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Everything posted by malkuth
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So quick test in my TestWorld that only has MissionController. Seems to work on my end. But I would still like this issue fixed if you guys can figure out the Mod that is causing this issue and changing the ModuleDeployableSolarPanel ill write it into the Mod to accept it. If you notice in my Dev version I already got rid of the Antennae that borerene noticed.
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DialogGUITextInput ?
malkuth replied to Xyphos's topic in KSP1 C# Plugin Development Help and Support
I could not get anything other than a string to work either and had same results you did. -
Been hard at work making the new GUI. Also made some changes. Not sure when I broke it but I noticed I broke the Revert Button? So its fixed now, and now the revert cost is based of % of vessel cost.. And not a fixed cost. Of course you can change % in settings. Localization will be a multi Release thing.. Right now the UI will have it and the custom contracts. New custom contract in the pictures. Working on testing right now but hopefully I can get a Dev Version out for testing soon http://imgur.com/a/UFrBa
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DialogGUITextInput ?
malkuth replied to Xyphos's topic in KSP1 C# Plugin Development Help and Support
For me this was one of those spots where OnGui was better. I couldn't make heads tails out of the why its this way either. But it is what it is. And it works at this point. And nothing else worked it seems. At least with my limited knowledge. -
DialogGUITextInput ?
malkuth replied to Xyphos's topic in KSP1 C# Plugin Development Help and Support
@HebaruSan helped me with this so can't take credit but this is how he got it to work. Custom_Contract_Input = new DialogGUITextInput(SaveInfo.crewTransferName,false,200,(string s) => { SaveInfo.crewTransferName = s; return s; }, 30f); all you need to do is Return the string your trying to change.. And in my case the value is Persistent so it saves automatically. It uses LambaExpression to return String S as SaveInfo.crewTransferName. -
UI system is driving me bonkers.
malkuth replied to Xyphos's topic in KSP1 C# Plugin Development Help and Support
You want to use horizontal not vertical. And every horizontal will contain your button or label. The problem is that if you use the default methods to call all this your going to get lost. I'm on phone so hard type but the popup thread has a lot of examples. You can get to that thread via the sticky. but the very first example in that thread is an early example of popup from mm. If your doing it that way then your going to get it lost. You want to split everything the same way you call old ongui. Than call them, it's easier to work with that way. i don't know exactly what your trying to do but if your trying to have two button or boxes side by side than you need them within the horizontal method. -
PopupDialog behind rest of UI?
malkuth replied to Rudolf Meier's topic in KSP1 C# Plugin Development Help and Support
I personally would not combine the two. But to each own, if you want to make the new GUI as robust as the old you can, but like you said it's work. But it's about the same amount of work as setting up the old system. And it's much less resource heavy and faster. when your updating from old too new line me you notice these things. On GUI is very sluggish, you might not notice it if your only using that. But you do when your watching the difference in testing. -
PopupDialog behind rest of UI?
malkuth replied to Rudolf Meier's topic in KSP1 C# Plugin Development Help and Support
If your pretty new to new UI stuff than I would go with popup option, sounds like you have little experience with ongui. And that's pretty close to it, but not really, lol. While your in that you might as well get localization down too, regret it if you want it later. -
Yes, ill look into the contracts were written well before the New Network Com system, and the changes to the Antenna. Use to be pretty cheap. Is it stock solar panels that are having issue? If so then that a tell tale sign someone is using a new Module for solar panels.. If its only on certain ones then most likely the part maker is using his own version. And didn't want to mess with the stock options.
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PopupDialog and the DialogGUI classes
malkuth replied to DMagic's topic in KSP1 C# Plugin Development Help and Support
Thanks HerbaruSan. That does work.. And it saves also as long as the String your grabing is persistant.. Which in my case it already was from the old method. -
PopupDialog and the DialogGUI classes
malkuth replied to DMagic's topic in KSP1 C# Plugin Development Help and Support
man been trip trying to rewrite MCE with this newGui. Most of this thread has helped a huge amount, but I have not been able to find a good example on how to use DialogGUITextInput() So I understand most of it other than what should I use for <fuc> string,string part. so getting the text input to change user input string and save it to another part.. The save part is all set. OnGui version seemed more straight foward.. Like below is using the old methods. GUILayout.Space(5); GUILayout.BeginHorizontal(); GUILayout.Box("Contract Name", MCE_ScenarioStartup.StyleBold, GUILayout.Width(150), GUILayout.Height(30)); SaveInfo.ComSatContractName = GUILayout.TextField(SaveInfo.ComSatContractName, 50); GUILayout.EndHorizontal(); -
Like above Communatron 88-88 is stock. And the issue with the solar panels might be they are using something other than .. ModuleDeployableSolarPanel which is also stock Module for all solar panels. MCE only looks for the ModuleDeployableSolarPanels Module to tell if its a solar panel.. So as long as a mod doesn't replace it with some new name it should work.. If a mod did this it would be bad practice though and they should be using MM to make changes to ModuleDeployableSolarPanels instead of writing a new one which would be kinda odd too.. Unless your mod is Kopernicus or something that adds multi sun support and is understandable for a mod of that nature.
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Nope just menus. Possibly adding more custom contracts that will not really cause any issues. StackWise or sideways. Most cores are meant to stack.. And be the first thing on probe. You could add a node to the top, but than the part would look strange. I wish my modeling skills were a little better to make it inline.
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Pretty sure that Kerbalism has its own version of Background processing. They most likely don't mix well.
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Another small issue is that Dmagics Orbital Science mod adds tons of new science gadget, and most of the things you would think are Data Driven are actually sample based. Which means things you would normally be sending out probes only for need crew..Like the solar particle part. Noticed the b9 Thermal Telescope has same issue.. Only way to get science from these is to have a crewed ship attached to it with Lab. Kinda of a bummer. Unless I'm missing some secret lab that doesn't need a Kerbal scientist. So far noticed Solar Particle Camera B9 Thermal Telescope. All obvious thing like soil samples, laser etc.
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Well I thought I was done with this game. But then started playing with some other mods.. Which made me look at some things I don't like about Mission Controller.. Like the ancient Settings Menu. So I went and noticed that in 1.2 they added a new option for us modders and the settings menu... So coming soon new settings menu integrated into the actual game settings menu.
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
malkuth replied to JPLRepo's topic in KSP1 Mod Releases
Are you sure? A lot of mods prepackage it with their mods. Just check your GataData Folder to double check. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
malkuth replied to JPLRepo's topic in KSP1 Mod Releases
Read above and see if thats the issue. Most likely is. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
malkuth replied to JPLRepo's topic in KSP1 Mod Releases
The problem is actually if your using Kopernicus mod (You are most likely if using EVE or mods that change Textures like SVT), that adds a new SolarPanels.cfg that replaces the stock one. Most mods I know have not yet added the new Multi-Source Light that the new Kopernicus adds. To fix it you can delete the offending file in. GameData/Kopernicus/config. -
If your using KSP 1.3 than you have to actually download the source GitHub file.. Not the prepackaged 1.2.8. File. Than manually put the file in your gamedata folder.
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Ok I released a new version for KSP 1.3. Lucky it was not to much to do or I might not have at all. In other news I have grand plans for MCE but have little time or desire to do much anymore with this game. So I will offer out, if anyone is interested in taking over MCE please PM me. hate to see this mod die because of my lack of interest in KSP right now. So send me a PM if interested. My Github has been updated with latest version. Take note that only github version right now is updated for ksp 1.3. Curse has not updated their version tags yet, and its a waste time to update if version don't match tags. So get it off Github for now. Thanks. https://github.com/malkuth1974/MissionController2/releases