Can anyone figure out why it does this? Problem 2 This image is explicitly set to 32 in both width and height (code) but the resulting image is stubbornly more than 32 in width as shown in the above picture (the green borders are drawn by DebugStuff). I do not understand why this particular image is stretched despite its width is locked to 32. The interface engine has a free reign to how to draw bunch of GUI components. So I edited the DialogGUILabel object next to the DialogGUIImage to be excessive in its width so that it "steals" all the free space, leaving the image no space to expand in width.
  6. Not so much a question as a public service announcement for anyone else that, like me (unless I'm the only one), missed a blindingly obvious part of the GUi that makes life a lot easier. I can't believe that I only (accidentally) discovered yesterday that a simple right click on any of the markers that appear on orbits on the map screen (eg periapsis, ascending node etc) and the value remain visible. Previously I've been scooting back and forth between the marker and maneuvere node I'm adjusting.
  7. I've run into a rather unique issue since updating to 1.2. On a long save (Year 9 and counting ) and on that save only, I cannot seem to get the CommNet GUI to display, either in flight mode or from the Tracking Station. I have tried making a new clean save and have been able to use CommNet on that, as well as on the Transmission scenario. However for some reason I haven't been able to use it on my main save. KerbNet is working fine to my knowledge. KSPedia shows info for Communication Networks. Current list of mods: KER, KJR, KAS, KIS, Trajectories, TWP, Cormorant Aeronology, Shuttle Payload Technologies, RCS build aid, Porkjets part revamp, Habitat Pack (porkjet), Near future solar,construction,spacecrafts; ManueverNodeSplitter, and DIRECT-LV. Any leads as to what is causing the issue?
  8. I'm a newcomer to Kerbal Space program so I'm half convinced that it's just something that I'm doing wrong and half convinced that my mods are causing a problem. First the problem - I can't find a destination target icon on my navball when flying rocket based missions (Launched from VAB) I've flown a number of "survey this location" style missions using airplanes. 1) I build the plane, 2) hit the launch button in the SPH to take me to the runway, 3) go to map mode and click on my target destination 4) I can then see a target icon on my navball. However when I launch a rocket from the VAB and follow the same procedure I can't find any target icon on my navball. I've even orbited a rocket so as to give me plenty of time to search the navball and I'm convinced that the target Icon is just not appearing. Any suggestions? I'm using the latest 64 Bit build with the following mods via CKAN AsteroidDay Chatterer CommunityNavballDockingIndicator CommunityResourcePack CommunityTechTree CommunityTerrainTexturePack FarloPlanetaryPack Graphotron HooliganLabsAirships ImageViewer ItsTheLittleThings Kopernicus ModularFlightIntegrator AstronikiSunflareforScatterer Historian-expanded IndicatorLights PlanetShine PlanetWiki PortraitStats SCANsat SimpleFemaleKerbals Snacks SVE-MediumResolution SVE-Terrain Toolbar ContractConfigurator AutomatedScreenshots RasterPropMonitor PlanetShine-Config-Default TextureReplacer RasterPropMonitor-Core AdditionalProgressionContracts Astro-Cosmonauts AviationLights CanadianFlags Ceteras-Suit-Pack ContractConfigurator-ContractPack-SCANsat ContractConfigurator-UnmannedContracts DistantObject Karbonite KerbalFlightData NavBallAdjustor StarTrekRebootUniformPack TCShipInfo SpacetuxSA DistantObject-default USITools USI-Core FirespitterCore I'm running the 64 bit 1.1.3.1283 version. I do know that I'm getting warnings from Toolbar and PlanetShine that they're not intended for use with the latest release yet but they seem to be working fine.
  9. I'm aware it's very basic so I'm sorry if it's been answered before. I have looked. This about the third time I've tried to get into modding ksp and each time I end up drowning in data I either don't need or that's out dated. I'm a descent programmer and have plenty of time to fiddle with things to figure them out, but I at least need a jumping off point. What I need is an in flight app button that opens a "hello world" GUI page. From there I'm sure I can solve most of my questions myself. Thanks much.
  10. Sorry if someone has asked this. I tried several searches and was not able to come up with an answer. I have recently reinstalled KSP since the release of 1.1.2. My UI buttons are now laid out vertically down the right side of the screen. Is there a way to change this so they are listed Hoizontally starting from the top right as they used to be?
  11. Hello, I'm relatively new to Unity still and I am having two issues that are GUI related. First, I am trying to set a .png image as the background for a GUI.button(rect, image). I just can not get the image to display as the background of the button. My second problem is that I am trying to use the same button to open another config UI for my mod so that players can enable and disable certain mod features. However, when I click the button (button appears even if the background image doesn't), my debug statement prints but the second UI doesn't draw to the screen. For the past several hours, I have searched forums, Github code (mainly Stage Recovery as it's code is commented and not a mess) and Unity 5.3 tutorials/examples/manual entries trying to figure out what I am doing wrong. Nothing has helped thus far. Hopefully someone here can spot my mistake. I greatly appreciate the help. public void OnDraw(int windowID) { draw_Icon_GUI(windowID); // GUILayout.Window(windowID, control_window_Rect, draw_Control_GUI, "Control", HighLogic.Skin.window); } void draw_Icon_GUI(int windowID) { Rect _Icon_Rect = new Rect(Screen.width - 40, 220, 40, 40); // Texture image = (Texture)Resources.Load("C:/Program Files (x86)/Steam/SteamApps/common/Kerbal Space Program/Resources/_symbol.png") as Texture; // <------- First attempt at displaying an image as the button background // GUI.skin.button.active.background = image; // <------- First attempt at displaying an image as the button background GUIContent image = new GUIContent("Click me", (Texture)Resources.Load("C:/Program Files (x86)/Steam/SteamApps/common/Kerbal Space Program/Resources/_symbol")); // <------- Third attempt at displaying an image as the button background if (image != null) { // Draw the background. // GUI.DrawTexture(wind_Icon_Rect, image); // <------- Second attempt at displaying an image as the button background } else Debug.Log("Bad texture: " + image); if (GUI.Button(wind_Icon_Rect, image)) { Debug.Log("[MOD : Gui Draw] Button was clicked."); // Prints when the button is clicked control_window_Rect = GUILayout.Window(windowID, control_window_Rect, draw_Control_GUI, "Control", HighLogic.Skin.window); // Doesn't execute ever. Worked before I started trying to make a button execute it. } } void draw_Control_GUI(int windowID) // Worked before I started trying to make a button execute it. { GUILayout.BeginVertical(); // toggle setup GUILayout.Label("Toggle", HighLogic.Skin.label); wind_toggle = GUILayout.Toggle(wind_toggle, "Toggle", HighLogic.Skin.toggle); // Slider setup hSliderValue = GUILayout.HorizontalSlider(Mathf.Round(hSliderValue), 0f, 10f); GUILayout.Label("Scaling = " + Mathf.Round(hSliderValue), HighLogic.Skin.box); // End the Groups and Area GUILayout.EndVertical(); GUI.DragWindow(); // GUI window is also having issues with not being draggable even when this section of code worked } Above is the code that handles my GUI drawing. OnGUI() is in another class but all id does is call OnDraw(int windowID). I put // <---- comments where I believe my code is having the issues. I greatly appreciate any help I can get. Thank you.
  12. Hello, I am in the process of creating a new mod and I find myself stuck on correctly creating two separate GUI's. The first is very simple as it has a toggle, a horizontal slider and 2 labels all inside of a window and all automatically positioned by using GUILayout.*. The second GUI is actually a compass that I want to display in the game window. I know how to do the rotations for the needle but I don't have much of a clue as to how to begin. I've read through forums, Unity how-to's etc and while they helped somewhat with the first GUI, they offered no help on the second. Here is all of my GUI code: Main Class: GUI_Code.GUI_Draw gdraw = new GUI_Code.GUI_Draw(); private void OnGUI() { gdraw.OnGUI(1); } My GUI Class using UnityEngine; namespace GUI_Code { public class GUI_Draw : MonoBehaviour { public bool toggle = true; public float hSliderValue = 0.0F; public Texture2D icon; private Rect windowRect = new Rect(10, 30, 100, 90); // Texture2D compass; // compass image // Texture2D needle; // needle image // Rect compass_rect = new Rect(10, 10, 200, 200); // create a new rectangle at position (x = 1, y = 10) with size (x = 200, y == 200) // float angle; // angle to rotate the needle // Quaternion rot; // Vector3 axis; // but an axis variable must be provided as well public void OnGUI(int windowID) { // Make a background box GUI.Box(new Rect(10, 10, 150, 90), "1st GUI Menu"); // GUI.DrawTexture(compass_rect, compass); // Vector2 compass_widget_center = new Vector2(compass_rect.x + compass_rect.width / 2,compass_rect.y + compass_rect.height / 2); // find the compass center coordinates // Matrix4x4 svMat = GUI.matrix; // save gui matrix // GUIUtility.RotateAroundPivot(angle, compass_widget_center); // prepare matrix to rotate // GUI.DrawTexture(compass_rect,needle); // draw the needle rotated by angle // GUI.matrix = svMat; // restore gui matrix // Draw all of the buttons inside of the window windowRect = GUI.Window(windowID, windowRect, WindowFunction, "My Window", HighLogic.Skin.window); } public void WindowFunction(int windowID) { // Begin the singular Horizontal Group GUILayout.BeginHorizontal(); // Toggle setup wind_toggle = GUILayout.Toggle(toggle, "Toggle", HighLogic.Skin.toggle); GUILayout.Label("Toggle", HighLogic.Skin.label); // GUILayout.BeginVertical(); // Slider setup hSliderValue = GUILayout.HorizontalSlider(1f, 0f, 10f); GUILayout.Box("Wind Scaling = " + Mathf.Round(hSliderValue), HighLogic.Skin.box); // Compass setup // GUILayout.Label("Direction"); // End the Groups and Area // GUILayout.EndVertical(); GUILayout.EndHorizontal(); GUILayout.EndArea(); // This last thing checks whether the right mouse button or middle mouse button are clicked on the window. If they are, we ignore it, otherwise we GUI.DragWindow() // Calling that allows the window to be moved by clicking it (anywhere empty on the window) with the left mouse button and dragging it to wherever you want. if (!Input.GetMouseButtonDown(1) && !Input.GetMouseButtonDown(2)) GUI.DragWindow(); } } } The first GUI is the uncommented lines in OnGUI(int window ID). It has 2 major problems that I don't know how to correct. First, the window isn't draggable even though I make it draggable in the last line of OnGUI(int window). Second, in the Debug.Log, I am getting "[Exception]: InvalidOperationException: Operation is not valid due to the current state of the object" The second GUI is the commented out lines. I am trying to make a simple 2D compass similar to: How do I even go about setting this up and what's wrong with my first GUI? I'll keep looking through forums and Github code but so far, it's been dead ends. Thank you in advance. Also, if you know how to do it, I'd like both the 1st GUI and the compass to be attached to an icon at the right side of the screen. I am assuming that would be a 3rd GUI with just a toggle that did 1st_GUI.show() and compass.show() or 1st_GUI.hide() and compass.hide() (I know the syntax is wrong but you get the idea). Is this the correct way to do this?
  13. It's all great that now we can adjust how many portraits are there, except for one thing - the maximum count. It seems to be dependent on the screen width and on my 1280p it refuses to show more than two, even if there's enough space for the third at default UI scale (and it doesn't change even if the UI scale is set to minimum). So, with the additional UI scale settings announced, can the portrait count be addressed too? Maybe make the limit dependent on the actual space right of the navball and the actual scale of the portraits. Another thought: what about the option to add second row of the portraits?
  14. Hi all, This is a (re)request for a mod to move the staging icons to the top of the screen, and the stock toolbar to be returned to its original orientation. My ideal location would be between the timer and the altimeter. The purpose is to have all information for flight at the top and bottom of the screen including any text, ideally within a 180px range on a 1080 height screen. This would keeping the centre of the screen free for 720px cinematic recording. The navball is also too large but other mods deal with this (unless this mod creator wanted to look into this as well!) I have requested this before, but it was suggested that you wonderful modders would want to wait till 1.1 dropped with the changes in Unity 5. Is this even possible! Thanks in advance! Peace.
  15. Hey everyone, like most of you I've been playing around with KSP 1.1 and naturally my mod list is starting to bulk in size. Something I noticed was that my Career save had a significantly better frame rate than a Sandbox save, even when the Career save have multiple ships and the Sandbox save was fresh. (Both stock and modded) I decided to try test this out and find out if a particular mod was responsible for this, alas I couldn't find any evidence. I did however come across this and couldn't come up with any real reason as to why this is a thing: With HUD: http://imgur.com/E0ARY9g Without HUD (F2): http://imgur.com/1MuzwkF Toggling between (F2): http://imgur.com/9VvWOr4 Video showing the FPS drop: https://youtu.be/NFWCOitSov0 I've tried taking away the bulkier mods, but as far as I can tell this happens regardless of how many you have installed and only gets worse the more you install. What's interesting is my peak frame rate (the rate with no HUD) never dips to an unacceptable level, only when I turn the HUD back on does the frame rate take a crap. This problem appear to be cumulative and even happens in stock, hence my posting here. As I include more and more mods to the game the frame rate gets progressively lower unless I disable the HUD and then my FPS goes back to normal. If any mod creators or even a developer could answer this question I would be grateful as I'm at a loss. PS: Does anyone know of a mod that is compatible with 1.1 that give me a seperate HUD on my second screen? I'd happily gain more frames if it means tilting my head a little, thanks. Specs: WIndows 10 I7 2600k 8Gb DDR3 RAM Inno3D GTX 780 KSP: Steam
  16. I'm getting started with writing a KSP plugin, I've even got a PartModule that puts up a window with a button in it. Woo hoo! Now I'd like to show some text, e.g. show the current temperature, pressure, density and altitude. Can someone point me to an example of how to display text? I tried looking through the MechJeb source, but couldn't find the code that actually creates the GUI element. So, how do I draw text in a Window?
  17. I know that it is a hard work to stay on this project but.. the load/save system could be better if you devs can add some filters like date/time sorting in the load/save GUI.. Imagine that i always have to open the save folder to remember which is the latest saved game.. It could be good to have an auto-saving system too, where we can set periodically autosaving files! By the way, good job and keep working!
  18. Hello community. I had a cool little GUI idea that could make your KSP save your KSP save. Basically, my idea was you could customize the colors of each orbit and even add more options to the craft type selection menu. As in you could make your 'GPS' Satellites orange, your scanners green, etc. How cool would that be! I thought maybe you could even customize planet and moon orbit colors. You could customize your map view and even make all of your craft more organized. I know this could be a mod, but for the soon releasing XBONE, WiiU, and PS4 versions it adds a whole new level of organization, customization, and creativity. Another idea of mine was to have the ability to edit orbits with maneuvers from map view at the KSC for interjection burns, stabilization burns, and panic edits for satellites. My final idea was to be able to change the name and craft type from map view. To change a satellite or craft name, I have to go to the craft and find the command pod, I believe this should be more streamlined. -aperture science employee
  19. As per this thread http://forum.kerbalspaceprogram.com/index.php?/topic/130796-admin-building-to-control-contract-types/#comment-2381009 I'd like some guidance on what it would take to make this. What I would need: A Gui with sliders A way to change inputs of the sliders based on a building level A way to manipulate contract type spawning percentages In the Contracts.cfg I see entries like this: Recovery // Rescue and Recovery Contracts that appear to be the categories I can manipulate. Preferably I'd be able to make this happen with addons like MM but I doubt this will happen- any advice, or pointing to some examples that use similar code would be great. I am not the greatest coder on the planet but I'd like to see this as an addon- if it doesn't require too much brain power I'll give it a shot
  20. I'm not sure if this is a bug or a "feature", but thought I should share the fact that when you try and save your progress and get to type in a filename, simply pressing ENTER at this point doesn't actually save anything, although it does close the dialog box. I found out the hard way when my lander arrived in orbit around the Mun with 3 full radial fuel tanks that I forgot to connect! I quit back to the main menu but couldn't find my saves. An equally foolish, yet successful rescue mission ensued so Jeb was saved. Would it be possible to have ENTER commit the file AND close the dialog? TLDR; Pressing ENTER when saving a file doesn't save a file.
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