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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. No, I use FF myself. Log file, please. No icons or buttons, it just works.
  2. please stop the criticism of the terminology. I could create a static, global list which would hold all the created objects, and then there could be a method of the OBJECT which could read and return the list, either one at a time or the whole list.
  3. You can use Reflection to see if my mod is loaded, and if so, then access it's methods Right now I don't store any sort of list of buttons, but that's doable. In fact, I could even take a look at your code and create the same "module name" + "callback name", and return that
  4. A public API, which could provide both the mod name and id which are supplied when creating the button. It sounds like you may need another method which would essentially hide a button, but that is actually a bit more complicated.
  5. Well, how about a method which will return the button id which is passed in by the code? It has to be unique.
  6. I have sent several PMs to @Padishar about this mod. He is still active, but hasn't updated the mod since 1.2, and has never responded to my messages. The mod is under a MIT license, so I'll be putting this in my list of mods for adoption by myself. If @Padishar ever gets in touch with me, either directly or via a message on the forums, I'd be happy to pass it back to him.
  7. I'd like you to wait until this evening when I can fix that buttonClickedMousePos problem. I'm pretty sure I know what it is, if I get some time, I might even be able to fix it during the day. Otherwise, I'd prefer that you don't bundle, since it is still a work-in-progress.
  8. I've replicated the problem, trying to see if I can fix it in the next few minutes Edit: Ok, it's harmless, so you can continue to work. I know what's going on and fixed: New release, 0.1.4.1: Fixed harmless nullrefs which were happening after clicking toolbar button Added checks to all callbacks for nulls You will probably have to download it manually, it may take CKAN a few hours to update
  9. I may not be able to get to this intil this evening but, what version are you using?
  10. I fixed the problem so you don't need to manually trigger the launch clamps, the countdown clock cna do that and properly trigger Gravityturn. That being said, I tried launching the KerbalX rocket, with my having to trigger the launch clamps manually instead of letting the clock do so. It has 6 launch clamps, and all let go properly. I also didn't notice any slowdown, but this was with a small install. But Gt wasn't touched at all, and once launched, the clock goes away.
  11. New release, 1.3.2.3 Thanks to user @eberkain for the following: Mk2 Expansion /w Tech Upgrades Mk3 Expansion Mk2.5 Spaceplane /w Tech Upgrades MOLE /w Tech Upgrades FASA Launch Clamps Community Patch Clamps Thanks to user @Nittany Tiger for the following: CA Shuttle parts Kerbal Atomics engines.
  12. That sounds strange. log file and the craft file, please
  13. New release, 1.3.6.1 Improved the Gravity Turn interface, now calls it even when there are actions @jackalope50 this fixes your problem
  14. I've figured out the problem, it's kind of simple: You have the launch clamps being triggered as part of the countdown. Once the clamps are released, the rocket is no longer "landed", and Gravity Turn won't start. Gravity Turn requires that a rocket be landed before it will take over. There isn't anything I can do about this, but it may be possible to modify GT to work. I'm looking into it, and if so, I'll contact the author about it. Note that if the countdown clock starts the engine, and it is still being held by clamps, GT won't trigger the clamps, you will have to do that manually for now
  15. Well, if you let the countdown clock turn on the engines, even if you don't have it triggering GT, then GT won't take over. I'm not sure how to fix, I've posted a message in the GT thread
  16. @eberkain Can you take a look at the PR and see if the numbers look good? Since I don't use this, I'd be at a loss: https://github.com/linuxgurugamer/EngineIgnitor/pull/3
  17. So I have the countdown clock calling the Launch() method, but apparently GT doesn't like to do anything if the engines have already been started. So if the countdown clock has started the engines early, and then calls GT, it launches, but then GT seems to be disabled. Any idea why, and how I can work around this?
  18. There is a good chance that the failures may be highlighted, but you can't see it for various reasons. For example, if a part is buried deep inside and it fails the highlighting can be lost or if the vessel is so big that you can't find it before you have problems.
  19. I have been able to duplicate the problem. For now, don't start the engines early.
  20. Wrong log file: Read this BEFORE asking for support: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/
  21. The alarm is a known bug. Did you check the settings page about highlighting?
  22. new release, 0.9.5.1: Added code to create PluginData directory if it doesn't exist Added code to read old file and save it in new location New location is RCSBuildAid/PluginData
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