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KSP2 Release Notes
Everything posted by Morse
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AFAIK, TriggerAu is Australian (hence the "Au", I guess), so I would trust his word on the subject of English language over mine To my defense, I could say that the "from" bit was in the original Precise Node, and I kept it without much thinking. But now all the lines are in the separate file, so if some native English speaker could review it and correct all the funny places, that would be helpful.
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Or you can just copy the maneuver from TWP and paste it to PM.
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A what? As far as I know KAC has nothing to do with maneuvers and trajectories. PM has a "paste maneuver" functionality that can paste a maneuver copied from the TWP. If you have some other sources for maneuver information, I can consider them, but KAC is not such a source.
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No, the log file gets flushed every game restart, so "two launches ago" is no good. I'll try to reproduce the error, but without the logs I can only guess at what really happened.
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The ksp.log file is inside your game directory. How did you close the window, BTW? With the hotkey or by some other means?
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@Nicky21 Sounds like the input locker issue. Can you please describe in more details what you've done, and also provide the log.
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@Dexter9313 The only reason I don't implement any particular feature request, is if I don't see the place for it in my design concept. I see the task of the mod to help a player create a perfect maneuver. One at a time. I see it as the player already has an idea of what a maneuver must look like, and needs an instrument to make it. That's why all the gui is designed for that. Multiple maneuvers, transition planning, time warping, all that is beyond the design concept. That's why there would be no simple place where to put all that random stuff. The only thing that is in the mod that's not related to maneuver creation is KAC integration. And it was there before I fully fleshed out the current design approach, I probably wouldn't add it now. Also, it kinda fits inside the gui, so I have no intention of removing it.
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You may enter the numbers with greater precision, but there is no point in that. The calculation error during the interplanetary transitions is bigger than the difference you get with 0.01 m/s.
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@NubNibble I see a strange error in your log. IndexOutOfRangeException during the update can only mean one thing: somebody added the mod button without the corresponding callbacks. That shouldn't be possible. But sometimes mods do strange things indeed. I can't work with such a mod, but at least I can ignore it so that AMP remained in working order. I'll update the mod at some point. @Apaseall I know that bug. For starters, always use the latest version of AMP. I release them for a reason, you know . Then, make sure you're using the latest version of toolbar controller as well. The two mods are dependent, and I only support the latest version (the dependency is optional, but if it is installed, it should be the latest).
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@SteelShot, yes, this is how the mod works. There is no way to predict which mod will install which button on the mod panel, before the mod does so. So AMP can only learn about the button at the moment it is shown. But since you more or less need to make the adjustments only once, this shouldn't be a big deal. If you see a button on the panel which you do not want to see - that's when you click AMP and disable it. At this point the button will be listed there.
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@Jesusthebird, I released the new version. Should fix the issue. Also, pinning should work, give it a try. @popos1, I tested it with the latest Planetshine, seems working allright. Is your problem still there?
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Hm, seems like the mod ToolbarControl by @linuxgurugamer changed it's public API 4 days ago. And that is the reason why you shouldn't change your public API I'll fix things in a couple of days.
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Thanks you both. I'll look into your translation soon™. But I already see that you have quite a different opinion about things. Which is weird. My german is very basic, so I'll have to cross-check it first.
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I doubt I'll ever implement that, but I'll think about an additional "pin to top" switch, to be able to place some mod buttons before others.
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Because I did release it for 1.4, I just forgot to mention it here, on the forum. I was a bit busy the last two week being sick. The mod is fully working with 1.4.1, I just tested it on fedora linux.
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I do not question you, I just collect usecases. I always thought that entering UT manually is useless, since there is no way you can "guess" it with any precision, like you can the dv. So when someone says that he wants to enter some numbers anyway, I wonder what for.
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And where would you get the UT of such an event? Because if it's from TWP, then you can just copy/paste the entire maneuver, and not bother with manual entry.
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The fading away is an intended behavior, and so is "menu on hover". nanobug said that the menu was on-screen in KSC, which definitely shouldn't happen. Why would you want to manually edit the UT field?
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What do you mean by "pager"? Is it a mod panel? Also, some logs wouldn't hurt.
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Advertising time: use my mod Adjustible mod panel. It will show you the names of the mods the buttons belong to, and as a bonus, will allow you to hide them.
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Hi @alphaprior. First of all, if you're new to KSP, you shouldn't start right off installing tons of mods. Most of them are not designed for the newbies, PM included. If you do not understand what PM does, chances are, you do not need it yet. I'd suggest you to start with the KSP tutorials. You should understand the basics of orbital mechanics first, there is no point in fine-tuning your maneuvers (which is what PM does) until you learn how the maneuvers even work.
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I still don't understand the use-case that such file could solve. If you already know which button you do not want to change, well, just don't change it . Why do you care is it listed or not? I thought about adding an additional switch "forget about this button" in the gui itself, but I decided not to. First, it would be a one-way flag which I already said I don't want to introduce, and second, if the mod has trouble distinguishing one button from another, then there is no difference what are we trying to do - change the button visibility or explicitly "forget" about it. The result would be equally unreliable. Oh, and one last part: it is not that obvious which button belongs to which mod, and even how to describe each "mod" in a unique, persistent way. So even if I would want to introduce such file, I'm not sure what exactly the user is supposed to write there.
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I'd rather keep the maintenance work at minimum. I also don't want to make the "unmanageable" flag a one-way road. Mods change. Today they use the custom wrapper, and tomorrow they'll switch to ToolbarControl, and the mod will be manageable again . That's why I don't even save the "unmanageable" in the config, every launch I hope for the best .
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Ok, I looked into TST. It does weird things with its button, and that's why my mod ignores it. You may probably notice this line in your logs, if you look To deal with such behavior in a proper way requires complicated logic, and I probably won't do it. Ignoring the mods that do weird stuff with their buttons is the safest, at least I'll never break anything that way. What I will do though, is to remove such mods from the list and mark them "unmanageable", so that to not confuse the users into thinking that AdjModPanel does work with such mods correctly. That being said, the multiple occurrences of the button in the mod panel has probably nothing to do with the Adjustable Mod Panel. It might be just a bug in the TST itself. I couldn't reproduce your situation, but if you try it yourself without AdjModPanel installed, you can find out for sure whether it is the case.
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There is no need in starting a new save for this mod to work (or not work, in some cases ). I'll look into TST and what does it do with it's buttons. Maybe there is something that can be done. As for Crew R&R, yes, the mod creates a button that is always invisible and does nothing. God knows what for. Apparently it's not a mistake, since they even bothered to draw an icon for it. Probably the functionality just wasn't finished before the mod became abandoned. I could change the behavior to not list such mods, since there is nothing you can do about them anyway.