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linuxgurugamer

Bug Hunter
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  1. I'm trying to write a patch which will take some values in an existing module, and use them when adding a new module: @PART[aerocam|aerocam180] { MODULE { name = cccam speed = 0 cameraForward = #$MODULE[MuMechModuleHullCameraZoom,0]/cameraForward$ cameraUp = #$MODULE[MuMechModuleHullCameraZoom,0]/cameraUp$ cameraPosition = #$MODULE[MuMechModuleHullCameraZoom,0]/cameraPosition$ } } Unfortunately, it's returning an error: [ModuleManager] Applying node HullCameraVDS/CCTVPatch/@PART[aerocam|aerocam180] to HullCameraVDS/Parts/aerocam/part/aerocam [ModuleManager] Error - Cannot parse variable search when inserting new key cameraForward = #$MODULE[MuMechModuleHullCameraZoom,0]/cameraForward$ [ModuleManager] Error - Cannot parse variable search when inserting new key cameraUp = #$MODULE[MuMechModuleHullCameraZoom,0]/cameraUp$ [ModuleManager] Error - Cannot parse variable search when inserting new key cameraPosition = #$MODULE[MuMechModuleHullCameraZoom,0]/cameraPosition$ [ModuleManager] Applying node HullCameraVDS/CCTVPatch/@PART[aerocam|aerocam180] to HullCameraVDS/Parts/aerocam/part/aerocam180 [ModuleManager] Error - Cannot parse variable search when inserting new key cameraForward = #$MODULE[MuMechModuleHullCameraZoom,0]/cameraForward$ [ModuleManager] Error - Cannot parse variable search when inserting new key cameraUp = #$MODULE[MuMechModuleHullCameraZoom,0]/cameraUp$ [ModuleManager] Error - Cannot parse variable search when inserting new key cameraPosition = #$MODULE[MuMechModuleHullCameraZoom,0]/cameraPosition$ The ",0" was added because some of the parts have multiple modules, but the same error happens without it. I know that the module being referenced is there MuMechModuleHullCameraZoom: MODULE { name = MuMechModuleHullCameraZoom cameraName = Pictozoom 1000 cameraForward = 0, 1, 0 cameraUp = 0, 1, 0 cameraPosition = 0, 0.18, 0.00 cameraFoVMax = 60 cameraFoVMin = 0.5 } So what am I doing wrong? Thanks in advance
  2. no, it is supported and I updated the Wiki
  3. As long as you don't change the name of the methods or classes, you won't break anything Re. CKAN, let me know, and I'll set things up to not break anything which depends on this
  4. It has to do with the fact that both mods are touching the same internal values, and don't know about each other. Too much work for me right now.
  5. It's not designed for it, but if the following is true, the sim is active: KRASHShelter.persistent.shelterSimulationActive It's not a true API, so you will have to first find if it's loaded, and then use reflection to get the value, this so you don't have a build dependency. I'll see if I can come up with a simple API for you (similar to the toolbar API) so you won't need to jump through hoops. May not be for a few days, if you write something, I can certainly include it
  6. What does this mean, what's the difference? It has to do with the way parts are sorted in the editor list It's using a stock IVA for the Mk 3 cabin. Check the Mk3, see how it looks
  7. Oh, one more thing. When (if at all) do you expect this to be updated to 1.3?
  8. Glad to see this continuing. Two things: First, you should enable the Issues on Github so that you can track issues (and people can create them) Second, can this get added to CKAN?
  9. The UnBlur dependency has been removed CKAN has been updated with this information Dependencies Click Through Blocker With @blizzy78's blessing (request, actually), I'm continuing support for this mod. Original thread is here: http://forum.kerbalspaceprogram.com/index.php?/topic/55420-120-toolbar-1713-common-api-for-draggableresizable-buttons-toolbar/ Hi, there are quite a few plugins now that add various GUI buttons to the game. Right now, every plugin author has to implement button behaviour themselves. Also, there is no consistent button style between different plugins' buttons. I have written a plugin that is targeted towards those plugins. Specifically, it provides an API for third-party plugins to provide GUI buttons to a toolbar. Those buttons then can invoke an arbitrary action specified by the plugin's author, such as opening a new window. The ultimate goal of this plugin is the separation of specifying a button's contents (such as text or image) and its action from the actual display style and position of the button. The player should be free to position buttons anywhere they please. Availability Download: Download Toolbar Plugin Source code: https://github.com/linuxgurugamer/ksp_toolbar License: BSD 2-clause license. There is now a dependency to the ClickThroughBlocker (Minimum version of the ClickThroughBlocker needs to be 0.1.7) Older video demonstrating some of the features: Mod spotlight from HAWX Gaming: Feature List A draggable and resizable toolbar holds all buttons Buttons have a texture (icon) Custom button order can be maintained Unlimited number of toolbars per game scene Custom button folders can be created to improve organization Toolbar position is saved between KSP restarts Toolbar will auto-clamp to screen area so that it cannot be dragged off-screen Toolbar may auto-hide itself if positioned at screen edge Clicking a button invokes an arbitrary action specified by plugin author Every button looks the same, no need for plugin author to provide any styles Please note that this is not a regular plugin in the usual sense. You can install it, but it won't actually do anything on its own unless being told to do so by other plugins. However, if you're a player and would like your favorite plugin to use the Toolbar Plugin, please tell that plugin's author to look into it. Are you a plugin author and would like to use the Toolbar Plugin? Please head over to the development thread which has all the info you need. Frequently Asked Questions Your download link is dead!? It is not. It works just fine. Clear your browser's cache and try again. How do I reposition the toolbar on my screen? Click on the little triangle button on the toolbar, then select "Unlock Position and Size" from the menu. You can now drag the toolbar around. When done, click on the triangle button again, then select "Lock Position and Size." How do I change the layout of the toolbar? I want there to be two rows of buttons, or two columns, or ... Click on the little triangle button on the toolbar, then select "Unlock Position and Size" from the menu. You can now resize the toolbar by clicking and dragging in the lower-right corner of it. When done, click on the triangle button again, then select "Lock Position and Size." How do I change the order of the buttons? Click on the little triangle button on the toolbar, then select "Unlock Button Order" from the menu. You can now drag the buttons around. When done, click on the triangle button again, then select "Lock Button Order." Does the toolbar remember position, layout, button order, and button visibility dependent on current game scene? Yes, all those settings are saved dependent on the current game scene. Is there a way to automatically hide the toolbar when I don't need it? First, drag the toolbar to the screen edge. Then, click the triangle button and select "Activate Auto-Hide at Screen Edge" from the menu. The toolbar should now auto-hide itself when the mouse pointer is not hovering above it. To disable this behaviour, click the triangle button again, then select "Deactivate Auto-Hide at Screen Edge." I've installed a new plugin, how do I make its buttons visible? Click on the little triangle button on the toolbar, then select "Configure Visible Buttons" from the menu. Activate or deactivate buttons as desired. Click "Close" to close the configuration window. How do I create a new button folder? How do I put buttons into a folder? Click the triangle button, then select "Create New Folder" from the menu. To put buttons into the folder, click the triangle button, then select "Unlock Button Order" from the menu. Then drag any regular button onto the folder button (not into the folder, should it be visible.) To exit the button drag mode, click the triangle button, then select "Lock Button Order." How do I delete a button folder? Right-click on the button folder, then select "Delete Folder" from the menu. Folders are not enough, I need more toolbars. How do I add them? Click the triangle button, then select "Create New Toolbar" to add a new toolbar. How do I delete a toolbar? Click the triangle button on the toolbar in question, then select "Delete Toolbar". Note that you cannot delete the last toolbar. How do I change a folder button's tool tip text? Right-click on the button folder, then select "Edit Folder Settings" from the menu. I like the KSP GUI skin better than Unity's default, is there a way to make the buttons look like that? Click the triangle button, then select "Use KSP Skin" from the menu. To revert back to Unity's default skin, click the triangle button again, then select "Use Unity 'Smoke' Skin." Is there a way to hide the toolbar's border? Click the triangle button, then select "Hide Border" from the menu. To show the border again, click the triangle button again, then select "Show Border." My toolbar is all messed up, how do I reset it completely? To reset to defaults completely, exit KSP, delete the GameData\toolbar-settings.dat file from your installation, then start KSP again.
  10. There is another called precise Maneuver, it was originally a fork of this.
  11. @blizzy78 has given me (requested, actually) to continue this mod. Original thread is here: http://forum.kerbalspaceprogram.com/index.php?/topic/44129-120 Updated for 1.3, no changes to functionality Yet another maneuver node editor. Plus. Regex wrote this plugin to fulfill a singular request he had since he started seriously playing this game: the ability to see the ejection angle of a maneuver node. When we have wonderful tools like alexmun's Launch Window Planner allowing us to plan our trips and take advantage of sub-optimal launch windows, it is literally a crime in his eyes to not have this simple capability. Mod showcase/documentation by Geneborg/D.Fontana: Newest version of mod (1.2.8) requires the Click Through Blocker as a hard dependency. CKAN has been updated for this Download Precise Node Available on Spacedock: https://spacedock.info/mod/1691/Precise Node Continued Source code: https://github.com/linuxgurugamer/ksp-precisenode (Precise Node is licensed under the BSD 2-clause license.) Of course he also added some controls that one would expect from a tool used to edit maneuver nodes such as prograde, normal, and radial controls, plus conics draw mode and conics draw limit controls. You can edit the time of the node by typing in the desired UT, by using the normal increment controls, or by activating the coarse time controls through options. PreciseNode allows you to customize the node editor window for use as a simple node widget replacement or a full-blown interplanetary maneuver assistant. It also features a separate clock window as well as conics display controls, with or without a maneuver node present. Keyboard Controls You are able to control the node editor through the keyboard if desired. When the PreciseNode window is open you can click the "K" button in the upper right to open the keymapping GUI. Click the "set" button next to a control to change the control. The first key pressed within five seconds will be assigned to that action, so be sure you're in a mellow situation before setting your keys. Default Controls Prograde +/-: Keypad 8/Keypad 5 Normal +/-: Keypad 9/Keypad 7 Radial +/-: Keypad 6/Keypad 4 Time +/-: Keypad 3/Keypad 1 Increment +/-: Keypad 0/(alt/option) + <Increment +> Change Conics: Keypad Enter Hide Node Editor Window: P Open Node: O
  12. New release, 1.4.1: Out of beta, full release All changes in this new release: Fixed typos where bulkheadProfiles was mispelled Set all sizes to mk2 instead of size25 Updated fuel amounts and masses of fuel tanks Added license per @RaginCaucasian's update on the forums Recomputed all the volumes, fuel amounts and masses of the parts Added best vessels submitted in the weekly challenge Many new parts, adapters, docking port, wheels
  13. Ok. CKAN is updated, the PR by @todi wasn't working, so I redid it (along with some others, it was NOT an error on @todi's part)
  14. I would have preferred a Github PR, but I'll see what I can do. If someone else could take a look, that would be helpful
  15. Don't forget to update the version info when you release the merged files.
  16. Can someone take a look at Github? It's failing on builds with the following error: Running basic sanity tests on metadata. If these fail, then fix whatever is causing them first. t/inflate.t ... skipped: Not a travis pull request # Failed test 'Snacks - spec_version v1.4+ required for install with 'find'' # at t/metadata.t line 139. There was a problem on the snacks netkan, I fixed that last night, but it is still happening, So either it's somewhere else, or a file is cached somewhere. This error seems to be happening on any new attempted merge, although I'm trying to rebuild GravityTurn
  17. Feel free to ping me on any CKAN issues I haven't yet tested it with Crew R&R, but I will. All CrewR&R does is change the rosterStatus of the crew when entering and leaving various scenes, and update the label on the CrewListItem
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