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Aelfhe1m

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Everything posted by Aelfhe1m

  1. @Three_Pounds I've done some testing and specifying a custom font for a block of text is doable. I can't find a way to inline it and it requires that the font is installed in your OS and is referenced by the EXACT name it has in the OS. Example: http://imgur.com/6dSMKuh KSEA_HISTORIAN_LAYOUT { RECTANGLE { Anchor = 0.0,0.0 Size = 1.0,1.0 Position = 0.8,0.0 Color = 0.0,0.0,0.0,0.6 } TEXT { Anchor = 0.0,0.0 Position = 0.81,0.05 Size = 0.9,1.0 Color = 1.0,1.0,1.0,1.0 Font = Bodoni MT Text = Font 1<N>The quick brown fox TextAnchor = UpperLeft FontSize = 30 FontStyle = Normal } TEXT { Anchor = 0.0,0.0 Position = 0.81,0.15 Size = 0.9,0.2 Color = 1.0,1.0,1.0,1.0 Font = Algerian Text = Font 2<N>The quick brown fox TextAnchor = UpperLeft FontSize = 30 FontStyle = Normal } TEXT { Anchor = 0.0,0.0 Position = 0.81,0.25 Size = 0.9,0.2 Color = 1.0,1.0,1.0,1.0 Font = Comic Sans MS Text = Font 3<N>The quick brown fox TextAnchor = UpperLeft FontSize = 30 FontStyle = Normal } TEXT { Anchor = 0.0,0.0 Position = 0.81,0.35 Size = 0.9,0.2 Color = 1.0,1.0,1.0,1.0 Font = Cooper Black Text = Font 4<N>The quick brown fox TextAnchor = UpperLeft FontSize = 30 FontStyle = Normal } TEXT { Anchor = 0.0,0.0 Position = 0.3,0.45 Size = 0.6,1.0 Color = 1.0,1.0,1.0,1.0 Font = Arial Text = ListFonts: <ListFonts> TextAnchor = UpperLeft FontSize = 14 FontStyle = Normal } } I'll roll this into the next update - probably this weekend.
  2. I should be able to add that as a per-block option (like FontSize and FontStyle) for the next version. Just need to go read up on how Unity handles dynamic font loading through script. For the moment though any custom fonts will have to be picture based. "set_m_Active()" has been kept. I tested the current build against ASS 0.7.1.2 and works fine on my machine at least.
  3. Feel free. The more example layouts we can give people the better. This for example is one I use for documenting things while obscuring as little of the screen as possible:
  4. It will work in all screens although some layouts fit better with some screens than others and many of the placeholder tags only have content in flight/map.
  5. Updated for KSP 1.1.2 and created new thread for Historian-Expanded
  6. This is a continuation of Zeenobit's original mod. What it does: Adds fully configurable and dynamic captions and overlay graphics to screenshots to better describe the context of screenshots and record your Kerbal adventures. Features: Adds a fully configurable overlay to your screenshots automatically when taking screenshots Supports pre-defined value placeholders to record various statistics about your flight situation onto the screenshot Supports formatted date/time display. Auto-detects if Earth calendar is configured Configurable day/month names for Kerbin calendar (12 months alternating between 35 and 36 days each. 71 weeks per year with 6 days per week). Supports multiple layouts and the ability to switch between layouts while the game is running Can be suppressed to not add overlay effects when desired (via menu or right clicking on Blizzy Toolbar button) Can optionally automatically hide game UI while taking screenshot Layouts can be modified while the game is running, allowing for instant preview of changes. Supports (but does not require) Blizzy's Toolbar, KSC Switcher, Kerbal Konstructs, RSS and Automated Screenshots and Saves Layout inheritance - new in v.1.2.5 Localisation support - new in v.1.3.0 Upcoming features: Option to configure result of right clicking on Blizzy Toolbar button [partially implemented]. Configurable hot-keys for "Suppressed", "Always Active" and "Auto Hide UI" toggles. Download: SpaceDock or GitHub Documentation: GitHub Upgrading from Historian version 1.2.8 or earlier Download the latest version of Historian from GitHub. Backup any custom layout files from your GameData/KSEA/Historian/Layouts folder (and optionally your GameData/Historian/Plugins/Plugindata/Historian.cfg settings file) Delete the GameData\KSEA folder Extract the archive and merge the GameData/Historian folder into your KSP installation's GameData folder. Copy your backed up custom layout files into the GameData/Historian/Layouts folder Examples: By Zeenobit: http://imgur.com/a/w07sL Some of my updates: http://imgur.com/a/W4hAp Inherited layouts: Please refer to the full documentation on how to modify existing layouts or add new ones. License: GNU General Public License V3
  7. Only one I can think of off-hand is Advanced Jet Engines. It defines "ModuleEnginesAJEPropeller" for some of its propeller engines. It inherits from ModuleEnginesSolver which in turn inherits from ModuleEnginesFX.
  8. I suspected it would but now a lot of mods are going to have to push updates again just to get CKAN to recognise that they're 1.1.2 compatible.
  9. I also got an error just now when trying to update ASS 1.0.4 to 1.1.0 through CKAN: "The following inconsistencies were found: KerboKatzUtilities requires a version between 1.3.3 and any version inclusive.. However a incompatible version, 1.3.2, is already installed" Looking in the CKAN mod list for KerboKatz Utilities it shows - installed version 1.3.2, latest version 1.2.11, max KSP version 1.0.5. Manually updating KKU to 1.3.3 from GitHub did not solve the problem. Edit: Something strange going on with CKAN. Just closed and reloaded it and now its showing KKU latest version 1.3.3, max KSP version 1.1.0 (no option to update since that install is KSP 1.1.1) and ASS has completely disappeared from the list.
  10. The stock "test part" contracts are created because of this section in the various chutes' part cfgs: MODULE { name = ModuleTestSubject environments = 4 useStaging = True useEvent = False } I think changing the useEvent line to True should allow the contracts to be completed by right clicking on the real chute and choosing "run test" when the altitude and speed conditions are met. Not sure why staging the chutes doesn't satisfy the contracts though.
  11. I'm also seeing a white-out of the Moon but only at certain altitudes. Was playing around with Hyperedit testing this and very low or high was fine but around ~100km everything was white. Mars' atmosphere also looked "off" not fading out properly with altitude. KSP 1.1.0 x64 with RSS 11.0.0 and 8k textures (10.4) installed through CKAN. (no EVE or Scatterer).
  12. Also keep in mind that many published images are not true-colour but are enhanced in various ways to make some particular feature more or less prominent or were taken with filters other than the "natural" red/green/blue (e.g. infra-red, ultra-violet or narrow band filters to detect specific gases). For example the above image was taken with green, red and infra-red filters (source) that were then assigned to blue, green and red channels for display.
  13. ScreenMessages.PostScreenMessage("message", 3f, ScreenMessageStyle.UPPER_LEFT); Middle parameter is duration. There are other overloads with various options.
  14. Well caught. Seems I missed the flying situation when I was re-factoring that part of the code a couple of months ago and somehow hadn't noticed since. (Maybe I need more unit tests). Fixed now for both 1.0.5 and 1.1 Pre: https://github.com/Aelfhe1m/Historian-Expanded/releases
  15. Minor updates fixing timing issue with Automated Screenshots & Saves. V.1.1.8 for KSP 1.0.5 and V.1.2.0.39 for KSP 1.1 Pre at: https://github.com/Aelfhe1m/Historian-Expanded/releases Edit: The 1.1 release is speculative since it has not been tested against a 1.1 version of AS&S but contains the same fix as the 1.0.5 version which has been tested. Now tested and confirmed fixed against AS&S 0.7.1.
  16. I finally got around to investigating this today and I think I've tracked down the timing issue that was preventing the Historian overlay from appearing in AS screenshots. The updated 1.0.5 DLL with the fix in it is at: https://github.com/Aelfhe1m/Historian-Expanded/tree/Refectoring/Output I'll push a proper release and add the same fix to the 1.1 version later this evening.
  17. v.1.2.0.37 - minor bug fixes : https://github.com/Aelfhe1m/Historian-Expanded/releases/tag/1.2.0.37 Fix: crew trait colours not showing correctly Fix: <UT> incorrectly included base year now shows first year as Y1 etc. Thanks @ZobrAA for the bug report. Readme and changelog have also been updated. Edit: spotted lingering debug code v.1.2.0.38 - quickfix: https://github.com/Aelfhe1m/Historian-Expanded/releases/tag/1.2.0.38
  18. You need to reference the module within the part: foreach (Part eachPart in vessel.Parts) { if (eachPart.Modules.Contains("ModuleDeployableSolarPanel")) { var panel = eachPart.FindModuleImplementing<ModuleDeployableSolarPanel>(); panel.Retract(); } }
  19. New version (1.2) mostly working in 1.1: https://github.com/Aelfhe1m/Historian-Expanded/releases Known issues: Only tested with stock AppLauncher since Blizzy's toolbar not yet updated for 1.1. Crew trait colouring not working currently but doesn't cause any errors. If anyone finds any other problems please let me know.
  20. If I'm reading that article correctly then the override is only applied in the Unity editor itself so would not affect the vast majority of KSP mods that are never run there (may affect the debugging experience though if you hook up through Unity but I've not reached that level of complexity yet). I've done a little testing with FlightGlobals.ActiveVessel?.XXX and on the returned sub-objects and they seem to work as expected with no spurious values or NREs in the game log. Not definitive by any means but a hopeful indication.
  21. Oh, last I looked mono was still catching up with some of the Roslyn features (not that those specific features were ones I planned to use for modding) or has Microsoft released a Linux native compiler that I haven't noticed? Yes, could be a concern with more collaborative mods but C# 6 is mostly just syntactic sugar. After you've seen ?. and $"{}" used a couple of times I find it becomes second nature for most people. Anyone that's done a lot of Linq or Func programming is used to the => lambda arrow so expression body methods look natural too.
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