Malah Posted January 26, 2015 Author Share Posted January 26, 2015 Can you get QuickMute up on CKAN? (Unless I'm being dumb, I can't see it) Just makes it easier to grab when I reinstall mods. And thanks again for making it. I use it a lot.You can now install it with CKAN Link to comment Share on other sites More sharing options...
tal2410 Posted January 26, 2015 Share Posted January 26, 2015 I have an idea for another quick mod.I spend a lot of time in the contract windows just refusing contracts until something sensible appears. This means a lot of back-and-forth between the list of contracts and the Refuse button aaaall the way to the other end of the window.I'd like to be able to accept or refuse contracts with a keyboard shortcut, or a double click, or right click, or something like that? Is this something you could do with a "QuickContract" be possible? Link to comment Share on other sites More sharing options...
Malah Posted January 26, 2015 Author Share Posted January 26, 2015 I have an idea for another quick mod.I spend a lot of time in the contract windows just refusing contracts until something sensible appears. This means a lot of back-and-forth between the list of contracts and the Refuse button aaaall the way to the other end of the window.I'd like to be able to accept or refuse contracts with a keyboard shortcut, or a double click, or right click, or something like that? Is this something you could do with a "QuickContract" be possible?I'm working on it since yesterday It has been requested by 5thHorsemanIf I've the time, tomorrow it will be released. Link to comment Share on other sites More sharing options...
Malah Posted January 27, 2015 Author Share Posted January 27, 2015 (edited) 5thHorseman said: Sweet, QuickSearch is going to come in SO handy. Here's a request if you can do it, hotkeys to decline contracts while you're browsing the available ones. I think it'd be great to be able to just click a contract and hit "x" or whatever to cancel it. It would save me from about 99% of mouse movements on that screen tal2410 said: I have an idea for another quick mod. I spend a lot of time in the contract windows just refusing contracts until something sensible appears. This means a lot of back-and-forth between the list of contracts and the Refuse button aaaall the way to the other end of the window. I'd like to be able to accept or refuse contracts with a keyboard shortcut, or a double click, or right click, or something like that? Is this something you could do with a "QuickContract" be possible? It's done QuickContracts What is it? QuickContracts is a plugin which adds the possibility to have keyboard's shortcuts on the mission control. Keyboard's shortcuts: Accept selected contract: push A, Decline selected contract: push X, Decline all contracts: push C, Decline all test contracts: push V. You can change the shortcuts on the file "GameData/QuickContracts/Config.txt" This is a request from 5thHorseman and tal2410 Download: [Moderator removed defunct website link] Kerbal CurseForge Github Licence information: GPL v3 Source code: github How to install it? Unzip all files. Put the QuickContracts folder in your KSP/GameData folder. How to uninstall it? Delete the QuickContracts folder in your KSP/GameData folder. Changelog v0.10 - 2015.01.27 - Pre-release 1 Thanks! to 5thHorseman and tal2410 to have requested this mod, to malkuth for his Mission Controller 2 mod, to all other mod developers which make this game really huge, to my friend Neimad who corrects my bad english ... and to Squad for this awesome game. Links: - http://forum.kerbalspaceprogram.com/threads/95168 [Moderator removed defunct website link] - http://kerbal.curseforge.com/ksp-mods/227337-quickcontracts - https://github.com/malahx/QuickContracts - Mission Controller 2: http://forum.kerbalspaceprogram.com/threads/43645 Edited August 28, 2022 by James Kerman link removed Link to comment Share on other sites More sharing options...
Superfluous J Posted January 27, 2015 Share Posted January 27, 2015 This is a request from 5thHorseman and tal2410Thank you! Can't wait to try them in-game! Link to comment Share on other sites More sharing options...
tal2410 Posted January 27, 2015 Share Posted January 27, 2015 (edited) Oh wow thanks!EDIT: I don't know what I was drinking when I wrote my previous comment, I swear I usually write gooder. Edited January 27, 2015 by tal2410 Link to comment Share on other sites More sharing options...
Sarayakat Posted January 27, 2015 Share Posted January 27, 2015 Re: QuickcontractsOMG, thank you so much. Less clicking is always better. My LMB and index finger are eternally indebted to you! Link to comment Share on other sites More sharing options...
Superfluous J Posted January 28, 2015 Share Posted January 28, 2015 Small bug in QuickContracts, when you hit 'A' to accept, the contract gets accepted but the "Active Contracts" value does not get incremented. If you back out and go back in it updates. [defunct site link removed by moderator] Link to comment Share on other sites More sharing options...
Malah Posted January 28, 2015 Author Share Posted January 28, 2015 5thHorseman said: Small bug in QuickContracts, when you hit 'A' to accept, the contract gets accepted but the "Active Contracts" value does not get incremented. If you back out and go back in it updates. Thanks for the report I will correct it for the next update Link to comment Share on other sites More sharing options...
MK3424 Posted February 2, 2015 Share Posted February 2, 2015 Hey Malah, i really like your small mods, but i found a problem/bug with quickmute:-No all sounds are muted (i can still hear the decouplers and launchclamps)-It doesn't keep the game muted even when it's displaying the game is mute (it happens by switching scenes)all in all, they are still great mods Link to comment Share on other sites More sharing options...
Malah Posted February 2, 2015 Author Share Posted February 2, 2015 -It doesn't keep the game muted even when it's displaying the game is mute (it happens by switching scenes)Thanks for the report. I've found the mistake for the switching scenes.-No all sounds are muted (i can still hear the decouplers and launchclamps)Hum, I've never seen (hear) this bug ... Are you sure that's not the same bug (after a switching scene)? Link to comment Share on other sites More sharing options...
MK3424 Posted February 2, 2015 Share Posted February 2, 2015 Hum, I've never seen (hear) this bug ... Are you sure that's not the same bug (after a switching scene)?No, i have tested it with disabling and re-enabling the mute and i still could hear the decouplers. Link to comment Share on other sites More sharing options...
Malah Posted February 3, 2015 Author Share Posted February 3, 2015 No, i have tested it with disabling and re-enabling the mute and i still could hear the decouplers.After many try, I've found that some FX sounds aren't muted ... I will look how I can mute them. Link to comment Share on other sites More sharing options...
etmoonshade Posted February 4, 2015 Share Posted February 4, 2015 This is a little gem of a mod pack - needs more attention. The simple things are the best, and I look forward to trying QuickContracts - I was just wondering why this functionality wasn't in stock. Link to comment Share on other sites More sharing options...
MK3424 Posted February 5, 2015 Share Posted February 5, 2015 After many try, I've found that some FX sounds aren't muted ... I will look how I can mute them.Thanks for having a look at. Link to comment Share on other sites More sharing options...
Malah Posted February 6, 2015 Author Share Posted February 6, 2015 (edited) Hello, after a request form Alshain and monstah, I add QuickIVA QuickIVA What is it? QuickIVA is a small plugin which adds a switch to the IVA at the loading or the launch of a vessel. I suggest you to use the awesome mod RasterPropMonitor which makes the IVA usable. Download: [Moderator removed defunct website link] Kerbal CurseForge Github This is a request from Alshain and monstah. How does it work? It will put you on IVA at launch or at load. It will select preferably the first Pilot on a pod or the first Kerbal on a pod. It will not put you on IVA, if there are: - no Kerbals alive on the vessel, - no IVA model. The HUD can be automaticaly hide and the others camera / MapView can be disabled. Keyboard shortcuts: - "end" to recovery, - "backspace" to EVA. Screenshots Javascript is disabled. View full album Licence information: GPL v3 Source code: github How to install it? Unzip all files. Put the QuickIVA folder in your KSP/GameData folder. How to uninstall it? Delete the QuickIVA folder in your KSP/GameData folder. Changelog v1.00 - 2015.02.07 - First release. Thanks! to Alshain and monstah to have requested this mod, to Mihara and MOARdv for the awesome mod RasterPropMonitor, to all mods developers which make this game really huge, to my friend Neimad who corrects my bad english ... to Squad for this awesome game. Links: http://forum.kerbalspaceprogram.com/threads/95168 [Moderator removed defunct website link] https://github.com/malahx/QuickIVA RasterPropMonitor: http://forum.kerbalspaceprogram.com/threads/57603 Edited August 28, 2022 by James Kerman link removed Link to comment Share on other sites More sharing options...
Alshain Posted February 10, 2015 Share Posted February 10, 2015 I haven't had a chance to try it, but I'm definitely impressed by the level of options shown in the screenshot. I will be trying this later tonight, however using Backspace as a default for EVA might be problematic. Backspace is usually the Abort action group, so an attempt to abort may inadvertently have your Kerbal jump out of the pod. Hilarious as that may be... probably not good Thank you very much for putting this together. Link to comment Share on other sites More sharing options...
Malah Posted February 10, 2015 Author Share Posted February 10, 2015 I haven't had a chance to try it, but I'm definitely impressed by the level of options shown in the screenshot. I will be trying this later tonight, however using Backspace as a default for EVA might be problematic. Backspace is usually the Abort action group, so an attempt to abort may inadvertently have your Kerbal jump out of the pod. Hilarious as that may be... probably not good Thank you very much for putting this together.Ha yes for the Abort action group, I haven't seen that thanks. I think I will put it to "Home". Link to comment Share on other sites More sharing options...
Alshain Posted February 11, 2015 Share Posted February 11, 2015 (edited) Ha yes for the Abort action group, I haven't seen that thanks. I think I will put it to "Home".Other than that I found no flaws. It meets my every expectation (and more). Thank you again! Edited February 11, 2015 by Alshain Link to comment Share on other sites More sharing options...
Malah Posted February 13, 2015 Author Share Posted February 13, 2015 (edited) Hello, I've updated QuickHide, QuickExit, QuickIVA and QuickMute.The next update will be for QuickRevert, QuickContract and a fix for QuickScroll (the tweak for the PartListTooltips doesn't works as I want). I've lots of work to do on QuickSearch and I haven't planned to do it before the release of KSP QuickHideChangelogv2.00 - 2015.02.13- New: Added an auto hide for the stock toolbar,- Fix: Moved the config file to "GameData/QuickHide/Config.txt"- Fix: Toolbar mod is anymore required,- Fix: Some minor fixes.Download:Kerbal StuffKerbal CurseForgeGithubQuickExitChangelogv1.20 - 2015.02.13- New: Added of the possibility to quit the QuickExit window with the modifier key,- New: Added of the possibility to exit the game with the keyboard shortcut modifier key + f7,- Fix: Move the config file to GameData/QuickExit/Config.txt.Download:Kerbal StuffKerbal CurseForgeGithubQuickIVAChangelogv1.01 - 2015.02.13- Fix: Change the default EVA shortcut to "Home", (backspace is the default shortcut for abort).Download:Kerbal StuffKerbal CurseForgeGithubQuickMuteChangelogv1.01 - 2015.02.13- Fix: Mute the sound after a switching scene,- Fix: Some FX sound could be heard.Download:Kerbal StuffKerbal CurseForgeGithub Edited February 13, 2015 by Malah Link to comment Share on other sites More sharing options...
Malah Posted February 17, 2015 Author Share Posted February 17, 2015 Hello, after a bug found on QuickSearch, I've changed my planning to release it now QuickSearchDownload:Kerbal StuffKerbal CurseForgeGithubChangelogv1.00 - 2015.02.17* New: Added logical parameters (and &, or |) example mk1&mk2|mk3 is (mk1 and mk2) or mk3, space will no more be a or* New: Added a search with regex (/patern/) example /mk[1-3]/,* New: Added a back button to return to the previous category,* New: Added a bookmark button to save your search,* New: Added an automatic clear of the text field if you change the filter/category,* Fix: Corrected how QuickSeach adds the filters and subcategories to be better integrated, * Fix: Corrected an error which can block the text field with some mods (thanks SWAGATRON),* Fix: Some other minor fixes. Link to comment Share on other sites More sharing options...
SWAGATRON Posted February 20, 2015 Share Posted February 20, 2015 Thank you Malah for fixing it. I've been dying to see this mod compatible with the Lazor Systems!! +1 rep for you! Link to comment Share on other sites More sharing options...
RainDreamer Posted February 20, 2015 Share Posted February 20, 2015 Holy crap, I was looking for a search addon for 0.90 forever. This makes my life much easier! Link to comment Share on other sites More sharing options...
monstah Posted February 26, 2015 Share Posted February 26, 2015 QuickIVAWhat is it?QuickIVA is a small plugin which adds a switch to the IVA at the loading or the launch of a vessel.(...)This is a request from Alshain and monstah.And I did not see this before how? +install+rep+yay Link to comment Share on other sites More sharing options...
Gaalidas Posted February 26, 2015 Share Posted February 26, 2015 Hey, one small thing that's been bugging me about QuickExit... when the countdown finishes it displays something to the tune of "will exit in 5 seconds" instead of what i would expect, which would be something along the lines of "exiting..." or "will exit in 0 seconds." I attempted to make an adjustment myself and recompile, but, as I've been discovering recently, some mods simply cannot be recompiled by me without the whole thing breaking. As it turned out, the build was a success but the functionality was not... the button stopped showing on the toolbar and it produced an exception on load.So, I'm appealing to the author to help me regain my sanity over this little visual issue that would probably not bother anyone else with a normal brain structure. Link to comment Share on other sites More sharing options...
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