knowbuddy
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Everything posted by knowbuddy
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Sorry I haven't updated the mod for quite a while. I stopped playing and started working on different projects. @linuxgurugamer offered to take over maintenance and I gladly hand it over to him. I noticed his work for the community long before I created this mod and I am confident that TooManyOrbits will be in good hands. @Mods: please close this thread if linuxgurugamer asks for it.
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I just tested it and for me the contract orbits disappear as they should. Do you have the subject of your contract set as target by any chance? The orbits of your targets are never being hidden.
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I just updated to version 1.1.2 which should now work with KSP 1.4.1. Let me know if there are any issues.
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Thank you for the notification. I've been quite busy the last weeks and couldn't spend much time on personal projects. I'm going to update the mod to the new KSP version this weekend. That wasn't me. Or was it? It was not.
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The toggle state should be remembered during the same flight. I just checked it and it works as expected. However, when you switch vessels, the orbit rendering will be re-enabled. This was a design choice on my side because it can potentially confuse players when starting a new session and they can't see ships that should be there (but are hidden by TMO).
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Sorry for the delay. I have published an update which should fix the issue. Let me know if it happens again.
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The only mods that could infer with TooManyOrbits are the onces that change the solar system. I think this has to to with the current selected target in map view. I'll try to fix the issue in the next release. Does the error occur regulary or was it a one-time thing? (if so, I'd like to wait for the KSP 1.3.1 release)
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I took a quick look through the code and I can think of two possibilities that can cause that exception: You targeted a body without an orbit (a star for example) and then activated the mod You use a different solar system which is messed up Can you please check if it is #1?
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I'm almost certain I stumbled across an orbit opacity property during testing. But I have to check again. I put this on my to-do list for the next update (which might take a while because I'm going on vacation )
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I just updated TooManyOrbits to version 1.1.0 Changes: Key binding can be changed Remember window position KSP-AVC support Configuration file is now stored in PluginData directory Added window miniature mode In miniature mode the window is displayed as a small floating toolbar. It shows the current status and let's you toggle orbits with a mouse click:
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Feel free to to so. The source code is linked in the OP (check the HideOrbitCommand class). As for your linked topic: You get a NPE because Kerbol has no orbit and therefore no OrbitRenderer.
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I might add it to the tracking station in a future update. But it's not high on my priority list. I was not aware of that folder. It will be fixed in the next update.
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6 minutes of video about the F8 key. That key must feel quite honored! (not that I'm complaining - I just did not expect a video about this mod) I never used TooManyItems, but I heard about it. Maybe it was in my mind when I've been thinking about a name. Not sure... It will be included in the next patch.
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And now it's also listed on CKAN.
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It only works in flight mode in the map view. When I was planning the mod I considered to add it to the tracking station, but I decided against it because I usually want to see the overall situation there.
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To directly let the user edit the configuration file would be one way. But from a user's perspective that would be an awful lot of work for such a "simple" thing. Maybe a simple dropdown menu will do. I designed a moddable keybinding system once - for a developer it's not a big deal to allow mods to register their own keys. But if it's going to be added it should be vanilla (imho such things don't belong into addons). You can already turn it on and off in the mod menu. However, it's not a button if that's important
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Not yet. I might include a way to change the key binding in the next update. I already looked into it, but it seems KSP does not offer any way to set up key bindings and / or check for conflicts (not that I'm aware of at least).
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Thank you! I couldn't believe there's not mod for this either. Not even an outdated one I submitted the mod to CKAN and it's waiting to be approved. Not sure how long this process usually takes.
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TooManyOrbits Have you launched so many vessels that Kerbin looks like the Flying Spaghetti Monster? Setting up maneuvers is harder than it should be because there are just too many orbit lines? Then this mod is for you. TooManyOrbits lets you hide vessels and celestial body orbits and icons with the press of a single button. Download from SpaceDock Changelog
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