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blizzy78

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Everything posted by blizzy78

  1. You need to provide source code to everything that you did. So if there's a native DLL that's part of your plugin in some way, then yes, you need to provide source code to that. But that's not quite what I was talking about. I was under the impression that the source code you provided is older than the current binary version.
  2. Is it correct that the link to the source in the OP is linking to 0.1, but the current download is 0.1.4? Please provide the source to the latest version.
  3. Sorry, folks. I'll be reuploading the archives of both tutorials tonight.
  4. If you think those are "many" achievements, you haven't seen World of Warcraft. Granted, there's much more to do there than there is in KSP.
  5. If you don't have any folders open or "drawables" (I think my Ambient Light Adjustment and Science Alert are the only ones that use this so far), there shouldn't be any difference in performance.
  6. Thanks, YX33A! I'll add those to the list. Deep Impact - I think the name is already in use. Apollo Style - I'd love to make one where the requirements are quite like the Apollo missions, meaning you need to go up with your full vehicle, then send down a lander, that lander comes up again and docks with the CSM, and then the CSM goes home. The problem here is that this would mean tracking prerequisites over a longer period of time (with potential KSP restarts in between), and with vessel switches to begin with. I'm not saying it's impossible, but hard.
  7. In the top bar at this very page, click "IRC Chat."
  8. I've only quickly read over the issue, but as I see it, this cannot work. You're trying to cast from the server's ICrewFilesServer to your local ICrewFilesServer. Despite having the same name, they are different interfaces, and the server's class does not implement your local interface, which is why the exception occurs. The way I do it in the Toolbar wrapper is by keeping the "remote" object just as an object, and whenever someone calls one of the local interface methods, I call the corresponding "remote" method via reflection. I hope that makes sense.
  9. Not being able to place a maneuver node on my orbit. Annoys the heck out of me.
  10. Uhh, I guess he told someone, yeah. It was in a bug report in experimentals. Yes, KSPAssembly needs to be present, or else it won't be able to resolve the dependency. There's very informative logging in output_log.txt about all this.
  11. To avoid loading order issues completely, use [assembly: KSPAssembly(...)] and [assembly: KSPAssemblyDependency(...)].
  12. Transfer windows. Once in orbit, you have all the time you want, and you can't fall back down. But if you want to skip parking orbits and launch directly into your transfer trajectory, you need to do it at the right time, which can be difficult.
  13. No, no, it's not that. Toolbar and Achievements contain code that makes sure that both the nav ball and the altimeter will never be blocked. But now the nav ball is no longer fixed in place...
  14. And if both of them walk in circles in the same direction at the same speed, they'll never meet. That's the important lesson to learn here.
  15. There are usually two sets of markers, purple and orange. They are telling you the closest distance you get to your target, and where. Just hover over them for information. If your orbit is intersecting your target's orbit more than once, you'll get the purple and orange markers, if not, you'll only get purple. Ideally you will want to plan a Hohmann transfer so that one set of markers comes very close to one another. That means your closest approach distance is short. It is actually pretty easy to do. Suppose your target is in a 200 km orbit, and you are in a 100 km orbit. Now plan a maneuver node, and simply drag prograde until your projected orbit just intersects your target's orbit. The purple and orange markers should appear. (*) Now grab the maneuver node by its central ring, and drag it along your current orbit, until one set of markers gets really close (it doesn't matter which one.) Hover over them to see the actual projected approach distance. The closer it gets to zero, the better. Then execute that maneuver. Voila, you're halfway there. (*) Note that you might need to kill relative inclination between the two orbits first. Too big an inclination can prevent the close approach markers from appearing at all. Also, as much as I like MechJeb, I'd advise against it when learning the ropes. The maneuver is actually pretty easy to learn and execute, you just need to know how.
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