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theSpeare

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Everything posted by theSpeare

  1. No problem I'd like to make my own GUI but I don't think it's worth the trouble. blizzy has pretty much done most of the work and I'm thankful for that. I'd originally had a window pop-up when the pause menu was brought up; it would be next to the menu, close to the Space Center button. I didn't know how to solve it for the other scenes though. I wouldn't want my own buttons, it'll be messy alongside everyone else's Toolbar games. Then maybe a hybrid? It's a bit of a pain and unnecessary. The folders function in blizzy's mod is more than great enough.
  2. I can happily do this - I'll work on an alternate version that only carries one button per scene. It shouldn't be too difficult. However, in the OP there's a way to actually create a folder with the Toolbar mod (which is what sceneJumper already uses). Just press the tiny button on the side of the toolbar with the sceneJumper buttons and there should be an option to make a folder. Then you can simply go about dragging the sceneJumper buttons into the folder and you'll pretty much have the same functionality. Let me know if you manage to do this fine Those look quite nice! Do you mind packaging it into a .zip and I'll add another download link that people can use and overwrite the current icons. Cheers btw
  3. I'm not sure if this has already been mentioned, or you've already implemented it, but repeating the same missions should award "notches" on your ribbons. I don't really know what it's called, but for example instead of rewarding the same ribbons you'd just keep the one ribbon and add little icons that accumulate on it to represent how many counts it has.
  4. What exactly is different about ConfigNodeStorage and the built-in KSP ConfigNode functions?
  5. Thanks Trigger I'll tinker a bit more. Learning modding is a lot easier with you guys around.
  6. I'm pretty sure it will only work in Editor scenes. Please let me know if there are any problems in-flight; debug should return a lot of exceptions when you press the keybinds.
  7. Version 1.0 - 24.01.2014 As requested by /u/Tarks A very simple plugin that adds keybind shortcuts to cycle through the VAB/SPH categories and pages. Press 1 and 2 to cycle through the categories. Press 3 and 4 to cycle through the pages. Any suggestions are welcome! I'm still new to this plugin scene so any help or any guidance would be helpful Any feature suggestions are also of course welcome. This has been tested lightly with stock KSP and a moderately-modded KSP. Please report any bugs or any conflicts. May plan on adding the ability to change the keybinds in-game. Download here (Spaceport) Released under the Creative Commons Attribution-ShareAlike 2.5 Generic license.
  8. Cheers Trigger Really nice explanation. Thanks to everyone else here as well for such friendly responses! I'm assuming it'd just be safer then to keep GameEvents handling in another class?
  9. Will public void OnDestroy() { GameEvents.onVesselChange.Remove(somethingOnVesselChange); } Not conflict with DontDestroyOnLoad(this);?
  10. Garrrr, two little questions! 1. I've managed to control the fact that I check whenever I switch vessels in the map view using the LastVessel thing, but my next problem is when you jump between vessels that are in range of the current vessel (e.g. pressing '[' and ']'). I've looked into FlightGlobals and couldn't find anything; maybe I missed something? The log says [FLIGHT GLOBALS]: Switching To Vessel Untitled Space Craft every time I do switch to the other craft close-by. 2. How do I go about detecting if there has been a docking or undocking - if possible, in a way where it can simply be a boolean return? (e.g. if (something has docked))
  11. Curious - what's the demand for sceneJumper to carry its own GUI? I've recently started learning how to make them myself and I'm wondering if anyone would like a version that (possibly) would pop-up a GUI when you pause the menu, with the buttons for jumping. This would of course only be limited to flight. I'm not quite sure how to elegantly place the buttons in the rest of the scenes.
  12. I meant the former! Thank you; I managed to eureka on it after I realized how stupid I was being - I could simply do pretty much the same thing I was doing for checking the scenes. Cheers
  13. Okay, slight hitch, this new way won't work for when I'm switching vessels through the map view. Is there something I can use to detect when vessels are switched?
  14. So I'm all out of ideas for this problem I've been having - it probably won't affect too much, but it's been annoying me. Here's my code: public void OnLevelWasLoaded () { LoopPreventer = false; } public void FixedUpdate() { if (!LoopPreventer) { LoopPreventer = true; if (HighLogic.LoadedScene == GameScenes.FLIGHT) { Debug.Log ("You're in FLIGHT!"); VesselChecker (); } else if (HighLogic.LoadedScene == GameScenes.EDITOR) { Debug.Log ("You're in EDITOR!"); } else if (HighLogic.LoadedScene == GameScenes.TRACKSTATION) { Debug.Log ("You're in TRACKINGSTATION!"); } } } When I jump into the Flight scene, it should ideally only print out "You're in FLIGHT!" once, but instead, this little thing happens: [WRN 01:20:54.507] [HighLogic]: =========================== Scene Change : From TRACKSTATION to FLIGHT ===================== [EXC 01:20:54.898] KeyNotFoundException: The given key was not present in the dictionary. [LOG 01:20:55.119] You're in FLIGHT! [LOG 01:20:55.121] ==================== [LOG 01:20:55.124] VesselChecker initiated! [LOG 01:20:55.126] Vessel is... [EXC 01:20:55.128] NullReferenceException: Object reference not set to an instance of an object [LOG 01:20:56.126] ------------------- initializing flight mode... ------------------ [LOG 01:20:56.138] Target vessel index: 0 vessel count: 2 [LOG 01:20:56.142] [FLIGHT GLOBALS]: Switching To Vessel Untitled Space Craft ---------------------- [LOG 01:20:56.148] setting new dominant body: Kerbin FlightGlobals.mainBody: Kerbin [LOG 01:20:56.201] Camera Mode: AUTO [LOG 01:20:56.257] stage manager resuming... [LOG 01:20:57.209] all systems started [LOG 01:20:57.233] You're in FLIGHT! [LOG 01:20:57.235] ==================== [LOG 01:20:57.238] VesselChecker initiated! [LOG 01:20:57.240] Vessel is...Mark1-2Pod (Untitled Space Craft) (Vessel) [LOG 01:20:57.242] Vessel name is...Mark1-2Pod (Untitled Space Craft) etc etc As you can see, the printout occurs twice. Likewise, for the Tracking Station: [WRN 01:22:15.514] [HighLogic]: =========================== Scene Change : From SPACECENTER to TRACKSTATION ===================== [WRN 01:22:15.544] Cannot find preset 'Default' for pqs 'Eeloo' [WRN 01:22:15.555] Cannot find preset 'Default' for pqs 'Pol' [WRN 01:22:15.601] Cannot find preset 'Default' for pqs 'Dres' [LOG 01:22:16.793] You're in TRACKINGSTATION! [LOG 01:22:17.540] Performing cleanup of PluginData flights (2 flights loaded)... [LOG 01:22:17.552] You're in TRACKINGSTATION! [LOG 01:22:17.688] [PlanetariumCamera]: Focus: Kerbin Help?
  15. Hi! Can someone please help me out with GetNodes? I'm not entirely sure how to use it edit nevermind! got it.
  16. (don't really have anything to help but I have a question) Since you're tinkering around with this and you definitely know a lot more about this than me but could you please explain how I could go about reading multiple nodes that are identical? values { var_1 = 0; var_2 = 20; var_3 = 35; } values { var_s = 2; } values { var_2 = 21; var_4 = 2; }
  17. Wouldn't this make shuttle launch vehicles even better?
  18. I don't quite understand the part with how to execute a delta-v burn instead of a burn time burn? @PirateCat, yeah the problem is most of the time I'll prefer to set up my burn times way before I lose contact.
  19. Custom contracts is a very very exciting aspect. I can't wait for this feature - I'm pretty sure it'll be the hallmark for MCE.
  20. Was there any particular reason why kOS compatibility was cut off in the first place? Is there some way I can force it to be? Speaking of which, are there still plans to improve the Flight Computer capabilities? Node execution is, as some people have already reported, quite problematic. The timer for the flight computer seems to go off-sync with realgame time (e.g. if the node is an hour away and I set my burn to start in an hour, it'll often be late). Maybe incorporate triggers instead, such as burn at next node? I suppose it would be also nice to include a delta-v parameter instead of a burn time?
  21. It was more of an example - I'm basing this off more on the Kerbal Dev's direction of contracts. You sort of tick the conditions that you wish to do (sort of like gambling - "In this mission, I can do this, that, this and I'll do that!"). I didn't mean someone should go straight to Duna on the first mission; but some of the missions on the plugin's list can be restrictive. They say, go to the Mun with THESE parts at THESE orbital specifications and come back and whatnot. What if I'd prefer to just go to the Mun, land, pick up some science, get back and recover? I'm looking for more flexibility and almost automation in the missions; in a sense almost procedural. This way you can have people do what they still want to do and lower the chance of grinding (and by grinding I simply mean doing even just a single mission you don't really want to do because you want to fund another mission that won't even be rewarded). 1 - was just an example. I didn't mean to go STRAIGHT to Duna. Let's also keep in mind that MC does have loan capabilities. With this sort of concept you CAN go straight to Duna if you wanted. But say you wanted to (somewhat early-midgame) go to Duna, but the only mission available is just to simply get to Duna? What if I wanted to land, a considerably more challenging aspect, pick up some science, go up, dock, return to Kerbin, recover? What if I want to stop by Minmus, or the Mun? This, as I said, can be fixed by writing your own mission, but then it's a whole lot of going back and forth. So why not add an in-game contracts program like they would do in the future? It would be a "goals" window and you would press "add" to add a goal. You select the body, you select what kind of goal, orbit, flyby, whatever. You can specify the parameters. Then you can add as many as you want. We can then spend some time fixing up the algorithm to figure out the rewards (and maybe even penalties). It'll be procedural, flexible and very neat. The groundwork is already there.
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