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dahud

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    KSP-TV Broadcaster
  1. I'm slightly surprised that worked. Yeah, when they kept calling 0.23.5 "The ARM Update", I knew what I had to do.
  2. I named my 0.23.5 career mode save "Amalgamated Regional Militia". Fifty internet points to whoever gets it.
  3. Get one of those cubical probe cores. Stick long I-beams on all six sides of the probe. Stick I-beams on the end of those I-beams. Launch. Watch the probe do a spider dance, and sometimes take flight. If you're lucky, it'll never come down.
  4. A very interesting mod, but I'd need to run it in a separate KSP instance. Too much stuff that I do would be completely broken by this!
  5. I hope it will be recorded, because I might not be able to get in! However, I fully intend to be at the LANfest tourney!
  6. 4/10, I'm sure I've seen you somewhere...
  7. Twitch recently changed the way they handle the archives, but I think we'll be recording by other means.
  8. By "directly and dynamically", I meant that I want a kOS-like console in the game that I can type C# code into. Essentially this would be a tool for fiddling with the API, not so much an autopiloting thing.
  9. At the end of the day, what I'm imagining is a way to access the KSP API directly and dynamically from in-game. C# is my "native tongue", I'm much more familiar with it than any other language and often do these kinds of dirty tricks at my day job. Additionally, using C# gets us a much more robust language and compiler, one that has a hundred MS engineers with unlimited freedom behind it, as opposed to anything one person could shoehorn into a mod API. I mean no slight to the author of kOS, I just see a possible different path.
  10. Is there any meaningful difference between an interface to the compiler and getting the actual compiler? Right now I've got some test code that takes in a string representing source code and spits out a functioning .NET assembly. Admittedly, the only code I've tried so far is trivial, but it seems to work OK.
  11. Last night, I had an idea for a scripting framework that would allow for in-game coding and execution of true C# code, like kOS but with all the power of C# behind it. The .NET framework contains its own compiler. This could be used to generate an assembly with certain pre-defined method names, such as "Init" or "Loop". The mod could then execute those methods at the correct time. The main difficulty that I see in this is unloading the assembly when we want to recompile. There are ways to use Application Domains to forcibly unload an assembly, but I do not know them yet. Aside from that, does anyone know any reasons why this might not work?
  12. Idea! I should start taking challenges. Oh, and here's episode 3:
  13. Just published episode 2! Check it out in the top post.
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