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Tz86

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Everything posted by Tz86

  1. Hi all! First of all thank you for the Umbra mods! I love it!! I was thinking: why not to add a "Control panel" in order to monitor the resources, processes and so on for the Bases and Stations? I mean: it's usually difficult to see (right-clicking over the modules) all the features, the problems, the processes a single module is doing. What about to put all these things inside an external control panel? Maybe with a graphic interface showing resources quantities, converters... Please let me know what do you think about it. All the best
  2. Ok, updates. I modded the MFT source, and obtained the Tank GUI also in Flight Mode. The only problem: when I modify the tank volume distribution, in flight mode, the volume available remains at maximum. While in VAB (Editor) mode, the volume available auto-updates. Here the modded parts code: #region GUI Display //[KSPField(isPersistant = true)] public bool dedicated = false; [KSPField(isPersistant = false, guiActiveEditor = true, [COLOR=#ff0000][B]guiActive = true[/B][/COLOR], guiName = "Show Tank"), UI_Toggle(enabledText = "Tank GUI", disabledText = "GUI")] [NonSerialized] public bool showRFGUI; private static GUIStyle unchanged; private static GUIStyle changed; private static GUIStyle greyed; private static GUIStyle overfull; public static string myToolTip = ""; private int counterTT; private Vector2 scrollPos; private void OnPartActionGuiDismiss(Part p) { if (p == part) showRFGUI = false; } [PartMessageListener(typeof(PartResourceListChanged))] private void MarkWindowDirty() { if (_myWindow == null) _myWindow = part.FindActionWindow(); if(_myWindow == null) return; _myWindow.displayDirty = true; } private UIPartActionWindow _myWindow; [PartMessageListener(typeof(PartChildAttached), relations: PartRelationship.AnyPart, scenes: GameSceneFilter.[COLOR=#ff0000][B]AnyEditorOrFlight[/B][/COLOR])] [PartMessageListener(typeof(PartChildDetached), relations: PartRelationship.AnyPart, scenes: GameSceneFilter.[COLOR=#ff0000][B]AnyEditorOrFlight[/B][/COLOR])] public void VesselAttachmentsChanged(Part childPart) { UpdateUsedBy(); } [PartMessageListener(typeof (PartEngineConfigChanged), relations: PartRelationship.AnyPart, scenes: GameSceneFilter.[COLOR=#ff0000][B]AnyEditorOrFlight[/B][/COLOR])] public void EngineConfigsChanged() { UpdateUsedBy(); } public void OnGUI() { EditorLogic editor = EditorLogic.fetch; [COLOR=#ff0000][B] //if (!HighLogic.LoadedSceneIsEditor || !editor || dedicated) {[/B] [B] // return;[/B] [B] // }[/B][/COLOR] //UpdateMixtures(); Rect screenRect; Rect tooltipRect; int posMult = 0; if (offsetGUIPos != -1) posMult = offsetGUIPos; if (editor.editorScreen == EditorLogic.EditorScreen.Actions && EditorActionGroups.Instance.GetSelectedParts ().Contains (part)) { screenRect = new Rect(430 * posMult, 365, 438, (Screen.height - 365)); tooltipRect = new Rect(430 * posMult+10, Screen.height - Input.mousePosition.y, 300, 20); } else if (showRFGUI && editor.editorScreen == EditorLogic.EditorScreen.Parts) { screenRect = new Rect((Screen.width - 8 - 430 * (posMult+1)), 365, 438, (Screen.height - 365)); tooltipRect = new Rect(Screen.width - 230 - 430 * (posMult+1), Screen.height - Input.mousePosition.y, 220, 20); } else { showRFGUI = false; return; } GUI.Label(tooltipRect, myToolTip); GUILayout.Window(part.name.GetHashCode(), screenRect, GUIWindow, "Fuel Tanks for " + part.partInfo.title); } Any suggestion is welcome!
  3. Well, I tried doing something. I have to set max tank resource capacity, but is a static setting. FSFuelSwitch also puts the max amount for the resource, while switching tanks. So, I'm not really managing the empty space. Maybe it's possible to override this, but I have no skills for that. Anyway, thank you for the suggestion.
  4. Thank you for the replies, guys. I'll check the FireSpitter's module. I have to understand about the total mass. Actually, my goal is to use the total volume of tanks. Of course, if I'm only relocating resources I have in my ship, the mass will not change, but diferent is if I'll mine Karbonite or other. Quite confused!
  5. Hi and thanks for the useful mod! I have a little request: is it possible to have the button "Show tank GUI" not only in the VAB but also in flight? My goal is to use the empty space in the tanks to store other resources (like Waste, Water, Karbonite and so on...)... Thank you for that!
  6. Hi all guys, I'm new to the forum, but no so new with KSP. Please, could you tell me if exists a mod that can change the resource a tank can store? In short, I'm looking for something like "Modular Fuel Tanks" but usable while flying. I mean, for example: I reach Mun with a lander, and after the landing I would like to store in the empty fuel tanks (or partially empty) other resources, as Waste or Food. Total volume of tanks is not changed, but empty space is now used to store other things rather than fuel/oxidizer. I also tried to play with the Modular Fuel Tank source code, in order to add the button "Show GUI" also during the flight. But without any success. Thanks in advance for your help!
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