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[Abandoned] LightSwitch Interface


Razchek

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That information (KSPEvent) was pulled from the source files. KethaneDetector.cs to be precise. I still can't get any button to control more than one item of a given type at a time. Currently I just made a config for Aviation Lights mod, I can create buttons to flash toggle and light toggle but only one light. Not sure what I'm doing wrong. The possibilities with this mod are nearly unlimited, loving it :)

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Would you guys like to have all of the parts manipulated rather than just one?

At least until I finish the in-game interface editor (at first I will offer two options: all/first, later I will allow grouping multiple affected parts into one command).

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Updated. :) Same link.

If you only need the DLL then make sure you only extract that, otherwise you might overwrite your default interface config (if it's customized).

I would also like that feature. So currently there is no way to manipulate multiple parts of the same type with one button? Sorry, maybe not reading that correctly :)

Correct. There was no way before to manage more than one part using KSPEvent targets. That's been changed in the update just posted so that all KSPEvent's that match the conditions (the method name at this stage) will be fired. :D

Edited by Razchek
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That information (KSPEvent) was pulled from the source files. KethaneDetector.cs to be precise. I still can't get any button to control more than one item of a given type at a time. Currently I just made a config for Aviation Lights mod, I can create buttons to flash toggle and light toggle but only one light. Not sure what I'm doing wrong. The possibilities with this mod are nearly unlimited, loving it :)

Thanks I was confused a bit. Sorry about the repetitive posts.

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Thanks very much Raz, buttons work with multiple parts now. I was pulling my hair out with that one thinking I had the wrong config.

q0wa.png

w1k.png

Here is a link to my configs if anyone wants them : Linky Just say yes to overwrite the existing part config.

One thing I have noticed that you may be aware of, if you have a large vessel (eg: Mining Rig), it's worth thinking about where the CoM is going to be when the vessel is full of ore etc. It can be hard to move the camera to a good spot to read the display if you placed the LSGUI part very far from the CoM. That of course is just how KSP works.

Cheers

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Here is a link to my configs if anyone wants them..

Very cool! Thanks scott, I'm digging your color scheme..and wait..what's that? Kilojoules, Tons, and Liters?! Why didn't I think of that? :sticktongue:

it's worth thinking about where the CoM is going to be when the vessel is full of ore etc.

Yeah that's one thing I noticed as well when I put my LSGUI's on the far side of my ship and then as I started mining I had to progressively angle the camera to keep the LSGUI in line of sight.

Thanks again Raz, definitely looking forward to the beta :)

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..and wait..what's that? Kilojoules, Tons, and Liters?! Why didn't I think of that? :sticktongue:

Yeah, not sure if those units are correct, but i thought it looked better that way :)

I've been trying to define the ToggleDrillAction button as the Drill status. That way the one button would toggle the drills and tell you the status of them. Can't get it to work though.

Button
{
Text
{
Binding = KSPField
Path = Kethane.KethaneExtractor.Status
}
Type = Method
Target = ToggleDrillAction
}

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.. I've been trying to define the ToggleDrillAction button as the Drill status. That way the one button would toggle the drills and tell you the status of them. Can't get it to work though.

Button
{
Text
{
Binding = KSPField
Path = Kethane.KethaneExtractor.Status
}
Type = Method
Target = ToggleDrillAction
}

ToggleDrillAction is attributed KSPAction and not KSPEvent so that won't work just yet. I will be adding support in the next update for that. :)

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Just thought I'd post an update on progress.

The interface designer is coming along nicely, the designer still inherits a KSP skin, I may change that.

But here are a couple of teaser pictures:

NgptUp0l.jpg BK6Uoi0l.jpg

Edited by Razchek
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very nice looking can't wait to fiddle with it myself :)

hmm..was thinking the menu might get crowded with larger ships with much more KSPEvent triggers. Would it be possible to put the selections into categories? You know like command pods, propulsion, control..the normal stuff. That way, we can filter down the part we want without having to scroll forever...or maybe even set it up sort of like the action groups where you click on a part and then it allows you to make a possible selection for that part.

Either way looks great keep it up! :cool:

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very nice looking can't wait to fiddle with it myself :)

hmm..was thinking the menu might get crowded with larger ships with much more KSPEvent triggers. Would it be possible to put the selections into categories? You know like command pods, propulsion, control..the normal stuff. That way, we can filter down the part we want without having to scroll forever...or maybe even set it up sort of like the action groups where you click on a part and then it allows you to make a possible selection for that part.

Either way looks great keep it up! :cool:

I was working with just a few parts when I finally moved the interface into KSP from Unity and then when I decided to make some screenshots I did notice that the method & field list got crowded pretty quickly. :P

Was thinking of adding a filter text box at the bottom which you can type into to filter for things that contain the text entered.

This will make it easier to find events from a part (in the part config you can already see the class the module uses, so no need to look at source code to figure out what is what).

The part gets highlighted blue when an event is clicked to show which part the event comes from, there will also be a state to either have the button affect all found methods or lock it to the part it was selected on.

It probably wouldn't hurt to add categories like you have suggested as well.

The action-group selection method would be an interesting approach. I may look into this in the future! Thank you for the idea. :cool:

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Hi Raz, I have noticed that after a period of acceleration and/or time warping the buttons are no longer clickable, even when no longer accelerating or time warping. Not sure if that's what you meant in the bug "Buttons are not clickable when accelerating", or maybe it's an extension of that bug. After an extended period of 1000x time warping whilst scanning a planet for Kethane I noticed that the button hit boxes are just gone.

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OHMYGODOHMYGODOHMYGODOHMYGODOHMYGODOHMYGODOHMYGODOHMYGOD thats pretty cool. And by that I mean SUPER MEGA HYPER SUPER AWESOME!! WOW that is cool. Did I mention its awesome. Adding to my list of mods when my computer gets back. SO awesome.

Very awesome aswell.

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Wow, I love that bug! :D That second picture just makes it look freaking awesome.

I'll see if I can remove the reentry effects on these objects and in the future add light trails or blurring to the objects when moving at higher speeds.

-- Edit:

I have a question for people using this mod.

Should I add a flag for the interface to follow the camera, so that it is always facing 'you'?

Edited by Razchek
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Raz; I didn't read the thread yet since the day you started it so I'm not sure if this has been said, but.. When you get hired by squad don't you dare stop making mods!! Your contributions, while still young, are among the coolest ideas ever put into this game. Part packs are well and good, stuff that makes the game easier to play like autopilots and thrust/rcs/fuel balancers and different connecting cables and such are awesome, but your plugins are comin at this game from a whole different direction. Keep it up!

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