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Everything posted by HebaruSan

  1. Sure, why not. SmartTank 0.4.0 is released! No changes, just rebuilt for KSP 1.8 and .NET 4.7. https://github.com/HebaruSan/SmartTank/releases/tag/v0.4.0
  2. Astrogator v0.10.0 is released! References are updated to KSP 1.8 and .NET 4.7. This version is not compatible with KSP 1.7 or earlier. @Sooll3 contributed some much appreciated missing strings for the Russian translation. Sorry I sat on this for so long! UI scaling should hopefully work better now! The previous strategy was to quickly place a dummy window, immediately close it before the user saw it, and then open the real window at an offset based on the difference between the dummy window's requested and actual position. That's gone now. Instead, I dug in to how MultiOptionDialog's Rect param works at various UI scales (poorly!), made a spreadsheet and a graph, and used them to solve for a formula to calculate the apparent screen bounds at a given scale. Using this we can finally ensure a dialog will appear on-screen! There will be some gradual "drift" at some scales if you open and close the window repeatedly due to the numbers not matching up precisely, but it should be an improvement over not being able to see it at all. If you notice further problems with this, please reply at https://github.com/HebaruSan/Astrogator/issues/20 and include details about your screen resolution in case the formula relies on any bad assumptions about the display. Workarounds like this can be sensitive to things like that, and I've only got one system for dev and testing. https://github.com/HebaruSan/Astrogator/releases/tag/v0.10.0
  3. I am planning a new release for KSP 1.8, since the Unity and .NET upgrades probably broke any number of things. As part of that I am looking into @rmaine's UI scaling bug report. The behavior of PopupDialog is still distressingly illogical (the left side of the screen is 0.33867 at 200% scaling??), but I have discovered a few things that may allow me to make some improvements. Fingers crossed!
  4. Which parts specifically? There are quite a few sub-modules in the current continuation of that mod:
  5. Anything other than registry.json. You could delete it, but if you rename it instead then you still have the data in case you need it later.
  6. You have the same problem as @mcmartin091, rename your registry.json file and try again. Note that CKAN will forget which mods you had installed.
  7. Yes, the registry.json file stores the information about which mods you have installed. When it is corrupted, that information is lost. No, but if you file a bug report we could try to investigate: https://github.com/KSP-CKAN/CKAN/issues/new/choose
  8. Thanks! It has a few issues, though. Proposed fixes submitted here: https://github.com/Starwaster/Kerbal-Occupation-Colors/pull/2
  9. The ZIP still contains the old .version file. I'm guessing it's the "re-uploaded" step that is having problems, since the GitHub API indicates the current file was uploaded a week ago: https://api.github.com/repos/zolotiyeruki/Pilot-Assistant/releases "created_at": "2019-10-29T01:03:26Z", "updated_at": "2019-10-29T01:03:27Z",
  10. It looks the same, and there's a syntax error. Proposed fix submitted here: https://github.com/zolotiyeruki/Pilot-Assistant/pull/1
  11. The GameData/BonVoyage mod folder is missing from the latest ZIP.
  12. Your KSP/CKAN/registry.json file is corrupted. Rename it and try again.
  13. https://github.com/KSP-CKAN/NetKAN/pull/7460 https://github.com/KSP-CKAN/NetKAN/pull/7461
  14. All versions show up in CKAN, depending on which game version you have installed.
  15. Not as a separate mod. Could you please upload that release to the normal https://spacedock.info/mod/2074 page instead of creating a separate "UKS for 1.7.X" mod listing? You should still be able to choose 1.7 as its version on SpaceDock. Trying to treat this as a separate mod is going to create headaches for everyone down the road.
  16. Looks good, but you'll probably want to double check the .version file: "KSP_VERSION":{"MAJOR":1,"MINOR":3,"PATCH":0}
  17. Either way can work, but the current setup expects the files in GameData/Pilot Assistant. We can update it to use whatever you choose when we switch it to your repo.
  18. I'd rather do it "the right way" if possible, so future updates could be picked up automatically. @zolotiyeruki, it's pretty easy. You should see a "Draft a new release" button here: https://github.com/zolotiyeruki/Pilot-Assistant/releases If you click it, it will let you enter a version number, title, and description, and attach your ZIP file. Then we could update this mod's CKAN listing to point to your repo, and any updates you make will be added automatically.
  19. You'll need to upload a new release or update the current one with a syntactically valid .version file for it to be indexed. Yes, CurseForge URLs are currently working for browsers but being blocked for non-browser clients like CKAN or Netkan (or wget), which is preventing us from finding new versions (and probably from installing them if they could be indexed). Investigation ongoing here: https://github.com/KSP-CKAN/NetKAN/issues/7446 No, CKAN would not figure that out. You would need to manually uninstall and then re-install with CKAN once the updates are available in CKAN. The bot that looks for mod updates has been completely revamped in the past 5 weeks or so, and we are still working out some kinks. It seems to be doing incomplete passes at the moment. This just started within the last day or so, so we don't know the cause yet, but we'll be looking into it. http://status.ksp-ckan.space/
  20. Don't comment this line out. It's what's known in C# as an attribute, and it tells KSP that it should load your class as an add-on. Once you remove the '//' you should start getting more interesting results.