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TriggerAu

KSP Team
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  1. Various parts of the code do already use these kind of multi-threading and performance tools - Jobs is in a range of the Physics type calculations. Finding the best solution for each challenge invariably includes where can/should we use these types of tools - PhysX Joints don't lend themselves to that "easily", but lots of adjacent to Joints things do.
  2. I'd call it a medium term solution, and one that we will be constantly reviewing as creations get bigger and bigger - we cant "joint for ever" . We spent time before going this direction to validate it was the right step with this games architecture and define variations/alternates/options that will be considerations of the future as well
  3. v1.8.0.0 Release * Recompile for 12.1.3 - any 1.12 version Download from GitHub or Download from Curse or Download from SpaceDock
  4. Hey All, Apologies for the slowness and details, I have two jobs and theyve both been very busy. Thanks for your patience and the PRs that come through. I've updated the other 2 main mods, and am prepping a new version of this one, but struck an issue where its crashing KSP. ONce I get that solved will publish a new version of this too
  5. Hey All, Apologies for the slowness and details, I have two jobs and theyve both been very busy. Thanks for your patience and the PRs that come through. v3.14.0.0 Release * Recompile for 12.1.3 - any 1.12 version Download from GitHub or Download from Curse or Download from SpaceDock
  6. Hey All, Apologies for the slowness and details, I have two jobs and theyve both been very busy. Thanks for your patience and the PRs that come through. v2.11.0.0 Release * Recompile for 12.1.3 - any 1.12 version * Fix for NRE on opening settings (Issue #96) * Fix EVA Fuel not displaying correctly * Fix resource duplication - thanks @Mathieu * Fix Readme.md links - thanks @rayanth Download from GitHub or Download from Curse or Download from SpaceDock
  7. Been working on this one today - think I got that and some errors solved, will publish a new version this week
  8. The Update method loops through each alarm and calls ScenarioUpdate on each alarm. The UI calls UIInputPanelUpdate on the alarm that is shown in the window
  9. Twas a very cool mechanism I have to say Theres a number of lists in KSP that use that DictionaryValueList class - its very useful Hmm, I thought it was, but now Im a wonderin... to the code EDIT: Darn sorry its internal. the way we do it in other place is a loop. This will work in the meantime for (int i = 0; i < AlarmClockScenario.Instance.alarms.Count; i++) { AlarmTypeBase a = AlarmClockScenario.Instance.alarms.At(i); }
  10. Ill put my hand up and say - I totally missed pitting the GetAlarms method in there. AlarmClockScenario.Instance.alarms is a DictionaryValueList - can be used as a dictionary and a List The quickest way to get at the list is: AlarmClockScenario.Instance.alarms.ValueList - which returns the List<AlarmTypeBase> that underpins the dictionary, etc The Modders notes are up now too:
  11. Always! I've sent everyones piece by mail
  12. Its coming in the modders notes yes, but do feel free to ask questions as we go
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