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About TriggerAu

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  1. Thanks Stibbons, Ill try and look at it this week
  2. Looking at this one and the problem is a copy paste one in the translation table. The same message is being displayed for the second dialog instead of the one that says to load the Hopper. Getting it fixed up now
  3. I'll publish a dev article with more details once all the i's are dotted and the t's crossed. Perhaps save the doom and gloom ideas for later, we are (as always) concious of the modding community, etc and is why we are designing things to be as modding friendly as we can.
  4. No apologies necessary. It simply checks once a day for the latest version. If we move on to a new version of KSP and KAC, you can simply disable the daily check on the last tab in the settings and not have to worry about it.
  5. From memory the fonts in the project are all scaled the same value, but will check it for you - have you got a good example I can use to reproduce? For 2) all the glyphs used in the the languages that are translated should be there yes, as we haven't done french yet that's obviously going to have some gaps in a stock game, but if you wanting to you could look at the modding information about how to add your own font . If/When french is added Im sure all the glyphs wil be available
  6. Ill see if I can hook the undo path, but not sure. You can however simply edit the NextID in the settings window (which updates the file) and the next use of a tag in the file will replace the contents for you eg Settings window says nextID = 1... Refactor string for id 1... you press Ctrl-Z , Simply change the nextID value in the settings window to 1 again and on you go - it will update the #autoloc...1 tag when you do the next refactor
  7. Can you whack me an example line of an interpolated string you had and I can try and hook it up? Imma try and get it so it can replace a parameterized string.Format in the next week too, but that's another story Reusing keys is something that I'm not 100% sure on myself. I have most of the code for it, but I left it out intentionally because of translations. One of the things we saw in the stock translation is even if the same word is in used in English its not always the same word in all the other languages. We had to go back and redo a number of keys to make extra ones due to this context, Ill see about putting it in as an option, but you do need to beware of the context EDIT: Just realized you said about the context stuff too - sorry
  8. Not directly related to the translations, but for modders on the refactoring code journey I finished this last night. Its a VS extension to help do teh refactors of strings to tags and create your base cfg files
  9. In working on Localization for my mods I was finding it sorta tedious to correlate all the numbers/files etc so I indulged myself in spending some time on something I've always wanted to do: creating a Visual Studio Extension. Currently this has a single focus - which is speeding up the replacement of strings with localizer calls, but with enough time will add in any useful additions. So What does it do? In a nutshell it does this (cause pictures give you a better score right?): It makes it a bit easier to replace strings in your code with Localizer.Format calls. When its actioned it: Replaced the string under the cursor with the Localizer.Format call that has the next tag injected Made sure that the usings statement is in the top of the file Added comment to the end of the line to say what the tag equals do you can still search your code for the text Written the key/values to the cfg files you configure Updated the ID in the settings so we can move straight to the next one Recorded the steps errors to a custom output pane With this I can now run through and refactor strings, and write the cfg files, using the native VS refactoring toolset. I've published it in a git hub repo with an MIT license as per usual modding rules and will add any other features/functions I can come up with that help too. Lots more info on the wiki. Links and Further Info Wiki: Source: This work is licensed under an MIT license as outlined at the OSI site
  10. is my go to page the showhelp checkbox shows you all the params
  11. I been working on something for my mods to help out in VS, but it might be able to translate to cfg files easily, let me have a ponder on it in my modding time (I have Work time, Squad time and Modding time - my wife tells me theres this thing called Family time, but I disagree :P) Back on topic though I did do some code to parse files and tags before I went all VS, whats your OS/environment @gomker
  12. New version is up now recompiled and fixed one minor bug Download from GitHub or Download from Curse or Download from SpaceDock
  13. So there's three ways this is done in KAC: via a very simple circular orbit formula which uses a target phase angle between the source and destination planet you can find this in ethe TimeObjects.cs file under CalcPhaseAngleTarget() A set of model data - basically a set of data built by someone for me ages ago using code similar to whats in the TWP - they basically number crunched the lambda plots to find the "best" times and stored those for 100 years or so, I encoded/compressed em down as much as possible and that's the "model" version Use a TWP node and inject an alarm via API - only way that works for modded planet systems I've always wanted to figure a better way to do 2) via a background caching tool/web service or similar so you only have to cache relevant data and if the universe changes - say modded then it can use that sorta data too, but is sorta complex
  14. Ill check it today and get back to you. I think that should be very static yes
  15. The core maths is in here: Theres a helper in there and the code that loops through all the datetimes to get the DV for each one