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Nazalassa

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Everything posted by Nazalassa

  1. Exactly! Also this way we can have access to these ominous "font" textures :)
  2. I second @zapsnh's idea and I propose another one: I have a small idea of thing to add to HUDReplacer: when pressing a key (like 'a' or something) HUDReplacer goes through all loaded textures and dumps them to GameData/HUDReplacer/PluginData/ or something. Or pressing that key pops out a dialog box where we can enter a texture's name, which HUDReplacer saves to GameData/HUDReplacer/PluginData/ . Just an idea, but it may help quite a lot. I'll search for "how to make UI for KSP mods" just in case :) EDIT: Found this https://forum.kerbalspaceprogram.com/index.php?/topic/149324-popupdialog-and-the-dialoggui-classes/
  3. Bill had an idea, and it turned out it wasn't that good.
  4. Since launches felt a bit too long, Bill had the brilliant idea of sticking three launchers together, to make it go thrice as fast. Here is a collection of screenshots taken during the numerous RUDs that happened during flight: ... so now we're back to single-rocket launches. Will take a while.
  5. In flight, right-click the bottom one, then press "control from here" in the window that pops up. That should do the trick.
  6. @HB Stratos scripts support added! Now you have the "scripts pane" which displays all scripts found in the "scripts" folder. You can run them by pressing the "run" button. I have added an example script here.
  7. Wow! One question though: how did you change the planet colors in the loading screen? I can't find the texture's name (if any).
  8. I added a (collapsible) pane for scripts which still needs to be functionnal (it isn't yet). For scripts, I'm thinking about a simple exec('import '+scriptName+'\n'+scriptName+'.init()') which, for `script`, will be the same as: import script script.init() If the script uses Tk, it will have to use a Toplevel() instance instead of a Tk() instance, and rely on Tk callbacks.
  9. Objection: Tweakscale's not stock!
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