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Pirateguillermo

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  1. Aha! Here's how to get development started on a Mac, as I've just managed to do it. Download and install an editor/IDE. I chose to use Xamarin Studio Community Edition since I'm not doing any professional C# work. Upon first running Xamarin Studio, it will prompt you to download Mono. Let it do that. After the Mono framework package is downloaded, you're going to need to run it as an installer and install it. The readme says that a bunch of libs get installed, and I was initially concerned because they were also libs that I'd installed using MacPorts. However, they are installed inside the Mono framework directory, so there will be no collision. Don't Panic. Download and install the old version of Mono (3.12.1) Open a terminal window and cd to /Library/Frameworks/Mono.framework/Versions Since this is a root-owned directory, easiest thing here is to `sudo -s` Note that there will be at least two directories in here. One is '3.12.1' and the other is whatever is current at the time you ran Xamarin Studio. As I write this, it's 4.6.2. There is also a symbolic link, Current, that's pointing to the last version you installed, which is probably 3.12.1. If it is, that needs to be changed. `rm -f Current;ln -s 4.6.2 Current` Now you can exit the sudo shell Launch Xamarin Studio In the application preferences (cmd-,) look in Projects->.NET Runtimes. If the 3.12.1 framework isn't there, you need to add it. Quit and relaunch Xamarin Studio. Now you'll be able to set Mono / .NET 3.5 as the target in your project's options.
  2. Did you ever resolve this? Mono gets installed in /Library/Frameworks/Mono.framework, and there is room in there for multiple versions. However, it appears that Xamarin Studio only sees whatever the current version is, even if you add a different version to its list of runtimes.
  3. I'm playing in career mode and having a blast building stations and shuttling ships around. I've got stations at Kerbin, Mun, and Minmus. KSS is really basic, Mun Station is languishing, and Minmus Station is really built out. It's my orbital refinery and science lab. I've been fulfilling contracts to pick up Kerbals from various orbits and bring them back to Kerbin, and the journey usually goes: send a launch out from the nearest station to retrieve the stranded kerbonaut to that station, then send the inter-station shuttle from wherever it's parked to that station (if we're not at KSS already), shuttle the kerbonaut to KSS, then retrieve to Kerbin with a simple pod from KSC. After several docking/undocking procedures, though, the save file seems to get confused. Usually it's something trivial like which is the root part of a station or a lander. But now, I've got a contract that's corrupted. It started out being to add to KSS but now it's suddenly morphed into modifying Minmus Station -- and one of the parameters is to be in orbit around Kerbin! So, I popped open persistent.sfs and took a look. It is easy enough to find the ids for the stations and to look at the contract, but it seems that the contract (in addition to calling out the vessel ID of the station) lists all the *parts* on the station. Sheesh. That's a long list, and there's only so much almost-JSON that I really want to look at. Has anyone written an app to edit the persistent file, to make this cleanup easier?
  4. Looks neat! Do you define action groups to activate/deactivate engines at various altitudes?
  5. Those are some great screenshots, Sharpy! Makes me wonder, though: I don't see any drillers, just ISRU and a Klaw. Does that mean that if you're attached to the asteroid via a Klaw you don't need to drill to get the ore before you can process it? Or am I just not seeing the drills?
  6. Apparently there was some rogue clipping in the original plane. My rebuilt plane works as expected, so somehow I was triggering that bug.
  7. That's a good thought, and I should have included the fuel levels in my description. The rocket uses up all the *oxidizer* but there's still liquid fuel left. I saw another thread that talks about a known bug where there are parts clipping into a fuel tank and that leads to a weird infinite fuel / no flow situation, so I'm about to try the mission again with a rebuilt plane, making sure that nothing is budged up tight.
  8. I'm running in career mode, normal difficulty. I've got a contract to take a crew report at 19.6 km over a point, so I built a spaceplane to do it (since my ability to hit a point not on the equator at a particular altitude is shaky, with a rocket). I've unlocked the Wheesley jet, and decided to strap a couple of those on and take them for a spin. Mk-1 cockpit, 2x FL-T800 tanks, "Swivel" rocket engine constitutes the fuselage. I put small retractable landing gear on the cockpit, put two "B" wing connectors on the sides with two Elevon 1 on each. Stuck engine nacelles on the ends of the wings, with a Wheesley on the back of each one and a small retractable landing gear on the bottom of each nacelle. Set up actions so that I can switch off the jets and on the rocket and vice-versa while in flight. The flight plan goes, start out on jets and cruise to the destination zone, at about 6km altitude. Switch over to rocket and go up to 19.6 km and take the reading. Switch back to jets and come back down. However, on the descent, the jets never ignite! I've done this before with the Juno and had no problem. Is there something special about the Wheesley that means it can't recover from flameout?
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