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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
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 -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
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. -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Well, how about a method which will return the button id which is passed in by the code? It has to be unique. -
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.
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[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
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. -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
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 -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I may not be able to get to this intil this evening but, what version are you using? -
[1.12.x] NASA CountDown Clock Updated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
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. -
That sounds strange. log file and the craft file, please
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[1.12.x] Interstellar Flight Inc. Life Support
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
The sounds like a floating point error. -
[1.12.x] NASA CountDown Clock Updated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.3.6.1 Improved the Gravity Turn interface, now calls it even when there are actions @jackalope50 this fixes your problem -
[1.12.x] NASA CountDown Clock Updated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
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 -
[1.12.x] NASA CountDown Clock Updated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
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 -
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?
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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.
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[1.12.x] NASA CountDown Clock Updated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I have been able to duplicate the problem. For now, don't start the engines early. -
[1.12.x] NASA CountDown Clock Updated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Wrong log file: Read this BEFORE asking for support: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ -
The alarm is a known bug. Did you check the settings page about highlighting?
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[1.9.x] RCS Build Aid Continued - New Dependencies
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
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 -
[1.9.x] RCS Build Aid Continued - New Dependencies
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Make a directory: PluginsData and try again, it's most likely missing I'll get it fixed, but this should work for you -
1.3.1 Too many mods
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Technical Support (PC, modded installs)
It's very annoying. That screen makes it much easier to code settings windows