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About Rodhern

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  1. Ohh, ok. Thank you for trying it. Guess the thermometer is really advanced then. :-)
  2. Some times KCT can get a bit fidgety with the edits. Try to cancel the edit and try it again (before committing), the editor probably misread your intentions.
  3. I would treat no license as all rights reserved. But then, I may just be a grumpy old man.
  4. I think that makes sense too.
  5. I have a question about the mission notes in custom missions. I have had a look at this excellent thread: My (one and only) contract parameter has this code: cp.GetNotes () = "Param Notes." The benefit is that the note show in flight: The contract itself has this code: c.GetNotes () = "Mission Notes." But somehow both set of notes show up in the contract notes in the Mission Control building: Do you know why that is happening, or if there is a trick to avoid it?
  6. Thank you, Soulsource, Sarbian and Diazo, for your answers and hints.
  7. I notice that you can override 'GetActivation', but I don't think it makes any difference. As far as I can tell all vessels get a node in the persistence file to represent the vessel module as well. Should I consider those nodes negligible bloat, or is it best to stay clear of vessel modules for 'everyday vessel tracking'? Sarbian mentioned "disable the object"; how would I do that?
  8. @Bandus, I don't play the dev version. In the older builds the buttons were in the KCT window. Maybe the window moved off screen for you? Edit: Also check the settings, that the override option is off (if it is still there in the dev version).
  9. Is this a good thread to ask for contract implementation hints? Or is there another thread that is better suited for that? I played around with Config Configurator for the first time, and have added two contracts to the game. One contract is "C60"/"North of Sixty", which is independent of Config Configurator (it is in its own dll). The other contract is "The Kapoin POC Contract Group"/"Kapoin POC North Sixty", which is a Config Configurator one defined in a .cfg file. I start a new career and get this screen in the mission control building: Questions: I see my "C60" contract is given its own group. Fair enough. Is the image there a generic one, or is it something I can control? The Contract Configurator "Kapoin POC North Sixty" contract says it has its prerequisites met yet it is not offered. Is that a common occurrence? Do you have a good idea how that is fixed? I didn't find an answer on the Wiki, so any links with more information is appreciated.
  10. Hi, did you figure out how this happened? It is happening to me too. edit: I downloaded the source. In my case the list of assemblies found is actually of length "1". Maybe the warning text is just inaccurate.
  11. I was wondering how best to do stuff that is not time critical. Maybe I got a bit carried away. I haven't got any code yet. The example that I was playing with was to detect when difficulty settings are changed, and then update some mod variables (or maybe disable the mod). If the player changes settings and it takes a few seconds before it is detected that is just fine. So I imagined some sort of loop (or more specifically to the above case, monitor every game unpause), and then the trick would be to run the loop when the rest of the game is least busy. A more useful scenario may be to check if some contract is fulfilled yet. Let us say the contract is to make sure you have 6 satellites in a particular constellation relative to each other. Let us say to determine if the condition is satisfied requires 'heavy calculation'. Let us also assume that it is not important to detect contract success right away, if we can mange to check once a minute that is fine. Since the last post I peeked at the Contract Configurator code, and there it seemed some of the trick is to run a bit of code in Update, but only every 20th frame. (if I read it correctly). Is that how you would do it? Count frames?
  12. Is there an easy way to tell how busy Unity is? Over at this thread I was told about a good idea, that if I monitor when the game unpauses, I can check for changes in the difficulty settings (e.g. to enable and disable an add-on). The unpause thing also happens (sometimes) when the scene changes e.g. the transition from Space Center scene to Main Menu scene. I thought I would like to delay the processing until the scene change was done, so I did a Unity '.Invoke ("name", 1.0)' to postpone my handler code for a second. To my surprise Unity is quite keen on doing a good job timing-wise and one second later, (less than) halfway through the scene change, my handler is invoked. Ok, so it sounds silly to complain that I got what it said on the tin! Still, what I was aiming for wasn't quite to delay execution for only half a scene change. I guess I could explicitly monitor say 'GameEvents.onGameSceneLoadRequested' and 'GameEvents.onLevelWasLoaded'. Is that a terrible idea? Is there a better way?
  13. Splendid idea! The problem with OnGameSettingsApplied was that it wasn't always triggered, but if onGameUnpause is (and it sounds plausible that it is) then that is a very good work-around. In my particular case I don't think it is important to know if the difficulty settings panel was actually opened, so even if it fires onGameUnpause a bit often that is fine by me.
  14. If you accept the contract usually there is a long time to expiry after that, At least that used to be the case (I haven't played much KSP lately). How short of a deadline do you see?
  15. Hmm. I just tried overriding the OnSave method. It seems to me, if for instance I am in the Space Center scene and change the custom settings, OnSave is not called when I click 'Apply'. Does it work for you?