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micha

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Everything posted by micha

  1. @CobaltWolf Yeah, the Kemini experiments were conceived for the early game and early pods. It's trivial for anybody who wants them to be on every pod to just add a MM config that does that ("Kemini-For-All" ?). Thanks for the PR, I've merged it in (but no ETA yet for next release, sorry).
  2. Yes, as expected I accidentally swapped the titles of the PEC and PC in the english translation. Fixed in the code (download from GitHub if you want the fix now), will make another release "soon" (will wait for more bug reports to come in).
  3. @strudo76 Thanks, I'll double check all the descriptions in and out of game. But if you have any concrete examples of where it's wrong can you please pm me? Ta Edit: ok thanks for the pics. Probably got the id's wrong setting up the translation support.
  4. ** NEW RELEASE ** 0.7a0-mw9 is uploaded, containing a new GUI (no more click-through), localisation support (german only for now, help wanted for other languages), and a few bug fixes (KEES contract returns).
  5. I've since actually found out a way to force language for my own testing. In either case I think it all works, so I'll make a new alpha release shortly which will have default english again and open to more people testing it
  6. Thanks, but @linuxgurugamer already found a download link which worked. I'm currently trying to decide whether or not to integrate the extra parts into the "Corvus CF" mod. A bit undecided because the adapter is for your custom 1.875m size, so perhaps it would be better to add them into your HGR mod (assuming someone takes it over.. I guess I could if nobody else steps up). Btw, your Corvus pod is still very popular - over 200 downloads in less than a week! Also, I noticed that the parts variably have "Orion" and "Orionkermin" as author. I haven't changed them but would you prefer them to be unified as one or the other?
  7. Awesome, Thanks! I had tried going through some of the popular download sites (Dropbox, Google Drive, OneDrive...)
  8. @Orionkermin Do you still have the "Corvus Extras"? The download link on the first post doesn't work.. Or if anybody else has a copy lying around?
  9. Darnit! I did look at the file, but it was late... Ok, pushed the fix + localisation support. NB: This break backwards-compatiblity support with KSP1.2. If people want a fixed KSP1.2 release I can quickly make v1.2.1... I haven't merged in @Deimos Rast 's changes yet - Deimos, do you want to send me a pull request (that way you'll be credited in the git history), or are you ok for me to merge in your changes and credit you in the changelog?
  10. 1. No, so far just using the patches I had made; didn't realise @Deimos Rast had further fixes (his reply seemed to indicate he had pretty much duplicated the work I had done separately). I'll review and integrate his changes as well. 2. No; I integrated my patches directly into the config files. So next release will be DR's patches integrated as well as localisation support. Possibly tomorrow - time for bed! (Well, that was a distraction from my next NEOS release...) Oh, and Thanks
  11. I can take a look at making the fork, but I also don't mind if someone else wants to run with it.. EDIT: And here we go: https://github.com/mwerle/Corvus_CF/releases/tag/v1.2.0 EDIT2: And here (should go automatically to CKAN): https://spacedock.info/mod/1405/Corvus CF
  12. Question on localisation: how would people expect part / experiment names which are in the "real world" to be localised? For example, NASA's ISS Combustion Integrated Rack (FIR) with the Cool Flame Experiment (CFE) I've tried (and failed) to find "official" translations, so invented my own in german: Integriertes Verbrennungsrack (IVR) mit dem Kühle-Flammen Experiment (KFE). Or should the experiment names and abbreviations remain "international" (ie, in english), with only descriptions, results, and other text localised? The latter would aid any international discussions around the experiments and for bug reports etc.
  13. I think I've finally tracked it down! If you want to give it a try, download the pre-alpha for the next release. Details here.
  14. Another pre-alpha test release; hopefully finally fixes KEES experiment contract returns! Also more tweaks to localisation. Download the "Gamedata" folder from here if you want to give it a try: https://github.com/mwerle/OrbitalMaterialScience/tree/mw_feature_new_ui
  15. If anybody wants to do some pre-alpha testing, I've just pushed a rebuilt binary and 'GameData' to the repository into its own branch: https://github.com/mwerle/OrbitalMaterialScience/tree/mw_feature_new_ui Contains a new GUI and localisation support. It's still WIP but any early feedback and additional localisation is welcome, although be aware that the dictionaries will probably still change a little. NB: I've temporarily put the german translation into the english dictionaries in order to test the localisation. To just test the new GUI, swap the english and german dictionaries around!
  16. Made a pre-release for 1.3 - see top-post for links. @Sudragon: Apologies; haven't had any time for KSP recently, will take a look at your issue while I'm updating and fixing stuff for 1.3.
  17. I've made an alpha-release for 1.3. Get it from here. EDIT: As usual, please continue discussions about my releases in the following threads: * Development thread * Release thread
  18. I've updated the code to fix auto-loading the SPH/VAB, but as Sirkut has expressly forbidden the release of derivative (and presumably forked) works all I can do is point you at my pull request here. Up to you to compile it.
  19. Ah ok! I thought that just specified the dialog position, not the size as well. I'll try adding that in again, although specifying the size in the scroll-window worked as well.
  20. I've pretty much copied the above example including the ScrollList, but the resulting visible scroll area is less than a line in height. Horizontally it is auto-sized to fit the size of the parent dialog. I can still scroll through all the data (sorry, no screenshot) so the contents of the scroll area are correctly sized. dialog.Add(new DialogGUIScrollList(Vector2.one, false, true, +-----------------------+ | Dialog title | +-----------------------+ | Some text | | [ Scroll area ||] | | {Button} | +-----------------------+ If I change the code to the following: dialog.Add(new DialogGUIScrollList(new Vector2(200,300), false, true, then I get a window which has a properly-sized visible scroll area. +-----------------------+ | Dialog title | +-----------------------+ | Some text | | [ ||] | | [ ||] | | [ Scroll area ||] | | [ ||] | | [ ||] | | [ ||] | | {Button} | +-----------------------+ Specifying the visible size doesn't seem to be required in the example based on the screenshot, so my question is, how is the visible size of the scroll-area determined (not the contents of the scroll-area). In general, is there more information on how all of this works as trial-and-error is incredibly slow what with having to recompile and restart KSP every time.. Thanks
  21. Hmm, "works for me". Could you please double check: The station has an "MPL-600", not the "MSL-1000". You've installed the "MSG" (Micro-gravity Science Glovebox) equipment The Glovebox equipment is currently empty; that is, there's no experiment currently installed in the MSG.
  22. So, as an update, I did find my old spinny-disk (which had since been reformatted but, luckily, not actually used) and have managed to recover the lvm on it. Unfortunately it really is old - Jul2016 - which means that my work-in-progress really is gone apart from what's up on GitHub. But no matter, at least I have my dev environment back!
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