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Addle

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Everything posted by Addle

  1. Ok, I've hopefully solved the issues with the buttons. It's working 100% for me, anyway. Please let me know if you still have issues, of course. Version 2.4.13 is now available, compiled against KSP 0.25. It can be found in the usual place: https://github.com/RealGrep/protractor/releases Thanks for the bug reports! You're all awesome.
  2. Thanks, and let me say that you're a pleasure to work with, and that you really outdid yourself with these new features. Great job! This mod has apparently become a major "must have" for a lot of people (myself included).
  3. So, Protractor seems to work fine in 0.25. Only thing is you will require blizzy78's Toolbar. The non-toolbar icon is completely gone, for some reason. But I will look at that issue tonight. I will provide an update recompiled for 0.25 fairly soonish.
  4. Just a heads up. NavHud seems to work just fine in 0.25. We will be providing an update recompiled for 0.25 and with the new text hud feature soon. EDIT: Done, and Ninenium has added edge markers and anti-jitter for markers. They are pretty darn cool. For anyone either impatient or who would like to test: https://github.com/RealGrep/NavHud/releases/tag/v1.1.2rc6 . Changes have been pushed to Ninenium's repository. Please report any issues you have to us. Enjoy! EDIT of EDIT: Updated link to rc6, and thanks to hvacengi for reporting a small issue with the hud showing up in map view when NavHud in the map view is disabled.
  5. Thanks, I'll take a look at that. This is without Toolbar, right? I may not have seen it just because I use Toolbar, but I don't want that button to be broken, either. One is in the works, but it's rather buggy and I need to refactor quite a lot of code to do it well. So don't expect it super soon. But it's being worked on. In short, not yet, but working on it. You're most welcome!
  6. Yep, I will add those very soon, and then see about a release. And I totally forgot about the heading, actually. I've ignored it for so long, I don't even see it anymore. hehe Well, I'll pop it in there, as well. I'll work on it later tonight, when I have time. Also, for some reason, I hadn't subscribed to this thread, which is now remedied. So I'll see the posts more quickly. Sorry about not responding to things a bit quicker... EDIT: I dropped a version with that in my github pre-releases, if anyone wants to test it, offer suggestions, etc. ( https://github.com/RealGrep/NavHud/releases/tag/v1.1.2rc3 )
  7. The new MM file I posted a few posts ago *should* fix that issue. I pushed it to WaveFunctionP's repository. Should be fixed on next release. You can also drop in my fix in the meanwhile. Let us know if that doesn't fix the issue.
  8. Just an FYI, in case someone has the same issue I had. After updating to 0.12.1 from 0.12, it deleted my ship with the vista engine on it. Having made a backup of my save, first, as WaveFunctionP suggested, I copied my old save folder back and changed every reference in the persistent.sfs file to 'vista' and replaced it with 'Vista' (note the upper case V). After restarting, my ship was ok. Simple fix. EDIT: Actually, I believe I've fixed the errors in the modulemanager patch that was supposed to fix those things. I've pushed the fixes to WaveFunctionP's github repository, so that will be fixed when he releases a next update. For the impatient, you need to first delete the file GameData/Interstellar/Patches/KSPIEMMPatches.txt (which should be GameData/Interstellar/Patches/KSPIEMMPatches.cfg). Then, you can grab the file from my repo here: https://github.com/RealGrep/KSPInterstellar/blob/master/GameData/Interstellar/Patches/KSPIEMMPatches.cfg That should fix a few things, including your ships with DT tanks on them zooming off into the distance (that one super tested and 100% sure it fixes it). Should also fix the whole vista vs. Vista issue, but that I haven't tested since I edited my persistent.sfs to fix it there, already and I need to get some sleep.
  9. I had this issue, and it was caused by having the old TweakScale config for WarpPlugin still in my TweakScale folder. Delete that, and hopefully that will fix it.
  10. I did a quick fix for the problems that were bugging me in ShipManifest. It should work fine with DMagic's experiments, UniversalStorage experiment wedges, etc. I played with it all yesterday (as did a friend who was good enough to test it for me), and so far so good. The AppLauncher support also seemed quite broken, so I just commented that stuff out. So it *requires* Toolbar. I was only interested in the science transfers, so the rest is whatever Papa_Joe has in his repo. I did use the crew transfer functionality without incident, however. License is obviously the same, and located in the released .zip file. Source is in my repository here: https://github.com/RealGrep/ShipManifest You can find it in the related pre-releases here: https://github.com/RealGrep/ShipManifest/releases/tag/0.24.0.3.3.3%2Bmmd2 This is highly unofficial, of course. Thank you to Papa_Joe for the nice addon and all the work he's put into it. We all appreciate it.
  11. I wonder if this interesting patch might come in handy: https://github.com/sirkut/InfernalRobotics/commit/fc6b10b01c85abc659629948580d8b046081f6f3 "Added click-through protection via EditorLock in Editors" I know I'll be investivating this method. Click through is soooo annoying.
  12. Thanks to everyone who reported that NullRef. That is fixed, and as a bonus, so is a bug that was bothering me with the Advanced mode. The angles and particularly the times were messed up if you tried things like Mun->Kerbin->Duna transfers. That should now work. So much for "Doesn't seem to break anything". You may find this release in the usual place: https://github.com/RealGrep/protractor/releases/tag/v2.4.12 New version 2.4.12 changes: Fixed a NullRef during startup that just happened to also be causing another bug I was trying to fix with the Advanced mode. Updated version number to 2.4.12. So thanks again! You all rock. Remember that running KSP-AVC will alert you to any new version releases. Rather useful.
  13. Thanks dtoxic and Wololow. I have some time to take a look at that, today. And I also see the same thing in my log. Doesn't seem to break anything, but one NullRef is one too many.
  14. I pushed a fix for that (and some other things) to Ninenium's repo, so that should be fixed in the next release. You can get my own (unofficial) release from my Github at https://github.com/RealGrep/NavHud/releases, if you can't wait. Just remember that it's an unofficial pre-release, but it's the same as exists in Ninenium's repository, at the moment. If you use AVC, you'll get a notice that there's an update. It's a pre-release, so ignore that for now. We'll be sorting out the release process and AVC, soon. Thanks for reporting that bug, anyway. Bug reports are always appreciated. It has been fixed, so no worries. Soon!
  15. haha, Thanks a lot, Ninenium. Much appreciated. Well, deleted my version, forked yours and re-integrated the changes I've made, and made a pull request to your repo. Any (unofficial) changes I make will be in my version's releases, if anyone wants the fixes before Ninenium pulls and re-releases. A .version file was also added for KSP-AVC. This points at your repository, which currently does not have release files, but once you do, it'll notify AVC users when you release a new version. Very useful. Thanks to you, Ninenium, obviously. Thanks for to shimmythejj for reporting bugs, testing, and showing off NavHud on his streams. Also, thanks to overloadut for the idea of setting the default alphas for secondary lines lower, and to kofeyh for accidentally clicking on the time warp when trying to move the windows from their default positions, and convincing me that I should move them (because I totally did that too, hehe). All the above streamers are not only entertaining, but have also exposed more people to NavHud, and helped me fix things.
  16. It's just because the CoolRockets folder was moved. I updated Dodecadevin's config based on ObsessedWithKSP's. Seems to work, though not sure if parts that were added lately are missing entries. I popped it into my Dropbox here: https://www.dropbox.com/s/8vgceix8fzeh0xm/KWR_CR.cfg
  17. Ninenium, I've made one change and one fix to that version. One where I just replaced the & operator with the short-circuit && operator in MainBehaviour.SetActive(), which is more correct and efficient, but not a huge deal. The other is that the alpha values are not being saved and restored (reported by shimmythejj, who is obviously a fan of your mod). Other than that, the new version is quite nice, thank you! You can find those changes on my github at https://github.com/RealGrep/NavHud Hopefully you get your version into your own github so we can collaborate more easily and save you some headache. If you need help with that, please don't hesitate to contact me. I'd be glad to help. Edit: I've also make the secondary lines start with 0.1 alpha (suggested by overloadut), and after seeing kofeyh accidentally click the time warp (as I did once) due to the windows defaulting to the corner, they now start more centrally. You can find my unofficial build if you click on "releases" in my github. Again, do not bother Ninenium about bugs in my version.
  18. Yay, you're back! Hope you enjoyed your vacation. NavHud has been getting quite a lot of (deserved) attention in ShimmyTheJJ's twitch channel. The alpha transparency was his idea (and is super useful). Any chance you can check your sources into github? I can then fork it and make pull requests back to you, if I make any changes. Very much looking forward to seeing your changes. Great mod. FYI, I was pondering ghosting the markers like Enhanced Navball. That would nice really nice. Lastly, thanks for the thanks, it's really appreciated!
  19. Thanks Wololow, I'll take a look and see what's going on as soon as I can. This really doesn't sound like an issue with Protractor. I'm not doing anything out of the ordinary with Toolbar. Certainly a new one for me. If you post your output_log.txt I'll take a look, though.
  20. I've been working on fixing the memory issue in NavHud, and appear to have succeeded. It required a bit of intensive surgery, but the memory leak seems to be fixed. For reference, it seemed to be creating and destroying objects so quickly that the garbage collector couldn't keep up. It no longer creates that object churn. If you have any issues, please let me know and I'll see what I can do. Please don't bug Ninenium about it. Hopefully, when he comes back, he will take my changes into consideration for the next version. And, Ninenium, this is a really great mod and an excellent idea. Thanks for that, I really love it. Here is a link to my version in Dropbox: https://www.dropbox.com/s/11cx433agb9i7yu/NavHud_1.0.1%2Bmmd3_0.24.2.zip The source is included, but I've also put it into my Github. Just keep in mind this is hot off the presses, and I'll be cleaning things up soon. The source is here (quality pull requests appreciated): https://github.com/RealGrep/NavHud
  21. I just built a new version of NavHud, based on an excellent suggestion by shimmythejj. As well as taniwha's docking patch, it adds new alpha value sliders in the settings. These will set the level of transparency for the various elements. Rather nice, actually. Keep in mind that there's a serious memory leak when the settings window is open. It doesn't seem to leak unless that window is open. I'm looking into it, but just a heads up. Easy workaround: don't leave the settings window open long. You may find it here: https://www.dropbox.com/s/7rvf0mdvqrcsm3i/NavHud_1.0.1%2Bmmd2_0.24.2.zip
  22. Hm, I believe you are correct. It's still not quite right. I've been mostly busy with other things, so I didn't have time to test thoroughly, so I perhaps jumped the gun. No problem at all, Papa_Joe. No apologies necessary. Any of your time you spend on this is a bonus, and I'm thankful for any of it. Real life comes first. Looking forward to the next version. I've got a ton of things to polish in Protractor right now, but if I have a little time, perhaps I'll look at making a proper fix + pull request, if you don't get to it first. And from all users of your mods, we thank you!
  23. Just to let you all know, I've managed to get Protractor info in a RasterPropMonitor MFD. Needs cleanup of both the code and the displays, and I only just got it working, but work it does. I took it for a spin to the Mun and back with only the IVA displays in a stock Mark1-2 pod. That's not huge, but the fact that it also will work for Duna, etc, is pretty nice, if you ask me. Soon, you will be able to do fully IVA transfers to anywhere with no map or instruments, other than RPM stuff. Have I ever mentioned how much I love RasterPropMonitor?
  24. More than that, it appears to be fixed in the code on Github. Now, the AppLauncher support seems to be preliminary, and there may well be other bugs, but I can confirm it now works with DMagic's stuff. I will give a link to what I compiled straight from github, but keep in mind it's probably unreleased for a reason, and please do not bug Papa_Joe if something in this version goes horribly wrong. He will, no doubt, release it when he has time, and it's done. Source is in his github, as always, and the license is obviously the same. You may find it here: https://www.dropbox.com/s/bhf8gohyquazuuq/ShipManifest.24.2.0.3.3.1_git_20140811.zip
  25. New version 2.4.11 released. Oinker, you've got your Unity smoke skin, and it can be switched. Hope the new location and price are to everyone's liking. It didn't seem to me that the Protractor part should be either expensive or far down the tech tree. As always, let me know if you have issues or suggestions. Two things I have in mind for the near future: Fall back to AppLauncher if Toolbar is not present, and quite possibly RasterPropMonitor for using it in IVA. Enjoy!
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