ToolbarWrapper.cs: Changed to VOID namespace.
ToolbarWrapper.cs: Changed to VOID namespace.

--- a/ToolbarButtonWrapper.cs
+++ b/ToolbarButtonWrapper.cs
@@ -131,10 +131,12 @@
 		protected PropertyInfo ButtonToolTip;
 		protected PropertyInfo ButtonVisible;
 		protected PropertyInfo ButtonVisibility;
+		protected PropertyInfo ButtonEffectivelyVisible;
 		protected PropertyInfo ButtonEnalbed;
 		protected PropertyInfo ButtonImportant;
 		protected EventInfo ButtonOnClick;
-		protected System.Type ClickHandlerType;
+		protected EventInfo ButtonOnMouseEnter;
+		protected EventInfo ButtonOnMouseLeave;
 		protected MethodInfo ButtonDestroy;
 		protected System.Type GameScenesVisibilityType;
 
@@ -242,6 +244,22 @@
 		}
 
 		/// <summary>
+		/// Whether this button is currently effectively visible or not. This is a combination of
+		/// <see cref="Visible"/> and <see cref="Visibility"/>.
+		/// </summary>
+		/// <remarks>
+		/// Note that the toolbar is not visible in certain game scenes, for example the loading screens. This property
+		/// does not reflect button invisibility in those scenes.
+		/// </remarks>
+		public bool EffectivelyVisible
+		{
+			get
+			{
+				return (bool)this.ButtonEffectivelyVisible.GetValue(this.Button, null);
+			}
+		}
+
+		/// <summary>
 		/// Whether this button is currently enabled (clickable) or not. This will not affect the player's ability to
 		/// position the button on their screen.
 		/// </summary>
@@ -299,6 +317,8 @@
 		/// <param name="id">Identifier, unique per namespace.</param>
 		protected ToolbarButtonWrapper(object button)
 		{
+			this.Button = button;
+
 			this.IButton = AssemblyLoader.loadedAssemblies
 				.Select(a => a.assembly.GetExportedTypes())
 				.SelectMany(t => t)
@@ -347,6 +367,13 @@
 			this.ButtonVisibility = this.IButton.GetProperty("Visibility");
 
 			Tools.PostDebugMessage(string.Format(
+				"{0}: Got 'Visibility' property.  Getting 'EffectivelyVisible' property.",
+				this.GetType().Name
+			));
+
+			this.ButtonEffectivelyVisible = this.IButton.GetProperty("EffectivelyVisible");
+
+			Tools.PostDebugMessage(string.Format(
 				"{0}: Got 'Visibility' property.  Getting 'Enabled' property.",
 				this.GetType().Name
 			));
@@ -366,13 +393,28 @@
 			));
 
 			this.ButtonOnClick = this.IButton.GetEvent("OnClick");
-			this.ClickHandlerType = this.ButtonOnClick.EventHandlerType;
-
-			Tools.PostDebugMessage(string.Format(
-				"{0}: Got 'OnClick' event '{1}'.  Getting 'Destroy' method.",
+
+			Tools.PostDebugMessage(string.Format(
+				"{0}: Got 'OnClick' event '{1}'.  Getting 'OnMouseEnter' event.",
 				this.GetType().Name,
 				this.ButtonOnClick.ToString()
 			));
+
+			this.ButtonOnMouseEnter = this.IButton.GetEvent("OnMouseEnter");
+
+			Tools.PostDebugMessage(string.Format(
+				"{0}: Got 'OnMouseEnter' event '{1}'.  Getting 'OnMouseLeave' event.",
+				this.GetType().Name,
+				this.ButtonOnClick.ToString()
+				));
+
+			this.ButtonOnMouseLeave = this.IButton.GetEvent("OnMouseLeave");
+
+			Tools.PostDebugMessage(string.Format(
+				"{0}: Got 'OnMouseLeave' event '{1}'.  Getting 'Destroy' method.",
+				this.GetType().Name,
+				this.ButtonOnClick.ToString()
+				));
 
 			this.ButtonDestroy = this.IButton.GetMethod("Destroy");
 
@@ -413,9 +455,47 @@
 		/// <param name="Handler">Delegate to handle "on click" events</param>
 		public void AddButtonClickHandler(Action<object> Handler)
 		{
-			Delegate d = Delegate.CreateDelegate(this.ClickHandlerType, Handler.Target, Handler.Method);
-			MethodInfo addHandler = this.ButtonOnClick.GetAddMethod();
-			addHandler.Invoke(this.Button, new object[] { d });
+			this.AddButtonEventHandler(this.ButtonOnClick, Handler);
+		}
+
+		/// <summary>
+		/// Adds event handler that can be registered with to receive "on mouse enter" events.
+		/// </summary>
+		/// <example>
+		/// <code>
+		/// ToolbarWrapperButton button = ...
+		/// button.AddButtonOnMouseEnterHandler(
+		/// 	(e) =>
+		/// 	{
+		/// 		Debug.Log("mouse entered button");
+		/// 	}
+		/// );
+		/// </code>
+		/// </example>
+		/// <param name="Handler">Delegate to handle "OnMouseEnter" events.</param>
+		public void AddButtonOnMouseEnterHandler(Action<object> Handler)
+		{
+			this.AddButtonEventHandler(this.ButtonOnMouseEnter, Handler);
+		}
+
+		/// <summary>
+		/// Adds event handler that can be registered with to receive "on mouse leave" events.
+		/// </summary>
+		/// <example>
+		/// <code>
+		/// ToolbarWrapperButton button = ...
+		/// button.AddButtonOnMouseLeaveHandler(
+		/// 	(e) =>
+		/// 	{
+		/// 		Debug.Log("mouse left button");
+		/// 	}
+		/// );
+		/// </code>
+		/// </example>
+		/// <param name="Handler">Delegate to handle "OnMouseLeave" events.</param>
+		public void AddButtonOnMouseLeaveHandler(Action<object> Handler)
+		{
+			this.AddButtonEventHandler(this.ButtonOnMouseLeave, Handler);
 		}
 
 		/// <summary>
@@ -436,6 +516,14 @@
 		{
 			this.ButtonDestroy.Invoke(this.Button, null);
 		}
+
+		// Utility method for use with the AddButton<event>Handler API methods.
+		protected void AddButtonEventHandler(EventInfo Event, Action<object> Handler)
+		{
+			Delegate d = Delegate.CreateDelegate(Event.EventHandlerType, Handler.Target, Handler.Method);
+			MethodInfo addHandler = Event.GetAddMethod();
+			addHandler.Invoke(this.Button, new object[] { d });
+		}
 	}
 }
 

--- /dev/null
+++ b/ToolbarWrapper/Properties/AssemblyInfo.cs
@@ -1,1 +1,37 @@
+using System.Reflection;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
 
+// Allgemeine Informationen über eine Assembly werden über die folgenden 
+// Attribute gesteuert. Ändern Sie diese Attributwerte, um die Informationen zu ändern,
+// die mit einer Assembly verknüpft sind.
+[assembly: AssemblyTitle("Toolbar Wrapper for Kerbal Space Program")]
+[assembly: AssemblyDescription("")]
+[assembly: AssemblyConfiguration("")]
+[assembly: AssemblyCompany("")]
+[assembly: AssemblyProduct("ToolbarWrapper")]
+[assembly: AssemblyCopyright("Copyright © 2013-2014 Maik Schreiber")]
+[assembly: AssemblyTrademark("")]
+[assembly: AssemblyCulture("")]
+
+// Durch Festlegen von ComVisible auf "false" werden die Typen in dieser Assembly unsichtbar 
+// für COM-Komponenten. Wenn Sie auf einen Typ in dieser Assembly von 
+// COM zugreifen müssen, legen Sie das ComVisible-Attribut für diesen Typ auf "true" fest.
+[assembly: ComVisible(false)]
+
+// Die folgende GUID bestimmt die ID der Typbibliothek, wenn dieses Projekt für COM verfügbar gemacht wird
+[assembly: Guid("bfd95a60-6335-4a59-a29e-438d806d8f2d")]
+
+// Versionsinformationen für eine Assembly bestehen aus den folgenden vier Werten:
+//
+//      Hauptversion
+//      Nebenversion 
+//      Buildnummer
+//      Revision
+//
+// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern 
+// übernehmen, indem Sie "*" eingeben:
+// [assembly: AssemblyVersion("1.0.*")]
+[assembly: AssemblyVersion("1.0.0.0")]
+[assembly: AssemblyFileVersion("1.0.0.0")]
+

--- /dev/null
+++ b/ToolbarWrapper/ToolbarWrapper.cs
@@ -1,1 +1,639 @@
-
+/*
+Copyright (c) 2013-2014, Maik Schreiber
+All rights reserved.
+
+Redistribution and use in source and binary forms, with or without modification,
+are permitted provided that the following conditions are met:
+
+1. Redistributions of source code must retain the above copyright notice, this
+   list of conditions and the following disclaimer.
+
+2. Redistributions in binary form must reproduce the above copyright notice,
+   this list of conditions and the following disclaimer in the documentation
+   and/or other materials provided with the distribution.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
+FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
+DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
+SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
+CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
+OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*/
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Reflection;
+using System.Text;
+using UnityEngine;
+
+
+namespace VOID {
+
+
+
+	/**********************************************************\
+	*          --- DO NOT EDIT BELOW THIS COMMENT ---          *
+	*                                                          *
+	* This file contains classes and interfaces to use the     *
+	* Toolbar Plugin without creating a hard dependency on it. *
+	*                                                          *
+	* There is nothing in this file that needs to be edited    *
+	* by hand.                                                 *
+	*                                                          *
+	*          --- DO NOT EDIT BELOW THIS COMMENT ---          *
+	\**********************************************************/
+
+
+
+	/// <summary>
+	/// The global tool bar manager.
+	/// </summary>
+	public partial class ToolbarManager : IToolbarManager {
+		/// <summary>
+		/// Whether the Toolbar Plugin is available.
+		/// </summary>
+		public static bool ToolbarAvailable {
+			get {
+				if (toolbarAvailable == null) {
+					toolbarAvailable = Instance != null;
+				}
+				return (bool) toolbarAvailable;
+			}
+		}
+
+		/// <summary>
+		/// The global tool bar manager instance.
+		/// </summary>
+		public static IToolbarManager Instance {
+			get {
+				if ((toolbarAvailable != false) && (instance_ == null)) {
+					Type type = AssemblyLoader.loadedAssemblies
+						.SelectMany(a => a.assembly.GetExportedTypes())
+						.SingleOrDefault(t => t.FullName == "Toolbar.ToolbarManager");
+					if (type != null) {
+						object realToolbarManager = type.GetProperty("Instance", BindingFlags.Public | BindingFlags.Static).GetValue(null, null);
+						instance_ = new ToolbarManager(realToolbarManager);
+					}
+				}
+				return instance_;
+			}
+		}
+	}
+
+	#region interfaces
+
+	/// <summary>
+	/// A toolbar manager.
+	/// </summary>
+	public interface IToolbarManager {
+		/// <summary>
+		/// Adds a new button.
+		/// </summary>
+		/// <remarks>
+		/// To replace an existing button, just add a new button using the old button's namespace and ID.
+		/// Note that the new button will inherit the screen position of the old button.
+		/// </remarks>
+		/// <param name="ns">The new button's namespace. This is usually the plugin's name. Must not include special characters like '.'</param>
+		/// <param name="id">The new button's ID. This ID must be unique across all buttons in the namespace. Must not include special characters like '.'</param>
+		/// <returns>The button created.</returns>
+		IButton add(string ns, string id);
+	}
+
+	/// <summary>
+	/// Represents a clickable button.
+	/// </summary>
+	public interface IButton {
+		/// <summary>
+		/// The text displayed on the button. Set to null to hide text.
+		/// </summary>
+		/// <remarks>
+		/// The text can be changed at any time to modify the button's appearance. Note that since this will also
+		/// modify the button's size, this feature should be used sparingly, if at all.
+		/// </remarks>
+		/// <seealso cref="TexturePath"/>
+		string Text {
+			set;
+			get;
+		}
+
+		/// <summary>
+		/// The color the button text is displayed with. Defaults to Color.white.
+		/// </summary>
+		/// <remarks>
+		/// The text color can be changed at any time to modify the button's appearance.
+		/// </remarks>
+		Color TextColor {
+			set;
+			get;
+		}
+
+		/// <summary>
+		/// The path of a texture file to display an icon on the button. Set to null to hide icon.
+		/// </summary>
+		/// <remarks>
+		/// <para>
+		/// A texture path on a button will have precedence over text. That is, if both text and texture path
+		/// have been set on a button, the button will show the texture, not the text.
+		/// </para>
+		/// <para>
+		/// The texture size must not exceed 24x24 pixels.
+		/// </para>
+		/// <para>
+		/// The texture path must be relative to the "GameData" directory, and must not specify a file name suffix.
+		/// Valid example: MyAddon/Textures/icon_mybutton
+		/// </para>
+		/// <para>
+		/// The texture path can be changed at any time to modify the button's appearance.
+		/// </para>
+		/// </remarks>
+		/// <seealso cref="Text"/>
+		string TexturePath {
+			set;
+			get;
+		}
+
+		/// <summary>
+		/// The button's tool tip text. Set to null if no tool tip is desired.
+		/// </summary>
+		/// <remarks>
+		/// Tool Tip Text Should Always Use Headline Style Like This.
+		/// </remarks>
+		string ToolTip {
+			set;
+			get;
+		}
+
+		/// <summary>
+		/// Whether this button is currently visible or not. Can be used in addition to or as a replacement for <see cref="Visibility"/>.
+		/// </summary>
+		/// <remarks>
+		/// Setting this property to true does not affect the player's ability to hide the button using the configuration.
+		/// Conversely, setting this property to false does not enable the player to show the button using the configuration.
+		/// </remarks>
+		bool Visible {
+			set;
+			get;
+		}
+
+		/// <summary>
+		/// Determines this button's visibility. Can be used in addition to or as a replacement for <see cref="Visible"/>.
+		/// </summary>
+		/// <remarks>
+		/// The return value from IVisibility.Visible is subject to the same rules as outlined for
+		/// <see cref="Visible"/>.
+		/// </remarks>
+		IVisibility Visibility {
+			set;
+			get;
+		}
+
+		/// <summary>
+		/// Whether this button is currently effectively visible or not. This is a combination of
+		/// <see cref="Visible"/> and <see cref="Visibility"/>.
+		/// </summary>
+		/// <remarks>
+		/// Note that the toolbar is not visible in certain game scenes, for example the loading screens. This property
+		/// does not reflect button invisibility in those scenes. In addition, this property does not reflect the
+		/// player's configuration of the button's visibility.
+		/// </remarks>
+		bool EffectivelyVisible {
+			get;
+		}
+
+		/// <summary>
+		/// Whether this button is currently enabled (clickable) or not. This does not affect the player's ability to
+		/// position the button on their toolbar.
+		/// </summary>
+		bool Enabled {
+			set;
+			get;
+		}
+
+		/// <summary>
+		/// Whether this button is currently "important." Set to false to return to normal button behaviour.
+		/// </summary>
+		/// <remarks>
+		/// <para>
+		/// This can be used to temporarily force the button to be shown on screen regardless of the toolbar being
+		/// currently in auto-hidden mode. For example, a button that signals the arrival of a private message in
+		/// a chat room could mark itself as "important" as long as the message has not been read.
+		/// </para>
+		/// <para>
+		/// Setting this property does not change the appearance of the button. Use <see cref="TexturePath"/> to
+		/// change the button's icon.
+		/// </para>
+		/// <para>
+		/// Setting this property to true does not affect the player's ability to hide the button using the
+		/// configuration.
+		/// </para>
+		/// <para>
+		/// This feature should be used only sparingly, if at all, since it forces the button to be displayed on
+		/// screen even when it normally wouldn't.
+		/// </para>
+		/// </remarks>
+		bool Important {
+			set;
+			get;
+		}
+
+		/// <summary>
+		/// Event handler that can be registered with to receive "on click" events.
+		/// </summary>
+		/// <example>
+		/// <code>
+		/// IButton button = ...
+		/// button.OnClick += (e) => {
+		///     Debug.Log("button clicked, mouseButton: " + e.MouseButton);
+		/// };
+		/// </code>
+		/// </example>
+		event ClickHandler OnClick;
+
+		/// <summary>
+		/// Event handler that can be registered with to receive "on mouse enter" events.
+		/// </summary>
+		/// <example>
+		/// <code>
+		/// IButton button = ...
+		/// button.OnMouseEnter += (e) => {
+		///     Debug.Log("mouse entered button");
+		/// };
+		/// </code>
+		/// </example>
+		event MouseEnterHandler OnMouseEnter;
+
+		/// <summary>
+		/// Event handler that can be registered with to receive "on mouse leave" events.
+		/// </summary>
+		/// <example>
+		/// <code>
+		/// IButton button = ...
+		/// button.OnMouseLeave += (e) => {
+		///     Debug.Log("mouse left button");
+		/// };
+		/// </code>
+		/// </example>
+		event MouseLeaveHandler OnMouseLeave;
+
+		/// <summary>
+		/// Permanently destroys this button so that it is no longer displayed.
+		/// Should be used when a plugin is stopped to remove leftover buttons.
+		/// </summary>
+		void Destroy();
+	}
+
+	#endregion
+
+	#region events
+
+	/// <summary>
+	/// Event describing a click on a button.
+	/// </summary>
+	public partial class ClickEvent : EventArgs {
+		/// <summary>
+		/// The button that has been clicked.
+		/// </summary>
+		public readonly IButton Button;
+
+		/// <summary>
+		/// The mouse button which the button was clicked with.
+		/// </summary>
+		/// <remarks>
+		/// Is 0 for left mouse button, 1 for right mouse button, and 2 for middle mouse button.
+		/// </remarks>
+		public readonly int MouseButton;
+	}
+
+	/// <summary>
+	/// An event handler that is invoked whenever a button has been clicked.
+	/// </summary>
+	/// <param name="e">An event describing the button click.</param>
+	public delegate void ClickHandler(ClickEvent e);
+
+	/// <summary>
+	/// Event describing the mouse pointer moving about a button.
+	/// </summary>
+	public abstract partial class MouseMoveEvent {
+		/// <summary>
+		/// The button in question.
+		/// </summary>
+		public readonly IButton button;
+	}
+
+	/// <summary>
+	/// Event describing the mouse pointer entering a button's area.
+	/// </summary>
+	public partial class MouseEnterEvent : MouseMoveEvent {
+	}
+
+	/// <summary>
+	/// Event describing the mouse pointer leaving a button's area.
+	/// </summary>
+	public partial class MouseLeaveEvent : MouseMoveEvent {
+	}
+
+	/// <summary>
+	/// An event handler that is invoked whenever the mouse pointer enters a button's area.
+	/// </summary>
+	/// <param name="e">An event describing the mouse pointer entering.</param>
+	public delegate void MouseEnterHandler(MouseEnterEvent e);
+
+	/// <summary>
+	/// An event handler that is invoked whenever the mouse pointer leaves a button's area.
+	/// </summary>
+	/// <param name="e">An event describing the mouse pointer leaving.</param>
+	public delegate void MouseLeaveHandler(MouseLeaveEvent e);
+
+	#endregion
+
+	#region visibility
+
+	/// <summary>
+	/// Determines visibility of a button.
+	/// </summary>
+	/// <seealso cref="IButton.Visibility"/>
+	public interface IVisibility {
+		/// <summary>
+		/// Whether a button is currently visible or not.
+		/// </summary>
+		/// <seealso cref="IButton.Visible"/>
+		bool Visible {
+			get;
+		}
+	}
+
+	/// <summary>
+	/// Determines visibility of a button in relation to the currently running game scene.
+	/// </summary>
+	/// <example>
+	/// <code>
+	/// IButton button = ...
+	/// button.Visibility = new GameScenesVisibility(GameScenes.EDITOR, GameScenes.SPH);
+	/// </code>
+	/// </example>
+	/// <seealso cref="IButton.Visibility"/>
+	public class GameScenesVisibility : IVisibility {
+		private GameScenes[] gameScenes;
+
+		public bool Visible {
+			get {
+				return (bool) visibleProperty.GetValue(realGameScenesVisibility, null);
+			}
+		}
+
+		private object realGameScenesVisibility;
+		private PropertyInfo visibleProperty;
+
+		public GameScenesVisibility(params GameScenes[] gameScenes) {
+			Type gameScenesVisibilityType = AssemblyLoader.loadedAssemblies
+				.SelectMany(a => a.assembly.GetExportedTypes())
+				.SingleOrDefault(t => t.FullName == "Toolbar.GameScenesVisibility");
+			realGameScenesVisibility = Activator.CreateInstance(gameScenesVisibilityType, new object[] { gameScenes });
+			visibleProperty = gameScenesVisibilityType.GetProperty("Visible", BindingFlags.Public | BindingFlags.Instance);
+			this.gameScenes = gameScenes;
+		}
+	}
+
+	#endregion
+
+	#region private implementations
+
+	public partial class ToolbarManager : IToolbarManager {
+		private static bool? toolbarAvailable = null;
+		private static IToolbarManager instance_;
+
+		private object realToolbarManager;
+		private MethodInfo addMethod;
+		private Dictionary<object, IButton> buttons = new Dictionary<object, IButton>();
+		private Type iButtonType;
+		private Type functionVisibilityType;
+
+		private ToolbarManager(object realToolbarManager) {
+			this.realToolbarManager = realToolbarManager;
+
+			Type iToolbarManagerType = AssemblyLoader.loadedAssemblies
+				.SelectMany(a => a.assembly.GetExportedTypes())
+				.SingleOrDefault(t => t.FullName == "Toolbar.IToolbarManager");
+			addMethod = iToolbarManagerType.GetMethod("add", BindingFlags.Public | BindingFlags.Instance);
+
+			iButtonType = AssemblyLoader.loadedAssemblies
+				.SelectMany(a => a.assembly.GetExportedTypes())
+				.SingleOrDefault(t => t.FullName == "Toolbar.IButton");
+			functionVisibilityType = AssemblyLoader.loadedAssemblies
+				.SelectMany(a => a.assembly.GetExportedTypes())
+				.SingleOrDefault(t => t.FullName == "Toolbar.FunctionVisibility");
+		}
+
+		public IButton add(string ns, string id) {
+			object realButton = addMethod.Invoke(realToolbarManager, new object[] { ns, id });
+			IButton button = new Button(realButton, iButtonType, functionVisibilityType);
+			buttons.Add(realButton, button);
+			return button;
+		}
+	}
+
+	internal class Button : IButton {
+		private object realButton;
+		private PropertyInfo textProperty;
+		private PropertyInfo textColorProperty;
+		private PropertyInfo texturePathProperty;
+		private PropertyInfo toolTipProperty;
+		private PropertyInfo visibleProperty;
+		private PropertyInfo visibilityProperty;
+		private Type functionVisibilityType;
+		private PropertyInfo effectivelyVisibleProperty;
+		private PropertyInfo enabledProperty;
+		private PropertyInfo importantProperty;
+		private EventInfo onClickEvent;
+		private Delegate realClickHandler;
+		private EventInfo onMouseEnterEvent;
+		private Delegate realMouseEnterHandler;
+		private EventInfo onMouseLeaveEvent;
+		private Delegate realMouseLeaveHandler;
+		private MethodInfo destroyMethod;
+
+		internal Button(object realButton, Type iButtonType, Type functionVisibilityType) {
+			this.realButton = realButton;
+			this.functionVisibilityType = functionVisibilityType;
+
+			textProperty = iButtonType.GetProperty("Text", BindingFlags.Public | BindingFlags.Instance);
+			textColorProperty = iButtonType.GetProperty("TextColor", BindingFlags.Public | BindingFlags.Instance);
+			texturePathProperty = iButtonType.GetProperty("TexturePath", BindingFlags.Public | BindingFlags.Instance);
+			toolTipProperty = iButtonType.GetProperty("ToolTip", BindingFlags.Public | BindingFlags.Instance);
+			visibleProperty = iButtonType.GetProperty("Visible", BindingFlags.Public | BindingFlags.Instance);
+			visibilityProperty = iButtonType.GetProperty("Visibility", BindingFlags.Public | BindingFlags.Instance);
+			effectivelyVisibleProperty = iButtonType.GetProperty("EffectivelyVisible", BindingFlags.Public | BindingFlags.Instance);
+			enabledProperty = iButtonType.GetProperty("Enabled", BindingFlags.Public | BindingFlags.Instance);
+			importantProperty = iButtonType.GetProperty("Important", BindingFlags.Public | BindingFlags.Instance);
+			onClickEvent = iButtonType.GetEvent("OnClick", BindingFlags.Public | BindingFlags.Instance);
+			onMouseEnterEvent = iButtonType.GetEvent("OnMouseEnter", BindingFlags.Public | BindingFlags.Instance);
+			onMouseLeaveEvent = iButtonType.GetEvent("OnMouseLeave", BindingFlags.Public | BindingFlags.Instance);
+			destroyMethod = iButtonType.GetMethod("Destroy", BindingFlags.Public | BindingFlags.Instance);
+
+			realClickHandler = attachEventHandler(onClickEvent, "clicked", realButton);
+			realMouseEnterHandler = attachEventHandler(onMouseEnterEvent, "mouseEntered", realButton);
+			realMouseLeaveHandler = attachEventHandler(onMouseLeaveEvent, "mouseLeft", realButton);
+		}
+
+		private Delegate attachEventHandler(EventInfo @event, string methodName, object realButton) {
+			MethodInfo method = GetType().GetMethod(methodName, BindingFlags.NonPublic | BindingFlags.Instance);
+			Delegate d = Delegate.CreateDelegate(@event.EventHandlerType, this, method);
+			@event.GetAddMethod().Invoke(realButton, new object[] { d });
+			return d;
+		}
+
+		public string Text {
+			set {
+				textProperty.SetValue(realButton, value, null);
+			}
+			get {
+				return (string) textProperty.GetValue(realButton, null);
+			}
+		}
+
+		public Color TextColor {
+			set {
+				textColorProperty.SetValue(realButton, value, null);
+			}
+			get {
+				return (Color) textColorProperty.GetValue(realButton, null);
+			}
+		}
+
+		public string TexturePath {
+			set {
+				texturePathProperty.SetValue(realButton, value, null);
+			}
+			get {
+				return (string) texturePathProperty.GetValue(realButton, null);
+			}
+		}
+
+		public string ToolTip {
+			set {
+				toolTipProperty.SetValue(realButton, value, null);
+			}
+			get {
+				return (string) toolTipProperty.GetValue(realButton, null);
+			}
+		}
+
+		public bool Visible {
+			set {
+				visibleProperty.SetValue(realButton, value, null);
+			}
+			get {
+				return (bool) visibleProperty.GetValue(realButton, null);
+			}
+		}
+
+		public IVisibility Visibility {
+			set {
+				object functionVisibility = Activator.CreateInstance(functionVisibilityType, new object[] { new Func<bool>(() => value.Visible) });
+				visibilityProperty.SetValue(realButton, functionVisibility, null);
+				visibility_ = value;
+			}
+			get {
+				return visibility_;
+			}
+		}
+		private IVisibility visibility_;
+
+		public bool EffectivelyVisible {
+			get {
+				return (bool) effectivelyVisibleProperty.GetValue(realButton, null);
+			}
+		}
+
+		public bool Enabled {
+			set {
+				enabledProperty.SetValue(realButton, value, null);
+			}
+			get {
+				return (bool) enabledProperty.GetValue(realButton, null);
+			}
+		}
+
+		public bool Important {
+			set {
+				importantProperty.SetValue(realButton, value, null);
+			}
+			get {
+				return (bool) importantProperty.GetValue(realButton, null);
+			}
+		}
+
+		public event ClickHandler OnClick;
+
+		private void clicked(object realEvent) {
+			if (OnClick != null) {
+				OnClick(new ClickEvent(realEvent, this));
+			}
+		}
+
+		public event MouseEnterHandler OnMouseEnter;
+
+		private void mouseEntered(object realEvent) {
+			if (OnMouseEnter != null) {
+				OnMouseEnter(new MouseEnterEvent(this));
+			}
+		}
+
+		public event MouseLeaveHandler OnMouseLeave;
+
+		private void mouseLeft(object realEvent) {
+			if (OnMouseLeave != null) {
+				OnMouseLeave(new MouseLeaveEvent(this));
+			}
+		}
+
+		public void Destroy() {
+			detachEventHandler(onClickEvent, realClickHandler, realButton);
+			detachEventHandler(onMouseEnterEvent, realMouseEnterHandler, realButton);
+			detachEventHandler(onMouseLeaveEvent, realMouseLeaveHandler, realButton);
+
+			destroyMethod.Invoke(realButton, null);
+		}
+
+		private void detachEventHandler(EventInfo @event, Delegate d, object realButton) {
+			@event.GetRemoveMethod().Invoke(realButton, new object[] { d });
+		}
+
+		private Delegate createDelegate(Type eventHandlerType, string methodName) {
+			return Delegate.CreateDelegate(GetType(), GetType().GetMethod(methodName, BindingFlags.NonPublic | BindingFlags.Instance));
+		}
+	}
+
+	public partial class ClickEvent : EventArgs {
+		internal ClickEvent(object realEvent, IButton button) {
+			Type type = realEvent.GetType();
+			Button = button;
+			MouseButton = (int) type.GetField("MouseButton", BindingFlags.Public | BindingFlags.Instance).GetValue(realEvent);
+		}
+	}
+
+	public abstract partial class MouseMoveEvent : EventArgs {
+		internal MouseMoveEvent(IButton button) {
+			this.button = button;
+		}
+	}
+
+	public partial class MouseEnterEvent : MouseMoveEvent {
+		internal MouseEnterEvent(IButton button)
+			: base(button) {
+		}
+	}
+
+	public partial class MouseLeaveEvent : MouseMoveEvent {
+		internal MouseLeaveEvent(IButton button)
+			: base(button) {
+		}
+	}
+
+	#endregion
+}
+

--- /dev/null
+++ b/ToolbarWrapper/Wrapper.csproj
@@ -1,1 +1,59 @@
-
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
+  <PropertyGroup>
+    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
+    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
+    <ProjectGuid>{E258AB2C-E2BB-4ACA-B902-C98582041F69}</ProjectGuid>
+    <OutputType>Library</OutputType>
+    <AppDesignerFolder>Properties</AppDesignerFolder>
+    <RootNamespace>ToolbarWrapper</RootNamespace>
+    <AssemblyName>ToolbarWrapper</AssemblyName>
+    <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
+    <FileAlignment>512</FileAlignment>
+    <TargetFrameworkProfile />
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
+    <DebugSymbols>true</DebugSymbols>
+    <DebugType>full</DebugType>
+    <Optimize>false</Optimize>
+    <OutputPath>bin\Debug\</OutputPath>
+    <DefineConstants>DEBUG;TRACE</DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
+    <DebugType>pdbonly</DebugType>
+    <Optimize>true</Optimize>
+    <OutputPath>bin\Release\</OutputPath>
+    <DefineConstants>TRACE</DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+  </PropertyGroup>
+  <ItemGroup>
+    <Reference Include="Assembly-CSharp">
+      <HintPath>..\..\..\..\Programme\KSP_23_dev\KSP_Data\Managed\Assembly-CSharp.dll</HintPath>
+    </Reference>
+    <Reference Include="System" />
+    <Reference Include="System.Core" />
+    <Reference Include="System.Xml.Linq" />
+    <Reference Include="System.Data.DataSetExtensions" />
+    <Reference Include="System.Data" />
+    <Reference Include="System.Xml" />
+    <Reference Include="UnityEngine">
+      <HintPath>..\..\..\..\Programme\KSP_23_dev\KSP_Data\Managed\UnityEngine.dll</HintPath>
+    </Reference>
+  </ItemGroup>
+  <ItemGroup>
+    <Compile Include="Properties\AssemblyInfo.cs" />
+    <Compile Include="ToolbarWrapper.cs" />
+  </ItemGroup>
+  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
+  <!-- To modify your build process, add your task inside one of the targets below and uncomment it. 
+       Other similar extension points exist, see Microsoft.Common.targets.
+  <Target Name="BeforeBuild">
+  </Target>
+  <Target Name="AfterBuild">
+  </Target>
+  -->
+</Project>

file:a/Tools.cs -> file:b/Tools.cs
--- a/Tools.cs
+++ b/Tools.cs
@@ -209,7 +209,17 @@
 		//From http://svn.mumech.com/KSP/trunk/MuMechLib/VOID.vesselState.cs
 		public static double MuMech_get_heading(Vessel vessel)
 		{
-			Vector3d CoM = vessel.findWorldCenterOfMass();
+			Vector3d CoM;
+
+			try
+			{
+				CoM = vessel.findWorldCenterOfMass();
+			}
+			catch
+			{
+				return double.NaN;
+			}
+
 			Vector3d up = (CoM - vessel.mainBody.position).normalized;
 			Vector3d north = Vector3d.Exclude(
 				                 up,
@@ -959,6 +969,59 @@
 			return icon;
 		}
 
+		public static ExperimentSituations GetExperimentSituation(this Vessel vessel)
+		{
+			Vessel.Situations situation = vessel.situation;
+
+			switch (situation)
+			{
+				case Vessel.Situations.PRELAUNCH:
+				case Vessel.Situations.LANDED:
+					return ExperimentSituations.SrfLanded;
+				case Vessel.Situations.SPLASHED:
+					return ExperimentSituations.SrfSplashed;
+				case Vessel.Situations.FLYING:
+					if (vessel.altitude < (double)vessel.mainBody.scienceValues.flyingAltitudeThreshold)
+					{
+						return ExperimentSituations.FlyingLow;
+					}
+					else
+					{
+						return ExperimentSituations.FlyingHigh;
+					}
+			}
+
+			if (vessel.altitude < (double)vessel.mainBody.scienceValues.spaceAltitudeThreshold)
+			{
+				return ExperimentSituations.InSpaceLow;
+			}
+			else
+			{
+				return ExperimentSituations.InSpaceHigh;
+			}
+		}
+
+		public static string HumanString(this ExperimentSituations situation)
+		{
+			switch (situation)
+			{
+				case ExperimentSituations.FlyingHigh:
+					return "Upper Atmosphere";
+				case ExperimentSituations.FlyingLow:
+					return "Flying";
+				case ExperimentSituations.SrfLanded:
+					return "Surface";
+				case ExperimentSituations.InSpaceLow:
+					return "Near in Space";
+				case ExperimentSituations.InSpaceHigh:
+					return "High in Space";
+				case ExperimentSituations.SrfSplashed:
+					return "Splashed Down";
+				default:
+					return "Unknown";
+			}
+		}
+
 		private static ScreenMessage debugmsg = new ScreenMessage("", 2f, ScreenMessageStyle.UPPER_RIGHT);
 
 		[System.Diagnostics.Conditional("DEBUG")]

--- a/VOID_Core.cs
+++ b/VOID_Core.cs
@@ -69,53 +69,68 @@
 		 * Fields
 		 * */
 		protected string VoidName = "VOID";
-		protected string VoidVersion = "0.9.18";
+		protected string VoidVersion = "0.9.20";
+
 		protected bool _factoryReset = false;
+
 		[AVOID_SaveValue("configValue")]
 		protected VOID_SaveValue<int> configVersion = 1;
+
 		protected List<IVOID_Module> _modules = new List<IVOID_Module>();
 		protected bool _modulesLoaded = false;
+
 		[AVOID_SaveValue("mainWindowPos")]
 		protected VOID_SaveValue<Rect> mainWindowPos = new Rect(475, 575, 10f, 10f);
 		[AVOID_SaveValue("mainGuiMinimized")]
 		protected VOID_SaveValue<bool> mainGuiMinimized = false;
+
 		[AVOID_SaveValue("configWindowPos")]
 		protected VOID_SaveValue<Rect> configWindowPos = new Rect(825, 625, 10f, 10f);
 		[AVOID_SaveValue("configWindowMinimized")]
+
 		protected VOID_SaveValue<bool> configWindowMinimized = true;
 		[AVOID_SaveValue("VOIDIconPos")]
 		protected VOID_SaveValue<Rect> VOIDIconPos = new Rect(Screen.width / 2 - 200, Screen.height - 32, 32f, 32f);
-		protected Texture2D VOIDIconOff;
-		protected Texture2D VOIDIconOn;
+
 		protected Texture2D VOIDIconTexture;
-		protected string VOIDIconOnPath = "VOID/Textures/void_icon_on";
-		protected string VOIDIconOffPath = "VOID/Textures/void_icon_off";
+		protected string VOIDIconOnActivePath;
+		protected string VOIDIconOnInactivePath;
+		protected string VOIDIconOffActivePath;
+		protected string VOIDIconOffInactivePath;
+
 		protected bool VOIDIconLocked = true;
+
 		protected GUIStyle iconStyle;
+
 		protected int windowBaseID = -96518722;
 		protected int _windowID = 0;
+
 		protected bool GUIStylesLoaded = false;
 		protected Dictionary<string, GUIStyle> _LabelStyles = new Dictionary<string, GUIStyle>();
+
 		[AVOID_SaveValue("togglePower")]
 		public VOID_SaveValue<bool> togglePower = true;
 		public bool powerAvailable = true;
+
 		[AVOID_SaveValue("consumeResource")]
 		protected VOID_SaveValue<bool> consumeResource = false;
+
 		[AVOID_SaveValue("resourceName")]
 		protected VOID_SaveValue<string> resourceName = "ElectricCharge";
+
 		[AVOID_SaveValue("resourceRate")]
 		protected VOID_SaveValue<float> resourceRate = 0.2f;
+
 		[AVOID_SaveValue("updatePeriod")]
 		protected VOID_SaveValue<double> _updatePeriod = 1001f / 15000f;
 		protected float _updateTimer = 0f;
 		protected string stringFrequency;
-		// Celestial Body Housekeeping
-		protected List<CelestialBody> _allBodies = new List<CelestialBody>();
-		protected bool bodiesLoaded = false;
+
 		// Vessel Type Housekeeping
 		protected List<VesselType> _allVesselTypes = new List<VesselType>();
 		protected bool vesselTypesLoaded = false;
 		public float saveTimer = 0;
+
 		protected string defaultSkin = "KSP window 2";
 		[AVOID_SaveValue("defaultSkin")]
 		protected VOID_SaveValue<string> _skinName;
@@ -133,11 +148,14 @@
 				"PartTooltipSkin"
 			};
 		protected bool skinsLoaded = false;
+
 		public bool configDirty;
+
 		[AVOID_SaveValue("UseBlizzyToolbar")]
 		protected VOID_SaveValue<bool> _UseToolbarManager;
 		protected bool ToolbarManagerLoaded;
 		internal ToolbarButtonWrapper ToolbarButton;
+
 		/*
 		 * Properties
 		 * */
@@ -193,7 +211,7 @@
 		{
 			get
 			{
-				return this._allBodies;
+				return FlightGlobals.Bodies;
 			}
 		}
 
@@ -221,6 +239,38 @@
 			}
 		}
 
+		protected IconState powerState
+		{
+			get
+			{
+				if (this.togglePower && this.powerAvailable)
+				{
+					return IconState.PowerOn;
+				}
+				else
+				{
+					return IconState.PowerOff;
+				}
+
+			}
+		}
+
+		protected IconState activeState
+		{
+			get
+			{
+				if (this.mainGuiMinimized)
+				{
+					return IconState.Inactive;
+				}
+				else
+				{
+					return IconState.Active;
+				}
+
+			}
+		}
+
 		protected bool UseToolbarManager
 		{
 			get
@@ -229,6 +279,11 @@
 			}
 			set
 			{
+				if (this._UseToolbarManager == value)
+				{
+					return;
+				}
+
 				if (value == false && this.ToolbarManagerLoaded && this.ToolbarButton != null)
 				{
 					this.ToolbarButton.Destroy();
@@ -239,9 +294,12 @@
 					this.InitializeToolbarButton();
 				}
 
+				this.SetIconTexture(this.powerState | this.activeState);
+
 				_UseToolbarManager.value = value;
 			}
 		}
+
 		/*
 		 * Methods
 		 * */
@@ -251,15 +309,19 @@
 
 			this._Active.value = true;
 
-			this.VOIDIconOn = GameDatabase.Instance.GetTexture(this.VOIDIconOnPath, false);
-			this.VOIDIconOff = GameDatabase.Instance.GetTexture(this.VOIDIconOffPath, false);
-
 			this._skinName = this.defaultSkin;
+
+			this.VOIDIconOnActivePath = "VOID/Textures/void_icon_light_glow";
+			this.VOIDIconOnInactivePath = "VOID/Textures/void_icon_dark_glow";
+			this.VOIDIconOffActivePath = "VOID/Textures/void_icon_light";
+			this.VOIDIconOffInactivePath = "VOID/Textures/void_icon_dark";
 
 			this.UseToolbarManager = false;
 			this.ToolbarManagerLoaded = false;
 
 			this.LoadConfig();
+
+			this.SetIconTexture(this.powerState | this.activeState);
 		}
 
 		protected void LoadModulesOfType<T>()
@@ -402,12 +464,6 @@
 			this.GUIStylesLoaded = true;
 		}
 
-		protected void LoadAllBodies()
-		{
-			this._allBodies = FlightGlobals.Bodies;
-			this.bodiesLoaded = true;
-		}
-
 		protected void LoadVesselTypes()
 		{
 			this._allVesselTypes = Enum.GetValues(typeof(VesselType)).OfType<VesselType>().ToList();
@@ -416,11 +472,6 @@
 
 		protected void LoadBeforeUpdate()
 		{
-			if (!this.bodiesLoaded)
-			{
-				this.LoadAllBodies();
-			}
-
 			if (!this.vesselTypesLoaded)
 			{
 				this.LoadVesselTypes();
@@ -441,7 +492,7 @@
 		{
 			this.ToolbarButton = ToolbarButtonWrapper.TryWrapToolbarButton(this.GetType().Name, "coreToggle");
 			this.ToolbarButton.Text = this.VoidName;
-			this.ToolbarButton.TexturePath = this.VOIDIconOffPath;
+			this.ToolbarButton.TexturePath = this.VOIDIconOffActivePath;
 			if (this is VOID_EditorCore)
 			{
 				this.ToolbarButton.SetButtonVisibility(new GameScenes[] { GameScenes.EDITOR });
@@ -451,7 +502,11 @@
 				this.ToolbarButton.SetButtonVisibility(new GameScenes[] { GameScenes.FLIGHT });
 			}
 			this.ToolbarButton.AddButtonClickHandler(
-				(e) => this.mainGuiMinimized = !this.mainGuiMinimized
+				(e) =>
+				{
+					this.mainGuiMinimized = !this.mainGuiMinimized;
+					this.SetIconTexture(this.powerState | this.activeState);
+				}
 			);
 		}
 
@@ -467,7 +522,10 @@
 					if (togglePower)
 						str = "OFF";
 					if (GUILayout.Button("Power " + str))
+					{
 						togglePower.value = !togglePower;
+						this.SetIconTexture(this.powerState | this.activeState);
+					}
 				}
 
 				if (togglePower || HighLogic.LoadedSceneIsEditor)
@@ -626,28 +684,18 @@
 				this.LoadGUIStyles();
 			}
 
-			if (this.UseToolbarManager && this.ToolbarManagerLoaded)
-			{
-				this.ToolbarButton.TexturePath = VOIDIconOffPath;
-				if (this.togglePower)
-				{
-					this.ToolbarButton.TexturePath = VOIDIconOnPath;
-				}
-			}
-			else
-			{
-				this.VOIDIconTexture = this.VOIDIconOff;  //icon off default
-				if (this.togglePower)
-					this.VOIDIconTexture = this.VOIDIconOn;     //or on if power_toggle==true
-
+			if (!(this.UseToolbarManager && this.ToolbarManagerLoaded))
+			{
 				if (GUI.Button(VOIDIconPos, VOIDIconTexture, this.iconStyle) && this.VOIDIconLocked)
 				{
 					this.mainGuiMinimized.value = !this.mainGuiMinimized;
+					this.SetIconTexture(this.powerState | this.activeState);
 				}
 			}
 
 			if (!this.mainGuiMinimized)
 			{
+
 				Rect _mainWindowPos = this.mainWindowPos;
 
 				_mainWindowPos = GUILayout.Window(
@@ -790,19 +838,30 @@
 
 		public void FixedUpdate()
 		{
-			if (this.consumeResource &&
+			bool newPowerState = this.powerAvailable;
+
+			if (this.togglePower && this.consumeResource &&
 			    this.vessel.vesselType != VesselType.EVA &&
 			    TimeWarp.deltaTime != 0)
 			{
-				float powerReceived = this.vessel.rootPart.RequestResource(this.resourceName,
-					                      this.resourceRate * TimeWarp.fixedDeltaTime);
+				float powerReceived = this.vessel.rootPart.RequestResource(
+					this.resourceName,
+					this.resourceRate * TimeWarp.fixedDeltaTime
+				);
+
 				if (powerReceived > 0)
 				{
-					this.powerAvailable = true;
+					newPowerState = true;
 				}
 				else
 				{
-					this.powerAvailable = false;
+					newPowerState = false;
+				}
+
+				if (this.powerAvailable != newPowerState)
+				{
+					this.powerAvailable = newPowerState;
+					this.SetIconTexture(this.powerState | this.activeState);
 				}
 			}
 
@@ -824,6 +883,39 @@
 			}
 
 			this.StartGUI();
+		}
+
+		protected void SetIconTexture(IconState state)
+		{
+			switch (state)
+			{
+				case (IconState.PowerOff | IconState.Inactive):
+					this.SetIconTexture(this.VOIDIconOffInactivePath);
+					break;
+				case (IconState.PowerOff | IconState.Active):
+					this.SetIconTexture(this.VOIDIconOffActivePath);
+					break;
+				case (IconState.PowerOn | IconState.Inactive):
+					this.SetIconTexture(this.VOIDIconOnInactivePath);
+					break;
+				case (IconState.PowerOn | IconState.Active):
+					this.SetIconTexture(this.VOIDIconOnActivePath);
+					break;
+				default:
+					throw new NotImplementedException();
+			}
+		}
+
+		protected void SetIconTexture(string texturePath)
+		{
+			if (this.UseToolbarManager && this.ToolbarButton != null)
+			{
+				this.ToolbarButton.TexturePath = texturePath;
+			}
+			else
+			{
+				this.VOIDIconTexture = GameDatabase.Instance.GetTexture(texturePath, false);
+			}
 		}
 
 		protected void CheckAndSave()
@@ -874,6 +966,14 @@
 
 			this.configDirty = false;
 		}
+
+		protected enum IconState
+		{
+			PowerOff = 1,
+			PowerOn = 2,
+			Inactive = 4,
+			Active = 8
+		}
 	}
 }
 

--- a/VOID_EditorHUD.cs
+++ b/VOID_EditorHUD.cs
@@ -24,6 +24,8 @@
 using KSP;
 using System;
 using System.Collections.Generic;
+using System.Linq;
+using System.Text;
 using UnityEngine;
 
 namespace VOID
@@ -40,6 +42,8 @@
 
 		protected GUIStyle labelStyle;
 
+		protected EditorVesselOverlays _vesselOverlays;
+
 		/*
 		 * Properties
 		 * */
@@ -58,6 +62,47 @@
 				}
 
 				this._colorIndex = value;
+			}
+		}
+
+		protected EditorVesselOverlays vesselOverlays
+		{
+			get
+			{
+				if (this._vesselOverlays == null)
+				{
+					this._vesselOverlays = (EditorVesselOverlays)Resources
+						.FindObjectsOfTypeAll(typeof(EditorVesselOverlays))
+						.FirstOrDefault();
+				}
+
+				return this._vesselOverlays;
+			}
+		}
+
+		protected EditorMarker_CoM CoMmarker
+		{
+			get
+			{
+				if (this.vesselOverlays == null)
+				{
+					return null;
+				}
+
+				return this.vesselOverlays.CoMmarker;
+			}
+		}
+
+		protected EditorMarker_CoT CoTmarker
+		{
+			get
+			{
+				if (this.vesselOverlays == null)
+				{
+					return null;
+				}
+
+				return this.vesselOverlays.CoTmarker;
 			}
 		}
 
@@ -97,6 +142,7 @@
 			}
 
 			float hudLeft;
+			StringBuilder hudString;
 
 			if (EditorLogic.fetch.editorScreen == EditorLogic.EditorScreen.Parts)
 			{
@@ -113,17 +159,53 @@
 
 			Rect hudPos = new Rect (hudLeft, 48, 300, 32);
 
+			hudString = new StringBuilder();
+
 			// GUI.skin = AssetBase.GetGUISkin("KSP window 2");
 
 			labelStyle.normal.textColor = textColors [ColorIndex];
+
+			hudString.Append("Total Mass: ");
+			hudString.Append(SimManager.Instance.LastStage.totalMass.ToString("F3"));
+			hudString.Append('t');
+
+			hudString.Append(' ');
+
+			hudString.Append("Part Count: ");
+			hudString.Append(EditorLogic.SortedShipList.Count);
+
+			hudString.Append('\n');
+
+			hudString.Append("Total Delta-V: ");
+			hudString.Append(Tools.MuMech_ToSI(SimManager.Instance.LastStage.totalDeltaV));
+			hudString.Append("m/s");
+
+			hudString.Append('\n');
+
+			hudString.Append("Bottom Stage Delta-V");
+			hudString.Append(Tools.MuMech_ToSI(SimManager.Instance.LastStage.deltaV));
+			hudString.Append("m/s");
+
+			hudString.Append('\n');
+
+			hudString.Append("Bottom Stage T/W Ratio: ");
+			hudString.Append(SimManager.Instance.LastStage.thrustToWeight.ToString("F3"));
+
+			if (this.CoMmarker.gameObject.activeInHierarchy && this.CoTmarker.gameObject.activeInHierarchy)
+			{
+				hudString.Append('\n');
+
+				hudString.Append("Thrust Offset: ");
+				hudString.Append(
+					Vector3.Cross(
+						this.CoTmarker.dirMarkerObject.transform.forward,
+						this.CoMmarker.posMarkerObject.transform.position - this.CoTmarker.posMarkerObject.transform.position
+					).ToString("F3"));
+			}
 
 			GUI.Label (
 				hudPos,
-				"Total Mass: " + SimManager.Instance.LastStage.totalMass.ToString("F3") + "t" +
-				" Part Count: " + EditorLogic.SortedShipList.Count +
-				"\nTotal Delta-V: " + Tools.MuMech_ToSI(SimManager.Instance.LastStage.totalDeltaV) + "m/s" +
-				"\nBottom Stage Delta-V: " + Tools.MuMech_ToSI(SimManager.Instance.LastStage.deltaV) + "m/s" +
-				"\nBottom Stage T/W Ratio: " + SimManager.Instance.LastStage.thrustToWeight.ToString("F3"),
+				hudString.ToString(),
 				labelStyle);
 		}
 

--- a/VOID_HUD.cs
+++ b/VOID_HUD.cs
@@ -113,7 +113,8 @@
 					" Lon: " + Tools.GetLongitudeString (vessel, "F3") +
 					"\nHdg: " + Tools.MuMech_get_heading (vessel).ToString ("F2") + "° " +
 					Tools.get_heading_text (Tools.MuMech_get_heading (vessel)) +
-					"\nBiome: " + Tools.Toadicus_GetAtt (vessel).name,
+					"\nBiome: " + Tools.Toadicus_GetAtt (vessel).name +
+					" Sit: " + vessel.GetExperimentSituation().HumanString(),
 					VOID_Core.Instance.LabelStyles["hud"]);
 			}
 			else

--- a/VOID_Rendezvous.cs
+++ b/VOID_Rendezvous.cs
@@ -138,7 +138,7 @@
 				{
 					// Toadicus edit: added local sidereal longitude.
 					// Toadicus edit: added local sidereal longitude.
-					double LSL = vessel.longitude + vessel.orbit.referenceBody.rotationAngle;
+					double LSL = v.longitude + v.orbit.referenceBody.rotationAngle;
 					LSL = Tools.FixDegreeDomain (LSL);
 
 					//display orbital info for orbiting/flying/suborbital/escaping vessels only

--- a/VOID_VesselInfo.cs
+++ b/VOID_VesselInfo.cs
@@ -23,6 +23,7 @@
 using System.Collections.Generic;
 using UnityEngine;
 using Engineer.VesselSimulator;
+using Engineer.Extensions;
 
 namespace VOID
 {
@@ -151,6 +152,51 @@
 			""
 		);
 
+		protected VOID_StrValue intakeAirStatus = new VOID_StrValue(
+			"Intake Air (Curr / Req)",
+			delegate()
+			{
+				double currentAmount;
+				double currentRequirement;
+
+				currentAmount = 0d;
+				currentRequirement = 0d;
+
+				foreach (Part part in VOID_Core.Instance.vessel.Parts)
+				{
+					if (part.HasModule<ModuleEngines>() && part.enabled)
+					{
+						foreach (Propellant propellant in part.GetModule<ModuleEngines>().propellants)
+						{
+							if (propellant.name == "IntakeAir")
+							{
+								// currentAmount += propellant.currentAmount;
+								currentRequirement += propellant.currentRequirement / TimeWarp.fixedDeltaTime;
+								break;
+							}
+						}
+					}
+
+					if (part.HasModule<ModuleResourceIntake>() && part.enabled)
+					{
+						ModuleResourceIntake intakeModule = part.GetModule<ModuleResourceIntake>();
+
+						if (intakeModule.resourceName == "IntakeAir")
+						{
+							currentAmount += intakeModule.airFlow;
+						}
+					}
+				}
+
+				if (currentAmount == 0 && currentRequirement == 0)
+				{
+					return "N/A";
+				}
+
+				return string.Format("{0:F3} / {1:F3}", currentAmount, currentRequirement);
+			}
+		);
+
 		public VOID_VesselInfo() : base()
 		{
 			this._Name = "Vessel Information";
@@ -196,6 +242,8 @@
 			this.currmaxThrustWeight.DoGUIHorizontal ();
 
 			this.surfaceThrustWeight.DoGUIHorizontal ("F2");
+
+			this.intakeAirStatus.DoGUIHorizontal();
 
 			GUILayout.EndVertical();
 			GUI.DragWindow();