Jump to content

Xyphos

Members
  • Posts

    1,083
  • Joined

  • Last visited

Posts posted by Xyphos

  1. 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.)

  2. 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
                    );

     

  3. 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 this

    also 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!

  4. 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

  5. @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.

×
×
  • Create New...