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Dizor

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Everything posted by Dizor

  1. Partially true. Actually EB detects nearby airlock very quickly with the least effort. The main reason of FPS loss issue for large vessels is a complex way to find available external command seat. Long story short: getting loaded vessels, then getting nearest vessel, then searching for empty command seats on this vessel, and finally getting nearest command seat in boardable distance. All this repeats per every frame and causes FPS loss for large vessels. Unfortunately i don't know easier way to find nearest empty seat
  2. Hi @Skalou Thank you for trying to help. But the problem has nothing to do with new markers. NavBallAdjustor does not add new ghost markers, it just does not allow to disappear existing non-ghost markers when they go behind the navball. I have investigated Trajectories source code and I can't find a "conflicting" part of the code. I believe @Youen will see more clear picture when he gets a little free time for this.
  3. I have had the same trouble but with Visual Studio. The solution for my case was: KSP Main Menu > Settings > General > Simulate In Background (should be ON).
  4. @linuxgurugamer, can you please make StripSymmetry feature usable in flight as well? Sometimes I want to retract only one separate landing leg (to align vessel vertically on irregular surface), but i getting all symmetry-related legs retracted Yes I can remove legs symmetry right before the flight, but what if i forgot to do this... I don't want to save my craft with removed symmetry, thus now I have to keep this in mind all the time and remove symmetry every time before flight. (in flight StripSymmetry hotkey should be changed, Shift key will increase throttle for active engines)
  5. Hah! no, it appears in random place. This is just some crap!
  6. This is the save file to quick reproduce the glitch. Glitch appears when ship in sub-orbital trajectory.
  7. Hi @Youen I have just released new feature in my NavBallAdjustor mod to display ghost markers. And it produces a conflict with your Trajectories mod. Ghost markers are displayed correctly (behind the navball) but there are some unwanted phantom markers appear in the space on Map View. Please see the video for the details: Do you have any idea how to fix this? My mod does not create new markers, it just calls gameObject.SetActive(true) for disappeared markers and changes its opacity.
  8. I am getting a strange glitch. It looks like NavBallAdjustor has a conflict with Trajectories mod. Phantom navball markers appear in space when vessel in sub-orbital trajectory and Trajectories mod and Ghost Markers feature enabled simultaneously: When i disable Trajectories mod - the phantom space markers disappear. When i disable Ghost Markers in my NavBallAdjustor - the red line of predicted trajectory appears. Will contact @Youen (author of Trajectories mod) to find the conflict solution.
  9. Mod is updated to version 1.4. 1. Fixed brakes issue. 2. Added logic to prevent unwanted control of just boarded vessel (W, A, S, D, Shift, Space and other keys are locked until user release them).
  10. The mod allows to board vessel when kerbal has 'airlock' property assigned (by game). I can't just increase the range, the only range i can change is for boarding command seats. Thank you for the detailed report. Yes i also thought about using GetKeyUp
  11. Apparently there are no modders interested to implement ghost markers feature I will have some free time on the eve of New Year, so i'll take a look how to add this feature to my NavBallAdjustor mod. I have an idea for this and will see if it work.
  12. Yes i remember about this suggestion. But now i have no enough time to proceed with development. Sorry. Thus i can't promise we can expect this feature in nearest future, so you can try to ask for this feature in the mod section.
  13. Mod is updated for KSP 1.2.2. Download: SpaceDock GitHub
  14. Mod is updated: 1. Updated for KSP 1.2.2. 2. Fixed climb issue. Download SpaceDock GitHub
  15. Hmm, should be updatable from CKAN. I dont know why CKAN does not update this mod.
  16. Mod is updated. 1. Updated for KSP 1.2.1 2. Added auto grab ladder feature 3. Minor fixes for messages Download SpaceDock GitHub
  17. Thank you! It works! Event name is "Ladder Grab Start".
  18. Thanks, but game does not allow to use namespaces like "System.Windows.Forms".
  19. Hello guys. Any idea how to grab ladder programmatically? I have just a kerbal object: KerbalEVA kerbal = FlightGlobals.ActiveVessel.evaController; And in code i know when he is near to the ladder and can grab it, but i dont know the appropriate method name i should call, and dont know how to send F key press.
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