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nightingale

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Everything posted by nightingale

  1. The biggest reason would be that 0.25 doesn't have waypoints (in stock), but also because I didn't write this plugin until 0.90 was already around. Back-porting it to 0.25 + fineprint just isn't worth the benefit to the relatively small number of users given the amount of time it would take for me to do it. I appreciate that you joined just to post this (welcome to the forums!), but I'm afraid you'll have to wait until you're ready to move to 0.90 to enjoy this mod. EDIT: And on the Kerbal Stuff front, I'm still waiting on the confirmation email from their site to be able to log in to my newly created account.
  2. Seems to be a fairly high demand for it, so I'll be putting it up on KerbalStuff as an alternative download site. Unfortunately their registration system is bonkers - it says it'll send my confirmation email in a few hours! So it'll be a while before it's up.
  3. You're more than welcome! With gratitude like that, maybe I'll shift things around and try to get 1.3.0 for early next week (or sooner? who knows!).
  4. No problem, I'll make that change for the next release.
  5. Fix very soon for the text placement issue. It already only gets turned on if a waypoint is activated. Disabling the text via a configuration file will be in the 1.3.0 release. However, don't expect that until late next week, as I'll be working on getting a Contract Configurator release out, as well as another new mod (a small one). - - - Updated - - - In-Flight Waypoints 1.2.5 is out! Download it now! Changes: - Minor performance changes. - Fixed text positioning issue. For EVERY resolution and EVERY UI scale setting. - Anti-derp fix - Don't display ETA if it's greater than a day. If your text doesn't look like this... then I will eat this post. Otherwise, we shall never again speak of the time that it took nightingale 3 days to fix a GUI text placement issue... I wanted to get the heading stuff in this release, but I'm not convinced that all users would want it - so I'm going to save it for 1.3.0 when I implement a configuration file so that users can choose which of those text items get displayed.
  6. Oh, and 5thHorseman's video featuring In-Flight Waypoints (and Kerbin Side, too!) is up:
  7. Awesome stuff. The first post is now updated with links to this post and to the GitHub release area. When 0.5.0 comes around, I'll release my own contract pack. I'm not telling for what yet.
  8. Also, it's so far down on my screen that it really doesn't need to move for the altimeter sliding (and it slightly overlaps the timewarp notification) Significantly better than the last release, where it would've been smack in the middle of the screen. Can you tell me the following settings: 1) screen resolution. 2) windowed or full screen 3) ui size
  9. Hmmm..... yeah, I got that too now... it downloads both the RAR (which is legit) and DOWNLOAD.exe which is filled with bad stuff. Please switch to a more... reputable download site (or GitHub/KerbalStuff/Curse). I removed the download link from the first post until you get a chance to fix it.
  10. I'd argue that knowing what you're doing means not re-inventing the wheel! Thanks for this, I'll go have a look!
  11. Awesome! I'll link to this in the first post. A couple items: You'll need to include a license file in your download, as per the official Add-on Posting rules. Can you change the directory structure so the missions aren't in a subdirectory of ContractConfigurator? More a personal preference to keep it separate - but it'll also make it clear that the license under ContractConfigurator doesn't apply to the missions (unless you end up using the same license, but still). Suggestion - if you post up on Curse, KerbalStuff or GitHub, you can then get KSP-AVC versioning and CKAN support, both highly recommended for a better user experience!
  12. Yeah, it was meant to be a quick & dirty display - I didn't want it to be in a window for just the one piece of information. I may just leave it as is, but give a config-file option for a couple set spots (left, middle, right, off). The KER example is a bit heavy - although you'll notice I made it to match the KER 1.0 always-up displays... Reasonable request. I'll look into this one for the next release.
  13. I'll consider it, but I'm not a huge fan of hosting in multiple places (more work for me). However there are two mods/systems that I highly recommend and support: 1) KSP-AVC - This will automatically check for new versions of mods whenever you start up KSP. 2) CKAN - This system will auto install mods and their dependencies with just a few commands.
  14. Been planned for a while, but I keep putting it off. It's difficult because KSP doesn't have a very good concept of a "specific ship". If I have two vessels, with internal identifiers of Vessel A and Vessel B and I dock them, then I will have one vessel called Vessel A (or possibly Vessel . When I undock them, I will have Vessel A and Vessel C. I can identify by name instead, but the player can change that easy enough. I have ideas on how to work around this... but haven't quite gotten around to it yet. I'll most likely do it along with the VesselSpawner behaviour (which is another one that was requested quite a while back). There's some logic between them that might be common.
  15. Version 0.4.2 is out. Mostly a bug fix release, but a major reworking of the validation logic should give more useful error messages when debugging contracts. Download it now! Contract Configurator 0.4.2 - Improved validation when loading configuration. More checking for invalid cases and better error messaging. - Added HasPassengers parameter. - Added Funds requirement. - Added Science requirement. - Added Repuration requirement. - Allow zero min speed for ReachSpeedEnvelope; improved titles. - Minor bug fixes.
  16. Welcome Modding Monday-ers... good think I'm so very close to getting the text placement issue fixed. - - - Updated - - - In-Flight Waypoints 1.2.4 is out! Download it now! Changes: - Fixed issue with ETA for large distances. - Fixed text positioning to work correctly (or nearly correctly) across all resolutions and UI sizes.
  17. I can solve it easy. Try all combinations, take the one with lowest cost. Done! ... oh, you wanted a solution with some level of time/space efficiency?
  18. True - but I'd rather have it look good for the normal case - having it so low may look odd. Anyway.... I've thought of another approach to try.... But won't get a chance until a bit later.
  19. The last version had it as ybase = 80, and that worked well enough - the text just didn't move when the altimeter "slides down" to display the return to space center and recovery buttons. In an attempt to fix that, I've mostly messed it up. I may just give up and live with the text covering the altimeter occasionally.... It's not like anybody had complained about that yet.
  20. Unity is awesome and has a bunch of different coordinate systems. For GUI, the origin is top left. For viewport, the origin is bottom left. I thought the transforms were in viewport coordinates, but changing the resolution seems to throw it off - so obviously wrong. I knew the 448 was wrong - but didn't think it'd break under different resolutions. Still haven't found a way to programmatically get the height of the altimeter - that'll solve 90% of my problems. Basically what I need to be able to get is: 1) The altimeter height (in pixels) 2) The altimeter location/offset in GUI coordinates (ie. pixels). As far as the offset goes, the transform has it as -0.2 when it's unexpanded, 0.3 when it's one button displayed, and 0.7 when it's two buttons displayed. I really don't know what to do to make those numbers into something sensible. Oh and this is all in the z coordinate, which makes even less sense. UUUUNITTTTTTTY!!!!! EDIT: Really, this should be super simple. Y offset of altimeter + height of altimeter + small y offset. Done.
  21. That seems to be a fairly common request, although it's outside the scope of what I'd originally intended for this mod. Still, I may consider it for a near future version. Well, that's roughly what I tried to do, except I used screen resolution instead of window size, and then ignored uiScale. So yeah... needs work.
  22. Yeah, still trying to figure out if there's a more graceful way to do it. Should I take the velocity component only in the direction towards the waypoint? Should I shut it off if the sorted speed is changing wildly? All of these might make it better in some situations,but worse in others. As it is I may just allow a config file option to turn it off. That's my "fix" for the text not sliding down.... And it's not working well in some scenarios. Windowed mode is broken for sure. Can you confirm if you're in windowed mode and what resolution you're running?
  23. In-Flight Waypoints 1.2.2 is out! Download it now! Changes: - Improved calculation of distance to waypoint - now uses the distance along the planet (instead of through the planet). (Thanks Peppie23) - Display ETA to waypoint. (Thanks Peppie23) - Move out of the way when altimeter panel pops down (sort of). helaeon - I suspect this may fix your issue (since that part of the code was completely rewritten), but let me know.
  24. Oh awesome, almost missed your post. I merged the lateral distance one, but unfortunately the stock one just removes altitude from the calculation, it's not true "great circle" distance like Spheniscine wanted (which would be nice). I may throw that in, shouldn't be too hard. EDIT: yeah, okay, I see how the stock one works.... looks to be based on the vessel's altitude rather than the waypoint altitude. So if you have a VTOL craft and go straight up, the distance to the waypoint increases (despite being a "lateral" distance"). The solution I'm thinking will be: Based on waypoint altitude (since that's fixed). Use "great circle" distance calculation.
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