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kujuman

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  1. Yes, TestFlightAPI.dll is being referenced. KSP appears to load it fine [LOG 14:03:21.673] Load(Assembly): /TestFlight_Failures_01 [LOG 14:03:21.674] AssemblyLoader: Loading assembly at C:\Program Files (x86)\KSP 0.90 DEV\GameData\TestFlight_Failures_01.dll And still [ERR 14:04:01.739] Cannot find a PartModule of typename 'TestFlightFailure_Turbopump' I've never used interfaces or anything, so I wouldn't be surprised if I'm screwing up something there. My assumption is that KSP is failing to recognize TestFlightFailure_Turbopump as a PartModule, but like I said, I have no idea how interfaces work ---Edit--- I'm going to check if there's anything in the Alt-F12 screen --Edit 2--- Found the issue! My .dll was loading into KSP before TestFlightAPI.dll, and so it was cleaned up when the loader couldn't find the base class. The module appears to work in game now I renamed my .dll to zzTestFlight_Failures_01.dll and placed it in the same folder as TestFlightAPI.dll to get it to load. Now to making the module do some fun times
  2. In both 0.1.0 and 0.2.0, I've attempted to add a custom failure module, basically a direct copy of failure_explode for now. The game is not finding the module. Module Manager addition MODULE { name = TestFlightFailure_Turbopump failureTitle = Turbopump sync error failureType = mechanical severity = major weight = 32 } The code [FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]using [/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2]System;[/SIZE][/FONT][/SIZE][/FONT] [FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]using [/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2]System.Collections.Generic;[/SIZE][/FONT][/SIZE][/FONT] [FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]using [/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2]System.Linq;[/SIZE][/FONT][/SIZE][/FONT] [FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]using [/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2]System.Text;[/SIZE][/FONT][/SIZE][/FONT] [FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]using [/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2]System.Threading.Tasks;[/SIZE][/FONT][/SIZE][/FONT] [FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2] [/SIZE][/FONT][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]using [/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2]KSP;[/SIZE][/FONT][/SIZE][/FONT] [FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]using [/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2]UnityEngine;[/SIZE][/FONT][/SIZE][/FONT] [FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]using [/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2]TestFlightAPI;[/SIZE][/FONT][/SIZE][/FONT] [FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2] [/SIZE][/FONT][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]namespace [/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2]TestFlight[/SIZE][/FONT][/SIZE][/FONT] [FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2]{ [/SIZE][/FONT][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]public [/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]class [/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#2b91af][FONT=Consolas][SIZE=2][COLOR=#2b91af][FONT=Consolas][SIZE=2][COLOR=#2b91af]TestFlightFailure_Turbopump[/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2] : [/SIZE][/FONT][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#2b91af][FONT=Consolas][SIZE=2][COLOR=#2b91af][FONT=Consolas][SIZE=2][COLOR=#2b91af]TestFlightFailureBase[/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#2b91af][FONT=Consolas][SIZE=2][COLOR=#2b91af][FONT=Consolas][SIZE=2][COLOR=#2b91af] [/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2] { [/SIZE][/FONT][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]public [/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]override[/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff] void[/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2] DoFailure()[/SIZE][/FONT][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2] } [/SIZE][/FONT][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#2b91af][FONT=Consolas][SIZE=2][COLOR=#2b91af][FONT=Consolas][SIZE=2][COLOR=#2b91af]Debug[/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2].Log([/SIZE][/FONT][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#a31515][FONT=Consolas][SIZE=2][COLOR=#a31515][FONT=Consolas][SIZE=2][COLOR=#a31515]"Turbopump sync error detected!"[/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2]);[/SIZE][/FONT][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2] } [/SIZE][/FONT][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]public [/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]override [/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]bool[/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2] CanAttemptRepair()[/SIZE][/FONT][/SIZE][/FONT] [FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2] { [/SIZE][/FONT][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]return [/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]false[/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2]; }[/SIZE][/FONT][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2] [/SIZE][/FONT][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]public [/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]override [/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]bool[/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2] AttemptRepair()[/SIZE][/FONT][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2] { [/SIZE][/FONT][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]return [/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]false[/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2];[/SIZE][/FONT][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2] } [/SIZE][/FONT][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]private [/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff][FONT=Consolas][SIZE=2][COLOR=#0000ff]void[/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][/COLOR][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2] FailPump()[/SIZE][/FONT][/SIZE][/FONT][FONT=Consolas][SIZE=2][FONT=Consolas][SIZE=2] { ; } } } [/SIZE][/FONT][/SIZE][/FONT] The error from KSP [ERR 12:50:48.691] Cannot find a PartModule of typename 'TestFlightFailure_Turbopump' I just need to fiddle some more getting it to work, I'm very much guess and check at this point. The .dll this compiles to is being put in GameData\TestFlight\ right now, I'll keep trying new locations and namespaces etc until I get success. Don't worry about it On the GUI issues, I've reinstalled 0.2.0, and they are no longer there. I also got rid of some other mods in the install, so I probably was misattributing them. The bug was the prevention of KSP windows (the Esc menu, Alt-F2 menu, and the Alt-F12 menu) from appearing, which in my experience was nullref in the GUI from a mod (they were the bane of AdvSRB for a while).
  3. Alright, so V1.0 seems to load engines just fine on my computer, but V2.0 is super bugged for me (on windows 7), including interfering with other KSP windows. I'll test my test modules in V1.0 until 3.0 comes out ---Original Text--- I've tried adding a very basic custom Failure module, but so far no luck in getting it to work. I also experience the Status OK msg even after failures. In addition, none of the engines appear to have the modules applied, only fuel tanks. I'll do some more looking on my dev computer today, as I had just been messing around on my laptop. If I still have no progress I'll just wait until v 3.0 comes out Still, very promising
  4. Ooh this looks fun. I'm thinking of what modules I could write. Solar panels not deploying/retracting, engines using a dofferent mix of resources (ie running rich or lean), running hot, thrust pulsing, antennas not working, etc. This system seems like it would reward ground testing of engines etc
  5. For 1, the term you want to search is orbital state vector. There may be more now, but as of about 2 years ago, the best post I found was in the orbiter forum, a response to a question posed by one HarvesteR...
  6. As Sal_vager said, it's most likely too much torque compared to vehicle mass. As for the weird trim, I find that for me trim will just cause a roll rather than oscillation when the SAS is engaged. I hope you can solve that issue.
  7. not that I'm aware of. I can add one in the next few days easy enough. Any cockpit in particular?
  8. The 0.5 RC3 works with 0.90 Ah, yes, I've gone ahead and updated the link on GitHub. The updated zips were making it there, just not on the releases page. And worst part, I just found out I typo'd NavUtilities into NavUtilites on KerbalStuff, so I'll see if I can fix that too.
  9. Point taken. Hopefully cost can make this a bit more complicated, but it hasn't, yet.
  10. Why can't one argue that the NASA shuttle was both economical and needlessly expensive? Economics is about allocating resources; a single, partly reusable multipurpose launcher may take less development time and capital than a few dedicated lifter types and have lower operating costs. Based on what is public information, the NASA shuttle never did many of the missions it was designed to do, but it would have been able to do them rather than requiring a new space vehicle. It's similar to buying a multifunction printer rather than buying a scanner, a fax machine, and a printer as separate items; it makes sense if you actually use all of its functions, but if you just use it to scan documents, you were probably better off with a scanner. But if you need to print something right away, having the capability is worth something. That's the economic decision of value. (high value items are economical) Cost is a different thing. Paying more for the same capability makes something needlessly more expensive. I do agree with the gist though: the shuttle was a terrible compromise from an organization that was so unsure of its purpose that it allowed outside actors to heavily influence a vehicle it would have to live with for 30 years. Mission creep and relying on first generation technology made the shuttle cost far more than it could have. A 1/2 size experimental shuttle would have probably given NASA a great idea of the true difficulty in developing that type of vehicle. In KSP, shuttles can be economic decisions, but I find them to require too much testing (mostly because of restricted gimbal range) to make sense the way I play, and I spend most of my time in LKO building space stations. I bet a interplanetary ship build from shuttle payloads would be fun, but awesomely more challenging than using custom lifters each time.
  11. A few points: From the OP "The fact that there's a mod indicates a demand for it, although it would make sense to have a feature such as this something that could be toggled in the difficulties/settings panel." This isn't really a good argument that something should be stock; vastly more users don't use the mod (or any mod or combination thereof) than do use it. Allowing it to be turned off means that it's a waste of programming time and effort. So long as Squad doesn't prevent mods from running, it makes sense for niche features to remain as mods. I agree with a poster that without Kerbal Alarm Clock type functionality, plus things like transfer window calendars, time mechanics are bothersome. I'd additionally want something like "Skip to Epoch" if I had to use KCT or the like. Some posters even demonstrate that players don't all want the same thing from KCT or other time mods: Stage recovery makes the game MUCH easier in career, but many time based mechanics make it harder. So what balance should Squad adopt? In most tycoon games I enjoy, construction time is assumed away or is massively simpler than in real life. Sim City, The Sims, Roller Coaster Tycoon, Railroad Tycoon, Prison Architect, Banished, etc. The last two games have build time, but they are based on worker placement, not some set amount (don't give me that KSP is a worker placement game ). And with time mechanics come things like loans, and do we want loans in KSP? (I kinda do, actually...)
  12. I don't get equating difficulty of reaching orbit with how big a rocket you need. Much of the difficulty is mission planning; how many docking ports, where are they located, how will modules fit together, will the whole vessel land and return? etc Much of the challenge of designing a lifter (if you know you have enough dV and TWR) is in making it reliable. When joints got partly fixed in 0.23.5? this was a major improvement, as were the introduction of launch clamps in 0.17 or 0.18. Engine gimbals now producing roll is another improvement. Saying the NASA parts are OP is missing the point: cost is the main constraint in using them. Why, I remember when people were saying the mainsail was OP since it was the most powerful stock engine. It will always be easy for an experienced player to launch 30t to orbit using 3m parts. The exact same rocket may never make it to orbit if flown by a newbie. That alone demonstrates that the difficulty of getting to orbit is more based on the player than the vessel.
  13. Can't read the version number, but it looks like 0.18, which is more astonishing than the displays That'd be really neat in IVA of a RPM capsule or plane
  14. Are you familiar with NavUtilities which adds an HSI? (see sig)? I have a custom runway editor in (really just creates a .cfg) there, and it might make sense for there to be integration between mods. I look forward to seeing this developed further, it fills a gap
  15. For most of my rockets, I use a descriptive name of function or payload (especially for parts to be assembled in orbit, e.g., Omega Station Power Module). For reusable shuttles/orbital motherships, I first translate it's role into naval terms. Mk2 Spaceplane shuttles tend to be corvettes or thereabouts. Then I find a class of that type from (usually) the royal navy, and I then pick names from the type. My last ones were Amethyst Class ships, Amethyst and Encounter.
  16. Gemini was created for Apollo. There'd probably have eventually been a similar program though. The OST was signed in 1967, so this sort of thing may have been on the table before that. Besides, testing behind the moon could be secret, allowing a nation to violate such a treaty at a whim.
  17. I'm reminded of a tale in which there exists a fence in the middle of a road. The young men who find it tear the fence down, the old men who find it ask why the fence is there. Point being, the stayputnik is best in class for what it's best at: Staying put (the name refers to the fact that we didn't always have probes, and disconnected parts became debris which was deleted by the game, the stayputnik wouldn't). If you think of the stayputnik as Sputnik you know what it's for, being part of a satellite, rather than being part of a rocket. For example, if you are leaving an orbital sat for science in orbit above ___ contracts and landing a small science Lander, the Lander can have SAS and just leave a cheap stayputnik in orbit. It's also great for shuttle deployed probes and sats. Saves money and saves mass
  18. Re the notion that using H2 and O2 as propellant for the reason that it will be recycled... Um, we're launching rockets. To space. We throw away massive amounts of valuable (in terms of cost of production and rarity) metals in these launchers. Even when they reenter, they are not recovered. Anything we throw up into orbit that's not going to decay any time soon is depriving the Earth of mass and materials. Caring about a bit of water is kinda unhelpful by comparison.
  19. Who cares about the environment? Pretty much no one. What we care about are human lives; we think about protecting the environment as a means to protect ourselves. To this end, looking at the human cost of spaceflight, fueling and assembly of rockets is far more costly than any environmental costs of missions (save say, a crash of a tank full of UDMH or the like). Even as good as we are, accidents still kill folks. The added difficulty of handling H2 probably increases this cost somewhat, and its emission consists of a great deal of H2O, an extremely potent gg at altitude. Now of course, I don't think AGW is really something we ought to concern ourselves given the empirical evidence not really fitting the modeling of it, but even so, the other posters who commented about the total production chain are absolutely correct that there are other factors in play.
  20. K, thanks for testing . Please bear in mind there may be a bug in the newest version that may interfere with other mods you have in the VAB or SPH. Still working on it.
  21. Which version of the mod were you using? 0.4 or one of the 0.5 RCs?
  22. I'd be surprised if the percent of players actively using the old Mk3 parts in a save was over 5%. The needs of the many outweigh the needs of the few. If you're having issues with the new parts, be sure to post your findings in the proper forum with proper documentation, otherwise Squad won't know that they need to fix something
  23. This thread is a disappointment. I came here expecting criticism of mass, cost, some bug in the collider, or something
  24. It would be easy enough to store that information, but the work is in writing a GUI for it in game. I'll keep this in mind though. If I do it, I'd probably add image functionality too (so you really could develop glide slopes or whatever). Anyway, I've tested in .90, seems to work fine using the stock toolbar. I've also heard back from Virindi, so I'll be including his tweaks and fixes in the next release! Which will be Soonâ„¢
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