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NavyFish

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Everything posted by NavyFish

  1. DPAI UPDATED 100%+ credit and thanks go to @micha for this release. Version 6.8.5 - 2019-12-24 Compiled for KSP 1.8.1 [fixed] Stock Toolbar icon showing up in different scenes (main menu). [update] Defaults to using Stock Toolbar. https://spacedock.info/mod/543/Docking Port Alignment Indicator https://www.curseforge.com/kerbal/ksp-mods/docking-port-alignment-indicator
  2. @HebaruSan Awesome. Let's leave it as-is then. Not sure what I was seeing differently, but thank you nonetheless and sorry to bother ya!
  3. Not only is DPAI fully working in KSP v 1.8.1..... Apparently it's compatible with KSP 2 as well: See timestamp 3:40....... Look familiar?
  4. DPAI Updated Huge props to @micha for most of this Version 6.8.4 - 11/30/19 [update] Recompiled for KSP 1.8.1 [update] Rebuilt bitmap font file to fix kerning. More work needs to be done, however. [update] Merged all downstream 'mkw' changes into Master Branch (see below): [fixed] RPM MFD Display would not work unless DPAI UI app was toggled visible at least once [fixed] Module Manager warnings [change] Removed "DPAI Settings.cfg" [fixed] Minor code refactor which removed a potential null-reference exception. [added] Added switching between the Toolbar (Stock vs Blizzy) in the settings menu. [fixed] Fixed incorrect usage of Unity APIs in field initializers. For those interested, there is now an official repo up on GitHub: https://github.com/bfishman/Docking-Port-Alignment-Indicator/ ----------------------------------------------------------------------------------------------- @cakepie if you are around could you pls halp w/ some CKAN metadata? I'm out of the loop and will almost certainly mess it up request is simple: I'd like to change the previous version, 6.8.3, to indicate that it's compatible up to KSP 1.7.3. I believe it was maxing out at 1.6.x (The newest version, 6.8.4 should be compatible 1.8.0 through 1.8.99 but hopefully space dock will take care of that. Only change needed should be to update the previous version.) thank you kind sir!
  5. @strider3 This video has a better tutorial. The one linked by @VoidSquid is pretty inaccurate (though more entertaining :))
  6. That's managed through SpaceDock, can't say for sure. If it hasn't updated within an hour I'd be surprised.
  7. Dockers, Here's the long awaited update to KSP 1.6.1. I am sorry it has been so long. @linuxgurugamer @Casvah @micha and everyone else.... thank you for your offers of assistance. I'm going to do better about maintaining this mod (I know, I know.. we've heard that one before ;-) ), so let's hold off on any transition plans for the time being. And now... DPAI Updated to 6.8.3: Version 6.8.3 - 03/03/18 [updated] Recompiled for KSP 1.6.1 [fixed] RPM MFD Display would not work unless DPAI UI app was toggled visible at least once [fixed] Module Manager warnings Download From Curse Forge -or- Download From Space Dock
  8. @TheBeesSteeze @Ser I have found a solution to the same problem that works on my pc. Here's what I did: Steam Properties for KSP -> Launch Options -> Remove anything in there (I had '-popupwindow' ) Launch KSP Under settings -> Graphics -> *Disable* Fullscreen -> click Accept Use Borderless Gaming to 'Make Borderless' the running KSP application. Restart KSP Let me know if it works for you! Navy
  9. If you're willing to help set that up it could be a really good thing for this plugin. I have really neglected DPAI for most of this/last year. Not going to go into the details but there have been some large shifts in my personal/professional life that have basically eliminated any free time I used to have for playing video games. I honestly haven't played KSP other than to test the mod since early 2015. I've been reticent to completely hand over the mod to another developer for maintenance but perhaps it is time to do so as I clearly have not prioritized updates into the rest of my schedule. Part of my reluctance to do so is that the codebase feels super messy. The feature set of this mod has expanded substantially since the first release and so the whole thing really is due for a complete refactor. Furthermore, the KSP API seems to have evolved tremendously (not to mention the new unity gui stuff... I'm still using immediate mode gui in DPAI...) since I first wrote the plugin back around KSP 0.21 or so. I'm sure DPAI could take advantage of several of the new game events and other hooks that have been added. TBH I'm surprised and happy the this thing still works at all given the numerous KSP API changes it has withstood. Anyway, I have no decision here. If someone wants to take over maintenance of this mod, given the full disclosure above, then feel free to contact me and we can figure out how to proceed. Otherwise I will do my best to give this plugin some love when the time and opportunity affords itself. I must admit to feeling a bit sad that I am no longer really involved with this fantastic community as I was in the past. I think that speaks volumes to the quality of the folks we find here. Best regards for now Navy
  10. I'm sorry guys! I was called away for an unexpected assignment, I won't be back stateside until mid January. Please use the unofficial build for now: https://github.com/mwerle/DockingPortAlignmentIndicator As much as I appreciate the offer to donate (more), unfortunately I do not think it will speed up the process this time around. Damn. But thank you regardless
  11. Hello all, Expected to have a release out a couple weeks ago but obviously that did not happen. Much travel for business and personal reasons as of late. Hopefully anyone having issues with the official can use an unofficial release for now. Apologies. Not that you should trust my release predictions anymore, but I'll be back home next Thurs, and putting out an update truly has inched its way very close to the top of my personal 'to-do' list. Need moar hours/day. Navy
  12. That's what I was thinking. Thanks for being protective of the thread, @micha. This is indeed an (endorsed) exception, so no worries.
  13. Hello docking peoples! @micha was kind enough to recompile DPAI for 1.5.1, as well as clean up debug log errors, increment the version, and add an option to the in-game DPAI settings menu to control the toolbar icon placement (blizzy vs stock). The latest official release version remains functional, but may spam your debug build logs and will nag you about the version. ( @Sma @Sprintlooser let us know if it fixes your icon issues... I recommend doing a fresh install of DPAI if it doesn't) I will publish a new version to SpaceDock/CurseForge/CKAN incorporating all of these changes soon (this weekend, currently afk), but if you're itching to get your hands on micha's unofficial build in the meantime, feel free to do so here: https://github.com/mwerle/DockingPortAlignmentIndicator Navy
  14. I just updated via spacedock, no change to the file. Does this end up incrementing the ksp-avc file as well? if not I'll have to release a new version, with the version file having a ksp Max version of 1.4.99 or something to that effect. (that won't happen until next week at the earliest, travel) if you manually edit the .version file in the dpai folder you'll get rid of that nag. don't know if crashes are related to DPAI without logs thanks @micha not something I can fix right now but next time I'm in Dev mode I will have a look. this codebase is literally 6 years old.. I had no idea how to use Unity back then amazing it's held up this far!
  15. CKAN updated via spacedock, no new packaged released. Hadn't realized 1.4.3 was out I need to push an update of the distribution with a tweak to handle upcoming MM syntax changes but am not in a position to do so. Expect an (actual) update soonish
  16. Cool, thank you. For a few minutes? No. I see it for 5-10 seconds generally in the beginning. Not really sure why unity loads it first, but it seems to consistently. I don't think it's actually stalling on load of that asset, rather the loader is doing a lot of other things in the background at that time and the loading text just doesn't update.
  17. Ok. has that functionality been replaced? Could you recommend changes to the code in moduleDockingNodeNamed.cfg to remain compatible with future versions of MM? I last touched those scripts probably 2 years ago and am not in a good position to do a deep dive into MM syntax at this time (traveling for the next month, living in a truck)
  18. that's an infinite loop. you all probably meant to decrement i. also.. micro optimizations such as this are almost pointless. the hogs are going to be per-frame object allocations (and the subsequent GC) and improper use of unity's component system, like searching for a component by tag every frame instead of caching the result, etc.
  19. Hmm. Don't see anything in the MM change log that indicates an API change... possibly a bug in the latest MM. @sarbian may want to take a look at this. Thanks for the report @Kolago
  20. This is because I wrote a custom font renderer for use with the mod, it uses a custom font packed into a Sprite atlas It only supports ASCII, so that would exclude Cyrillic and other non-latin alphabets. It's not a matter of translation as much as it would be for rolling a completely new text render... Something which I'm quite reticent to do. If anyone is interested though, take a look at the BitmapFont.cs file included in the source folder. If there is another way to go about including custom fonts in mods that's already built into Unity and can handle unicode please let me know and I will look into making the switch.
  21. 6.8.2 Available on Spacedock / CurseForge Version 6.8.2: [updated] Recompiled for KSP 1.4.2
  22. I had a similar 'bounce' happen as well, though fortunately earlier in the play session. Figured it was a fluke. Sounds like it wasn't. It's like they didn't even playtest the thing. And then 1.4.2 comes out with a a veritable laundry list of bugfixes... what's going on over there guys..
  23. Yet there were plenty of 'revert to VABs' throughout those 3 hours of gameplay. Missing the 3rd aerial waypoint by less than a km, ugh.. And only once I did the most kerbal of kerbal goofs - a launchpad staging error - am I finally prevented from reverting. Inconsistent, sloppy. And yeah that would scare off a new player in a heartbeat.
  24. So I finally fired up 'Making History' this evening. Decided to play the first mission. I'm a bit of a completionist when I play video games. So I took their various challenges to heart - land my first sounding rocket at the island airfield, fly through the 3 aerial waypoints with my 2nd rocket... Mind you, these took several attempts with 'revert to launchpad' in between, but no shame in that. So all said and done, 2 hours or so later I'm beginning the 3rd segment of this first mission. I launch and only then notice a staging error - launch clamps before main engine start, whoops! But suddenly, before I can revert to launch, a dialogue box pops up informing me that I've failed the mission. And I have no recourse.. no ability to revert to launch or VAB or anything. Even the somewhat hidden/obscure quickload feature didn't work. And like that, three hours of gameplay down the drain in an instant. Needless to say this was extremely disheartening. I quit the game in frustration and came here. Seriously, Squad? What the heck were you thinking?
  25. @cakepie Thank you! Nice work @MikeO89 and thanks for your initial report... I hope nothing broke!
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