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blizzy78

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Everything posted by blizzy78

  1. Toolbar Plugin 1.2.2 is now available for download, adding the ability to hide the toolbar border and switching to the KSP skin for buttons.
  2. I suppose this is caused by how the toolbar handles the addition of new buttons. For example, if your toolbar is currently a single row, and some other plugin decides to add a new button to it, that single row will be extended to the right, maintaining the single row. If you had it in a single column before, the toolbar will extend to the bottom, maintaining the single column. Now, some plugins will create their buttons after the toolbar has initialized its screen position, provoking the above behaviour. If they created their buttons before that initialization, the same behaviour would take place, but would be "overwritten" by that initialization in a later step. (I hope that does make sense.) Note that the third-party plugins are not at fault here. Some of them don't need to be started right when the game starts, so they just don't and of course will not create their buttons right away. The Toolbar Plugin cannot differentiate between "plugin has been started and creates its button" (but the button has been known in previous game sessions) and "some plugin creates a new button." So it doesn't really know whether to keep the current toolbar width or not. In the case of a single row it will never keep the current width, in all other cases it will. I think I have an idea on how to fix this, will need to test it of course.
  3. In space there isn't any benefit to thrust limiting, assuming no off-center thrust.
  4. See http://blizzy.de/asparagus/#tutorial, starting with screenshot #5.
  5. Surface-attach Cubic Octagonal Struts, then attach engines to those.
  6. I've added the issue to the tracker: https://github.com/blizzy78/ksp_toolbar/issues/6
  7. Just copy everything from the GameData\ folder in the download into your GameData\ folder? It isn't hard. That's why the folder in the download is named GameData\ - to give you a hint. In the end it should look like this in your installation:
  8. Then why does the altitude of your vessels change when you mouse over them?
  9. Alt+F2 is the short version, output_log.txt is more detailed.
  10. I'm not sure, I haven't tested that. You would have more freedom in the trajectory you use, of course. I implemented the "KSC launch pad" location not only for this particular achievement; other achievements do use it as well. More generally, there are two types of locations in the plugin: a circular type and a rectangular type. The circular type is implemented as the half-sphere I mentioned, whereas the rectangular one is actually a cuboid extending out to infinity. That actually doesn't matter very much because I always check for "landed" if necessary. Please do keep the suggestions coming It is, but I think those are not much fun. You'd just end up lowering your periapsis below the ground, activate physics warp and wait. I'm more after the challenging stuff, where you need to keep banging your head against a wall for some time to overcome an obstacle.
  11. Obvious feedback: Please share that part of your log?
  12. Please check your installation. The "toast" texture should be under the path GameData/blizzy/Achievements/toast.tga - it is expected to be under that exact path.
  13. These are the achievement's requirements: - Edit: The vessel's starting location must be on the launch pad. See below for details. - The counting uses the "mission elapsed time" from KSP. So this should start counting as soon as you activate the first stage. - The rotation of the command pod at landing does not matter. - The vessel needs to be "landed" at the location of the helicopter pad. (Whatever KSP regards as being "landed". The achievement uses the regular vessel situation.) - The vessel must not move over the surface after landing (< 0.2 m/s is okay.) - Crew count before liftoff and crew count after landing must be greater than zero. - The wording "launch a Kerbal" has been chosen carefully. This is the only requirement regarding Kerbals, command pods, or probe cores. There only needs to be a Kerbal on the vessel. I hope these answer your question. If they don't, please speak up, but please do not post an image or description of your vessel on this thread. I'd like this achievement to stay being some kind of challenge for everyone. (You can send via PM, of course.) Also I'll check the achievement again to make sure it still works. Edit: I have tested the achievement very carefully and can confirm that it still works as intended. Please note that the starting location "KSC launch pad" is actually a half-sphere at the launch pad. Everything inside this half-sphere counts as "on the launch pad," whereas everything outside does not. The half-sphere has a radius of 15 m. This means that everything that is more than 15 m above the launch pad's surface will not count. The following picture should explain it:
  14. At this moment, yes. (I just checked the source code.) The toolbar strives to achieve a few things: 1) It frees the third-party plugin author (the Crew Manifest author in this case) from the work of maintaining a GUI button. This is not as trivial as you might think, especially if the button can be moved around. Of course you are expecting it to stay there when you restart KSP? So the Toolbar Plugin removes all that from the work of the third-party plugin author. That's time better invested into new features rather than reinvent the wheel. 2) The Toolbar Plugin maintains a consistent look for all buttons added to it. Rather than have every third-party plugin create its own button with its own look and feel, some bigger, some smaller, some wide with only text - they now all look the same. This is the same thing you get with any decent GUI out there, for example Windows Explorer. Each button on their toolbar looks the same (aside from the icon, of course.) Same here - it's a consistent experience. 3) You as a player decide where buttons go on your screen. Don't like the position? Move the toolbar. Buttons should align in a single column or a two-row layout? Resize the toolbar. Don't want to see buttons all the time when you don't need them? Set the toolbar to auto-hide. It's your decision, not the plugin author's. 4) It brings all buttons under a common roof, a single toolbar in this case. This is a design decision I made. If you don't like it, just speak up. It can be changed. Of course I'm biased here because I'm the author of the Toolbar Plugin. But personally, I see those points as a win-win for everyone involved, either plugin author and player.
  15. Personally I don't see the need to have KER be a PartModule at all.
  16. I'll play around a bit with those. I could use some: - Achievements - Two states: One normal, one for "you got a new achievement, click here to read all about it" (will reset to normal on click) - IRC - Four states, in order of importance: Normal, user joined/left/quit, channel message arrived, private message arrived. Note that the "private message arrived" state uses the "important" button feature as long as the private message has not been read. Are you using Kerbal Engineer Redux, and had the toolbar positioned at the right or bottom screen edge? Please update to Toolbar Plugin 1.2.1. If that doesn't fix it on its own, quit KSP, delete GameData\toolbar-settings.dat, then restart KSP.
  17. I have updated the calculator so that you can now choose to use thrust limiting. This can sometimes improve the results, at the cost of a slower calculation. Note that I've placed a lower bound to thrust limiting of 80%. This means that a single engine can only be limited to 80-100% of its full thrust. For example, if an engine spot calls for a maximum of 100 kN of thrust, the calculator will never recommend a Mainsail for that spot, because it would have to be limited down to ~7%. Limiting engines that much does not really make sense, because their mass does not change, resulting in very poor TWR. Also the calculator will limit thrust in steps of 5%.
  18. It looks like this has been resolved to an installation issue. I just wanted to throw this related point in: Buttons whose texture could not be loaded will not resulted in a blank slot anymore starting with Toolbar Plugin 1.2.1. They will now just not show up.
  19. I'd like to suggest adding integration with my Toolbar Plugin to replace the minimized window with a neat little button. Pretty please?
  20. According to this thread, it seems that the Unity function Quaternion.LookRotation() is responsible for the error messages. The Toolbar Plugin does not use this function.
  21. Not as barely as I would like. For example, see the following picture: At the bottom edge of the golden "toast" texture, you can see that there is a clearly noticeable line just breaking. And this is a scaled down version of the original screenshot. While the original PNG file is correct when viewed in any image viewer, it does show up like that in KSP. It does not happen with TGA.
  22. You have a second Toolbar.dll somewhere in your installation. Check NavyFish's Docking Alignment Indicator
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