Jump to content

JoePatrick1

Members
  • Posts

    400
  • Joined

  • Last visited

Everything posted by JoePatrick1

  1. I am trying display a list of parts but when I try to use Part.partName it just says "Part" for all of them. Here is what I have using System; using System.Collections.Generic; using UnityEngine; using KSP; namespace AutoAbortSystem { public class ModuleAAS : PartModule { List<ModuleAAS> AASmodules = new List<ModuleAAS>(); List<Part> parts = new List<Part>(); public void Start() { } public void Update() { parts.Clear(); AASmodules.Clear(); foreach(Part part in FlightGlobals.ActiveVessel.parts) { parts.Add(part); if (part.gameObject.GetComponent<ModuleAAS>()) AASmodules.Add(part.GetComponent<ModuleAAS>()); } } public void OnGUI() { if(this == AASmodules.ToArray()[0]) GUILayout.Window(616173, new Rect(100,100,350,800), window, "Automatic Abort System", HighLogic.Skin.window); } public void window(int windowID) { foreach (Part part in parts) { if (part != this.part) GUILayout.Label(part.partName); else GUILayout.Label(part.partName + " (active)"); } } public void OnDestroy() { AASmodules.Remove(this); } } } Am I doing something wrong or is this a bug?
  2. I am trying display a list of parts but when I try to use Part.partName it just says "Part" for all of them. Here is what I have using System; using System.Collections.Generic; using UnityEngine; using KSP; namespace AutoAbortSystem { public class ModuleAAS : PartModule { List<ModuleAAS> AASmodules = new List<ModuleAAS>(); List<Part> parts = new List<Part>(); public void Start() { } public void Update() { parts.Clear(); AASmodules.Clear(); foreach(Part part in FlightGlobals.ActiveVessel.parts) { parts.Add(part); if (part.gameObject.GetComponent<ModuleAAS>()) AASmodules.Add(part.GetComponent<ModuleAAS>()); } } public void OnGUI() { if(this == AASmodules.ToArray()[0]) GUILayout.Window(616173, new Rect(100,100,350,800), window, "Automatic Abort System", HighLogic.Skin.window); } public void window(int windowID) { foreach (Part part in parts) { if (part != this.part) GUILayout.Label(part.partName); else GUILayout.Label(part.partName + " (active)"); } } public void OnDestroy() { AASmodules.Remove(this); } } } Am I doing something wrong or is this a bug?
  3. You could write a simple plugin that simple disables the gameobject. You could do something like: foreach gameobject in kerbal if name = [names of all the objects you want to hide] gameobject.setactive(false) You will have to find all the names first thoug
  4. I haven't tested in IVA. I would imagine Chroma Vessel still works but not sure about kerbals. Would be difficult to just turn the kerbals themselves green as they are made up of so many different parts and filtering through them could be difficult.
  5. Kerbal Chroma Released for KSP 1.1.3 Changelog -Name change from 'Kerbal Greenscreen' to 'Kerbal Chroma' -Added Chroma Vessels -Added Chroma Kerbals -Different Chroma colours can be set for Screen, Vessels & Kerbals -Screen distance option moved into screen settings window -Open settings key changed from 'LeftAlt + Backslash(\)' to 'Alt + Forward Slash(/)'
  6. Each scroll bar has several styles (background, thumb etc) but you can only set one in the GUILayout.BeginScrollView() so how do I set both the background style and thumb style?
  7. Each scroll bar has several styles (background, thumb etc) but you can only set one in the GUILayout.BeginScrollView() so how do I set both the background style and thumb style?
  8. This is the plan eventually. I wanted to get v0.4.0 out before I went away though which was why it was left out for the time being No problem, editing the save file is the better method anyway as then it remains compatible with future updates
  9. Old versions of KerBalloons are incompatible with v0.4.0 without a little .cfg editing. When I added different planet balloons, I had to change the names as otherwise I would have several with the same name (as there is a 1.25m Standard Balloon for each planet) which cause a lot of problems and is definitely not something you should have. If you want to fix it, the simplest solution would be to open the Kerbin 1.25m Standard config file (KerBalloons>Parts>KerbinBalloons>standard125.cfg) and change the 'name = kerbin125BalloonS' line to 'name = 125BalloonS' Just make sure you don't change any other balloons to this name as well.
  10. v0.4.1 Released for KSP 1.1.3 Changelog -Removed extra .dll in source folder which caused the plugin to load twice and therefore create two KerBalloons categories in VAB/SPH This version of KerBalloons is also available to download from CKAN
  11. Just got home a few hours ago, will release an update later today fixing the multiple dlls
  12. Oh right. I probably should have removed that. I can't do it before I get home in ~2 weeks. I'll make a note on the post to let people know. Thanks
  13. Hmm, that is strange. Have you tried on a clean install as I wasn't getting this?
  14. Thanks 1) You should only have one category. Ensure you are using 1.1.3 and have only one copy of the KerBalloons folder in GameData 2) I hope to do something like this for the next update but I was time constrained for this one. I wanted to get it out before I go away (in less than an hour from now)
  15. v0.4.0 Released for KSP 1.1.3 Changelog -Added 36 new balloons for Eve, Duna & Laythe -Added KerBalloons part category in VAB/SPH -Kerbals can now repack deflated (but not burst) balloons -All new models/textures for all KerBalloons parts -Probe cores removed from balloons -Fixed bug where moving horizontally could cause the balloon to lose lift -Fixed bug where balloons that had been inflated didn't load properly after quickloading/loading flight after returning to space centre -Various bugs fixed in lift calculations -Max payload is now stated in the part info as the max payload at max pressure. eg. 'Max Payload (Kerbin): 10t (at 105kPa)' -Ships including parts with older versions of KerBalloons are not compatible with KerBalloons v0.4.0
  16. About half of the balloons have been fully tested so far. On track for release tomorrow. Bonus pic of balloon assisted Duna return mission
  17. The icon has dissapeared and [IMGUR]albumID[/IMGUR] doesn't work either?
  18. The balloons already maintain a vertical speed, 'hover' will be coming in a a future update - probably v0.4.1/v0.4.2
  19. In order to get the update out this Friday before I go away, the parachute balloons are going to have to wait until v0.4.1 (or v0.4.2 if v0.4.1 is a hotfix) All the new balloons for Duna, Eve and Laythe are now added. Including Kerbin balloons there are now 48 different balloons. (4 planets, 4 sizes per planet, 3 variations per size. 4x4x3 = 48) I will be spending the next few days testing and balancing each and everyone of them and then the update should be out. Here is a screenshot of some of the balloons (with the new models and textures) and below is a video demonstrating the repack option for deflated (but not burst) balloons.
  20. ok, that's a shame. There is no reason why I can't just put all the parts in the same folder - I just like to have things organised
  21. Just tried that and using that .dds file gave me the same issue as .mbm and .png (not loading) so I guess the other .dds I was using had something wrong with it as it loaded the game like when no file is there. Have absolutely no idea why the game doesn't load though.
×
×
  • Create New...