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Posts posted by Xyphos
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Updated to 1.7 several weeks ago, forgot to update this thread.
I've added a UI, disable option, and Robotics compatibility since initial release.
I'll add KAS support for the harpoons later, sorry for the late reply.(sorry for the necro post, but I didn't see a reason to start a new thread for the update.)
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idk how to write the tiny two, lol
edit: ASCII 253
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That worked, thanks!
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I'm trying to display the Gravity constant of each celestial body, but it's not displayed as m/s so how do I convert?
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I'm trying to create a scrolling options panel but the options won't scroll for some reason.
I was wondering if anyone knew the "sanitary" useage for it?
UPDATE: I figured it out by accident. my scroll list content didn't have a sizer so the scroll list didn't know how to scroll. here's a sample for everyone to learn from:
var partsList = new DialogGUIVerticalLayout(); partsList.AddChild(child: new DialogGUIContentSizer(widthMode: ContentSizeFitter.FitMode.Unconstrained, heightMode: ContentSizeFitter.FitMode.MinSize)); partsList.AddChild(child: new DialogGUIHorizontalLayout(new DialogGUILabel("Row 1"))); partsList.AddChild(child: new DialogGUIHorizontalLayout(new DialogGUILabel("Row 2"))); partsList.AddChild(child: new DialogGUIHorizontalLayout(new DialogGUILabel("Row 3"))); var scrollList = new DialogGUIScrollList( size: listSize, /* this is a pre-defined Vector2 */ hScroll: false, vScroll: true, layout: partsList );
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I have a dictionary of key/values I want to save/load to/from a cfg file, attempting to save as object is throwing exception, not sure how to load either.
EDIT: I found out from another post
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// get the system core, credit to KER var CBody = PSystemManager.Instance.localBodies.Find(CB => CB.referenceBody == null || CB.referenceBody == CB); // find all orbiting bodies var Children = CBody.orbitingBodies; // optionally, recursively search each child for .orbitingBodies
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thanks! that saves me from having to write a ton of [de]serialzation code!
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I want to save different settings into multiple cfg files in the plugin directory, but I've no clue how?
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I want to use the default UI skin for the dialog-based modal, but I also want the window to be completely opaque. currently, it's transparent and multiple windows collide and make it look ugly and hard to see.
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I have an idea for a new mod, but I have no idea how to implement it.
from inside either vessel editor, I want to dynamically obtain a list of all celestial bodies, including mod celestial bodies, and obtain their basic information such as gravity and atmosphere.
edit: I'll take a peek at KER for thisalso I want to be able to spawn a dynamically generated subassembly when a button is clicked, I know UI so the button callback is easy to implement, just don't know how to spawn [connected] parts.
edit: I need help with this one! -
I like having a small NavBall but I hate having to squint to read the Extended Burn Indicator.
Because the Extended Burn Indicator scales with the NavBall,
I suggest either adding a scale slider setting in the Settings Menu
or move the burn information to a new tab in the new Mode Panel.Thank you for your consideration.
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from that thread, I've gathered the info required:
new DialogGUIImage( new Vector2(0.0f, 0.0f), // image size, in pixels; (-1, -1) would stretch to fit, (0,0) would be a zero-pixel size (hidden) new Vector2(0.0f, 0.0f), // image location in pixel coordinates Color.red, // color mask loadedImage)
thanks!
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I want to display a quick-reference guide for one of my mods when the user toggles the toolbar, I know toolbar code, but I don't know how to display an image
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UPDATE: found what I was looking for, thanks. Specifically, the first and last lines in the following highlight block.
https://github.com/MOARdV/AvionicsSystems/blob/master/Source/MASVesselComputerControl.cs#L237-L258
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Yeah, I already know about SAS AutoPilot, I'm the Author of SASAG on CKAN :p
I wanted to rotate a vessel to point a specific direction (East, zero pitch, zero yaw) so I could automate gravity turns and circulation burns, and that's not possible with stock SAS unless it's pointing to a maneuver node.
I'll look over your code, and see if I can find anything useful. thanks
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I want to make a simple mod that will hold 90,0,0 degrees but I don't know how to get/set the vessel's rotation orientation in space
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okay, now I have a new problem; I want to list the bodies in order by distance from the Sun, but each FlightGlobals.Bodies has a NULL CelestialBody.Orbit property.
how can I get body distance/radius from inside the vessel editor?
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weird. now it works again and I didn't touch any of the settings
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I can't access the cheat/debug menu with the ALT+F12 combination since I updated to 1.5
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I want to get a list of all Solar Systems, including Mod Systems and their Celestial Bodies contained, and all the Gravity Constants for each body.
yes, I know about the foreach loop, just don't know where to iterate
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@Redshift OTF Speak of the mod maker, and s/he shall appear.
(...eventually.)Your idea of adding GUI support for every part, reminds me of the problem FullAutoStrut faced before I added a GUI to that, and so I got to thinking, maybe I could add a similar GUI and functionality to Buoyancy Control too.
I'll work on it, but understand it might not happen anytime soon, I'm mostly involved with my career and only play/mod in my spare time, if any.
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Thanks, you're awesome
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18 minutes ago, HebaruSan said:
but CKAN is confused by the variation in whether there's a "v" in the version string
so I shouldn't use "v" at all?
Programmically toggle DialogGUIToggle[Button] on/off?
in KSP1 C# Plugin Development Help and Support
Posted
I have a DialogGUIToggleButton (Inherits from DialogGUIToggle) and I want to be able to toggle it on/off programatically, but I don't see a SetValue(bool) method anywhere so I'm left scratching my head on this one.