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mahanako

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Everything posted by mahanako

  1. I'll give it a shot and let you know, as soon as I find time. But there is this "Internal" prefix of InternalText and InternalComponents that bothers me a bit. I guess "Internal" means "inside the cockpit". I should have noticed this earlier... Maybe there are other components, similar to InternalComponents, that can create text objects as well. Sorry for guessing and speculating.
  2. I actually did this for the flight scene, more specifically for IVA.
  3. Well, I kinda answer my own question, hoping this helps others, too. After I have looked through various projects, I have found the InternalText class used in MOARdV's Avionics Systems project and it worked in my case drawing text floating in the cockpit. This class seems to be the KSP equivalent of the UnityEngine.UI.Text. InternalText t; ... t = InternalComponents.Instance.CreateText( font, // eg. "Arial" fontSize, // in IVA 0.15 gave reasonable size transform, // I used some random component's transform found in the cockpit text, // the actual content string color, // eg. Color.White wrap, // true or false align); // eg. "TopLeft"
  4. Hi HebaruSan, after I looked through various projects, I have found this in MOARdV's Avionics Systems project and it worked in my case drawing text floating in the cockpit. The InternalText class seems to be the KSP equivalent of the UnityEngine.UI.Text. Does this help? InternalText t; ... t = InternalComponents.Instance.CreateText( font, // eg. "Arial" fontSize, // you need to guess, but in IVA 0.15 gave reasonable size transform, // text, // the actual content string color, // eg. Color.White wrap, // true or false align); // eg. "TopLeft"
  5. I've updated Kerbal Space Program to its final version, 1.12 and it won't run with the Kerbal-VR Mod. The loading screen won't show any progress. Removing the pluging made the game run again. So my idea was to get the source code from github (https://github.com/Vivero/Kerbal-VR) and compile it myself with the 1.12's libraries, which was successful, but still, the add-on won't work and the loading screen won't show any progress. Did anyone manage to get Kerbal-VR running on 1.12? Or does anyone have an idea, what to do? Thanks in advance.
  6. Which is what I did. I just had the faint hope, I could go up to 2.92.
  7. Hi, I'm trying to display some flight information in a cockpit or command pod IVA view similarly to how it's done with the speed. I know, there are awesome projects like the RasterPropMonitor and more to get sophisticated nav instruments, but before I dive into that, I'd like to keep it simple first. Though I'm not new to software delopment, I'm pretty new to making a KSP Mod. The velocity indicator, which you can see inside every cockpit or command pod clearly uses a true type font, so I thought, I might place a UnityEngine.UI.Text object at some specific place in the IVA view. My question is, is that possible and if yes, how do I do that? And if no, what else can I do to just put some text into the cockpit? Thanks in advance!
  8. Interesting, did you do anything special? I used Blender 2.93, followed all instructions and could import neither .mu nor .craft files. After downgrading blender to 2.83, importing both .mu files as well as .craft files worked fine.
  9. Same experience here, but it then worked after downgrading to Blender 2.83.
  10. I had the same problem (.. object is not subscriptable) and I downgraded to Blender 2.83 and then it worked.
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