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Everything posted by blizzy78
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Resources - postponed, cancelled or reserved for a DLC?
blizzy78 replied to czokletmuss's topic in KSP1 Discussion
I think they very much do, because they add challenge, even in sandbox. Of course you need to kind of roleplay the whole thing, but if you don't like to carry around heavy lifters and big transfer stages, you can set up shop on another planet where you can refill. Just look at Kethane, it is *incredibly* popular. -
Resources - postponed, cancelled or reserved for a DLC?
blizzy78 replied to czokletmuss's topic in KSP1 Discussion
Because I can. Now seriously, I also like to see the resources system get implemented at some point in the future, but I think it is moot to discuss whether it will be in a DLC, in stock, or will be canceled (please not.) What's more, just adding a poll to your post because you can? -
Resources - postponed, cancelled or reserved for a DLC?
blizzy78 replied to czokletmuss's topic in KSP1 Discussion
I'm missing an "I don't care" option. No really, I find the point you are trying to make quite moot. -
That's odd, because all the Toolbar Plugin really does is create a regular Unity button, then listen to button clicks, which it routes through to the respective plugins. So unless Unity sends a button click event for whatever reason, the toolbar does nothing on its own. Also, it doesn't know or care what the third-party plugin will do once it receives a button click event. But I'll see what I can find. I think I read about that over on sarbian's new thread. At first glance I'd say that must be a MechJeb bug (or rather sarbian's new toolbar-related DLL) because the Toolbar Plugin doesn't care about switching vessels. The toolbar itself is global, so a button will be held on to for as long as the plugin that created it wishes. In the case of MechJeb, it needs to take care that it may run multiple times on different vessels (within physics range), but only a single button should be created. I haven't checked sarbian's source code to see how he handles that.
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This is not possible without a mod's support for it.
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[0.24.2] Achievements 1.6.3 - Earn 136 achievements while playing
blizzy78 replied to blizzy78's topic in KSP1 Mod Releases
I'm sorry, but I consider the Kraken a game bug, not actual gameplay. So, no achievement related to it. -
Geostationary orbit
blizzy78 replied to Gemberkoekje's topic in KSP1 Gameplay Questions and Tutorials
Remember, though, it's "it's", not "its". (Not that any of this matters to OP and their question.) -
Oh, okay. That I don't know, but I'm pretty sure someone else does
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I'll try and answer this using data from the Wiki: http://wiki.kerbalspaceprogram.com/wiki/Kerbin The rotational period is 21600 sec (6 hours.) The orbital period is 9203545 sec. So that's ~426.1 Kerbin days per orbit. Since a Kerbin day is only 6 Earth hours long, that translates to ~106.5 Earth days.
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This will be easier with the next version of the Toolbar Plugin.
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Right. As I already wrote over in the players' thread, I have plans to improve on that. Right now I'm in the middle of adding a toolbar-specific dropdown menu, which is coming along quite nicely. In that menu there will be an option to lock/unlock the toolbar's position and size. Unlocking will make the complete toolbar draggable.
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Correct. The Toolbar Plugin doesn't really care what it is, except for maintaining button order. In early versions I had everything installed under GameData\blizzy\Toolbar\, so that's where this is coming from. Don't pay too much attention on the actual texture paths in TestButtons.cs, they will always depend on the actual installation. Right, but I'd really like to encourage everyone to actually include the Toolbar Plugin into your plugins' downloads. Of course I can't make anyone do my bidding if that's not your thing
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To drag, you need to click and drag anywhere in the toolbar's rectangle except for buttons and the resizing area. That is, dragging at any edge should work. I agree that the areas are extremely narrow. I have plans to make it easier for players to position/resize the toolbar by adding a toolbar-specific dropdown-menu with options. It will look like this: (note the little arrow button in the toolbar) This will also allow players to reorder buttons in a later version.
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I'm not doing anything special with the texture, loading it as usual through the GameDatabase: GameDatabase.Instance.GetTexture(TexturePath, false) The error you see does not stem from the texture size, it will put a different error into the debug log if you exceed that size. Yes, there's a minor bug in there that those buttons still show up while they shouldn't. Text buttons are no longer supported. I chose to leave it in there though because I'm planning to use it for drop-down menus. No, you only need to do that once. It doesn't matter where, because that code doesn't really do much. The actual work will be done much later during ToolbarManager's OnGUI method. For example, the TestButtons example code constructs all its button in its constructor. Edit: I see that you're using "[KSPAddon(KSPAddon.Startup.Flight, false)]", so that shouldn't cause any problems with the GameDatabase not being ready for use. Please do not use "MainWindow" as your namespace. It's better to use your plugin's name. 1. Nope, it's your call 2. Will look into that. For now I chose to put it there because of fear that players might overwrite their settings. But after all, other plugins do it the same way, for example MechJeb. If you overwrite MechJeb's settings, you're in for lots of frustration. So I guess I should be moving that file. 3. Thanks, good idea. I think I will be doing that when I come around to implement (optional) auto-hiding at screen edges.
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Not sure if it is intended, but I'd consider it a minor bug: The transparency slider in the settings also modify the transparency of the settings windows themselves. I think it shouldn't do that.