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blizzy78

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Everything posted by blizzy78

  1. It can be any combination of plugins, but it's always all buttons of the affected plugins.
  2. Okay, so I had a look to see what the MCM is. It is the Mod Configuration Menu that can be opened from the pause menu in Fallout. All mods supporting it can be configured from this central place. So essentially it is some sort of standardized interface that third-party mod authors can use, I'd guess also saving the GUI work along the way. So while I do think that's a good thing to have (I'm used to something like that from WoW), it is clearly out of scope for the Toolbar Plugin.
  3. This is a dev build that should fix both issues: (link removed, testing done) (source code) Please try and let me know how it goes. I think you just didn't see it because there is a race issue.
  4. I see, I've never used that so far. Will look into it. https://github.com/blizzy78/ksp_toolbar/issues/11
  5. I think I saw that occur once. I don't use the database reloading feature all too often, so it looks like I forgot about that. I'll see if I can find a solution. https://github.com/blizzy78/ksp_toolbar/issues/10
  6. This is caused by a duplicate Toolbar.dll somewhere in your installation. The latest version of the Toolbar Plugin from this thread can show you where it is.
  7. I'm planning on making it such that the player decides what icon to use for folders.
  8. http://forum.kerbalspaceprogram.com/threads/65401-WIP-PlanetFactory-CE
  9. Shouldn't this be as easy as leaving retrograde? Brake to leave Kerbin's SoI, do science, then go Kerbin prograde again to encounter its SoI? There might be a little difference in dV requirements, but I don't think it is harder to pull off. Haven't tried it, though
  10. While I personally find this a good concept, there is however an issue that shouldn't be overlooked: Discoverability. Say you have your toolbar all set up, then install a new plugin that adds new buttons. They won't appear on the toolbar the next time you run KSP, but instead go in a hidden repository where you can drag the ones out you want. I can already see the complaints about not finding the buttons that the new plugin is supposed to have. I don't know how many pages you read on the two Toolbar Plugin threads, but you might be surprised that some players are actually unable to find the option to reposition the toolbar because they just don't try and click on that triangle. And I actually stole the triangle button idea from other programs, so it's not like that's a new thing. I don't know anything about that MCM thing.
  11. Personally I love to design as I go along, refining as need be. Same with programming
  12. Right click engine, select "Lock gimbal" or some such. It also works in the editor and is saved into the craft file.
  13. Right. So technically, yes, a hardware nav ball is using gimbals to rotate the surface. But that is a technical aspect that is irrelevant to its use. Whereas for the engine, moving the nozzle to divert thrust is also known as "gimbaling." So that should explain why the nav ball is generally not known as a "gimbal."
  14. No. Gimbals refer to engines that have thrust vectoring, meaning, they can divert their thrust from the center line so that the whole rocket would spin in either pitch or yaw direction. Using multiple engines would also let you roll. The nav ball at the bottom is just that - the nav ball.
  15. Not sure, I'll need to think about it. You see, the problem with something like folder "hints" is that it gets tricky to decide if the folder should be added once the toolbar loads up or not. Like, is this the first time the hinting plugin is run? Or is this a subsequent run, but the user has decided to keep the folder? What do we do if the user throws the folder away (moving all buttons into the main toolbar), then restarts KSP? The way things are right now is rather simple: Plugins add their buttons, and they usually go into the main toolbar. Then, if the user decides to add folders and put buttons into them, that information is saved, and can be used for subsequent toolbar plugin runs. There just is nothing a third-party plugin can do to override which buttons go into which folders. (Just a quick note here, I'm not watching this thread on a regular basis, so I might be missing suggestions like this. Better post them into the Toolbar Plugin threads.)
  16. Never. Uhh. Yes they are. 0.2 m/s. It doesn't actually matter, because if you balance it out, the thrust vector should always go right through the center of mass.
  17. Ohh, I love the new button icons. They're just sweet.
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