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PreciseNode for Kerbal Space Program
This project forked from jbengtson/ksp-precisenode
PreciseNode for Kerbal Space Program
Hi there,
I tried to write in the KSP forum, which would be a more appropriate place for thinks like this, but it's turned out to be pre-moderated, so screw it.
So I downloaded your mode, used it a little, then I wanted to tweak it a little and... well... I ended up pretty much rewriting it from scratch :)
Now I'm kinda in a loss what to do with it. Sending it as a pull request is pretty pointless, since it's a rewrite, and posting it as a separate mod will confuse everyone, since the functionality is pretty much the same.
These are the differences that I introduces in my version:
What was removed:
What was added:
So, your advise: what should I do with the code? Are you interested in a completely new version of the same? :)
The textboxes accept only the keys above the letter keys. Using them is slow and inefficient. Remapping numpad keys to something else in the keyboard options does not solve the problem.
Greetings, I've been looking everywhere for any contact information on you but there is nothing to be found. Not even on your website. So This is the only option I have to speak to you.
A while ago you wrote a blog -
http://www.subshell.com/en/subshell/blog/Implementing-a-Color-Picker-Dialog-With-Canvas-and-GWT100.html
and published the source code. I would like to ask your permission to use this code in my diploma, please.
For example, if I want to input 0.32 m/s as .32, the actual text becomes 0.23.
KSP 1.0.4 claims it can't load PN on my OSX 10.10 laptop :(
This mod is great, but my one issue with this mod is when you click on the window to add/subtract values, it also affects the map window behind it.
This can cause annoyances like: double-clicking unsets the target and/or camera focus, clicking on the orbit path creates new maneuver nodes, and right clicking bringing up menus on the map.
If possible, it would be nice if the Precise Node menu captured all clicks so they don't affect the underlying map. Thanks!
I tried to move a node into the future by pressing "3" (it didn't help that I was holding down 3 -- I'm still not entirely used to the mod only making one "tick" per button-press), but the cursor was in the time text box, and when the game tried to load a node ridiculously far into the future (it was in floating-point notation with a monstrously huge exponent), it crashed. Maybe the mod could do some additional sanity checking before passing the information along to make the maneuver node (not so much "is this a reasonable value", more like "will KSP choke if I give it a number this big").
Could you please add an option to advance one orbit (or the other way around) like the two blue buttons in 0.23.5 but easier to access?
Using the latest build of precise node and KSP 1.1.3, I get unsupported - please use 1.1.2
Change the UI's colors such that any unnecessary coloring is removed, and only prograde/normal/radial use the actual game colors.
Not 1.2.2 compatible for some reason. Does the last digit change that much on KSP updates?
Sad panda! Along with Kerbal Alarm Clock, PreciseNode is my favorite plugin! Can't wait for an update! Thanks so much for all the hard work on this.
The text gets deleted, however switching back is needed.
Combine the +/- buttons into a single button (per row) such that it reacts differently depending on the mouse button it is clicked with: Plus for left mouse button, minus for right button.
The download link in the main forum post is broken:
Maybe this could be solved through GitHub releases?
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