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NavyFish

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Everything posted by NavyFish

  1. Thanks for the reminder, this is likely something I can fix fairly easily. I have been traveling for many months and not at my home, so code change have been few and far between. Thanks for bearing through the small bugs and annoyances until the next real update. Should totally be possible, actually that's the intended behavior. I'm probably just neglecting to save or load that preference value, but the framework to do so is already in the code and used for other options, so fixing that should be little more than a line or two of code. Thanks for the report!
  2. @Jebs_SY Yep, your description makes perfect sense. That's actually the way the indicator used to work, I changed it with version 2.2. It might be useful to make that a toggleable option. The math for doing so is actually simpler than what I'm doing now in order to get purely translational velocity. Thanks for the suggestion, and I'm glad you are enjoying the mod!
  3. Version 6.5.2 Released (No Code Changes, release package updated for 1.2.2)
  4. Le sigh. Thought not Anyone know if that issue between CKAN and Module Manager was ever resolved? Last I checked (when dinosaurs ruled the earth), MM refused to be listed on CKAN, thus DPAI and other mods which depended on it couldn't be listed either. I assume this is still the case, as prior to all that mess someone had been keeping the CKAN metadata alive for DPAI (thanks mysterious internet people). Only once did I ever 'actively' make changes to that metadata, and that was when I brought the RPM module online - nothing since.
  5. I do have a quick script that copies the output of my VS build directory into my plugin-dev KSP install and then launches the game, which saves oodles of time during development, but sounds like you have a more robust system in place. Tempted to drop curseforge, honestly. Upload validation takes forever and their post editing tools suck. But, it's the "official" mod site, so.. Anyway, I think the big next step for me will be getting this onto github so others can generate PRs. But, methinks some code cleanup is in order prior to doing so. ------------- I recently re-wrote a huge portion of the mod. There were two "render paths" that had to be maintained - one for RPM gauges and one for the standalone window. Finally was able to unify those using Unity's Render Textures. I still owe myself a good cleaning pass - there are so many 'magic numbers' floating around the code to deal with text alignment, etc. It's nasty. But at least now when I make a change to the gauge, it needs only happen in one location. Really what needs to be done next (before any major feature additions..) is a massive overhaul to the mod's core logic, specifically the (unwieldy) section dedicated to detecting when the user changes target. Frankly, I'm stunned it's still working to-date. This stuff was written back around KSP 0.21. At the time, there weren't any game events exposed for things like the user switching targets, etc - but I'm willing to bet those now exist, which could clean up my code significantly. @linuxgurugamer Aware of any good KSP plugin dev resources? Specifically descriptions of what events can be hooked into and when they fire. I used to follow the patch notes religiously looking for cryptic references to new game events being exposed, but I've been away from that practice for too long.
  6. Good news, thanks for checking. DPAI is long overdue for some loving attention. I'm a neglectful creator, good thing the code isn't self-aware.
  7. Thanks folks. Doesn't sound like it is a big deal honestly, so don't hold your breath for an update. I'll address it in the next release, whenever that may be! Why don't I just whip out a quick patch? TBH, the release process alone -- once all code is written and tested -- takes about 30 minutes. Ugh... Update KVC versioning, rewrite the read-me, repackage all source files, upload and wait for validation on curse forge, upload to space port, update hosted changelogs on my server, this thread, curse, space port, then let you fine folks know that an update was released. There might be better solutions out there but at what setup cost? Yegh. https://xkcd.com/1205/
  8. I'm not sure if you read the same post I wrote, but here goes. 1. I did not say mods provide "only" short-term content, you should re-read that sentence. I did say that they provide the majority of the shorter-term content, i.e. the numerous part expansion packs, contract packs, gameplay tweaks, etc., that breathe fresh air into the KSP base. There are also mods that provide much larger scopes of content, such as those you mentioned and others like the pre-stock resource system provided by Kethane. What was your point with this statement exactly? 2. I think if Squad is to continue generating revenue from KSP, and thus supporting it with development time, they need to monetize it eventually. And yes, "DLC" - think all of the updates to Europa Universalis as a good example - I feel would be one such option. 3. Frequent updates can affect mod authors, yes. I know, I am one of those authors for a fairly well known mod. A) I think an update cycle of 4 months is quite reasonable, B) updates don't have to change core API - in fact I've only had to change significant parts of my codebase TWICE since version 0.22. C), see part 4. 4. Copyright laws are in place for a reason. The potential for copyright infringement doesn't stop most software developers. Community regulation exists in a free-market. 5. The point I was trying to make, which you seem to have missed or at least chosen not to address, is that mods are integral to the long-term replayability of KSP, and that Squad should recognize that and look for ways to encourage mod writers to spend their time generating content for KSP. Sure, some people will always do that 'out of love', but true diversity and quality of product often arises through a competitive marketplace. Check out an app store.
  9. I know this is an ancient thread but I enjoyed rhe discussion and wanted to chip in my $0.02. The perpetuity of KSP is in large part due to the continued development support it receives. Primarily that development support comes from the squad, however given the large number of high quality plugins available to this community I feel it is easy to say that mods contribute a significant value to many players continued experience of the game. Squad is spending a long time working on this game, and have been growing an increasing community size. But the number of active players declines over time without continuous new input. Mods provide the majority of that shorter-term novel content, to bridge the gap between squad's larger patches (which have been entirely free thus far). If I were in Squad's position, I would shift to a DLC-oriented business model, releasing content packs and gameplay updates over the period of once every 2-4 months and charging a considerably small fee of $1-2 per patch. Additionally, I would fuel the modding community to continue to provide smaller, 'higher-frequency' content updates with monetary-based (and perhaps eventual 'promotion-based') incentive programs. The end product, I feel, would be a continuously growing organism that *is* KSP. One Kerbol system would grow into many, and an intergalactic, multiplayer KSP experience may emerge. Your shot, Squad. -Navy
  10. And thank You, Jim. Folks, minimal testing on this release hence the sub version number. Please keep a list of bugs or tweaks and I will keep tabs. I also just wanted to say thank you to everyone here and in particular those of you who have contributed to this mod whether through your code contributions, donations, art, etc. Such things go a long way toward keeping this community, and this plugin alive. How's 1.2? I like the UI improvements I saw while updating the mod, but other than some test docks I haven't played KSP in quite some time. Last I did, the wheel issues drove me away as I was conducting an aviation-heavy playthrough. If aircraft wheels have been fixed as they claim I may just come back and give it another shot! Are custom scenarios now a thing? If so, I would love to include a playable DPAI tutorial with the mod's distribution, but am not going to make one on my own. Anyone interested in contributing? -Navy
  11. Update Released Version 6.5.1 - 10/25/16 [fixed] Fix for Blizzy Toolbar's bug exposed by Contract Configurator [fixed] Fixed Reference Port text on RPM gauge (and incremented version text)
  12. Thanks dudes/dudettes. I'll plan to put out something to the effect of v6.5.1 to address the bugs you've identified. Sounds like in terms of core functionality, things seem to be working as expected. @nukeboyt That green target indicator is nice, must be new with KSP 1.2. I haven't played 1.2 much yet: if you specifically target a docking port, does that indicator move to the port? If not, I assume it would remain on the targeted ship's root node. Anyway,remember, that magenta icon was 'inspired' by KSP's own target navball icon. So unless that's changed, I'm reticent to change DPAI's indicator. Unity of iconographic language and all that. But I do agree that that new target indicator is quite nice. Perhaps I'll find some future use for it. And remember, you can always turn off or hide altogether the magenta target hud icon. Or if you're really feeling hacky, you could modify targetPort.png under GameData\NavyFish\Plugins\Docking Port Alignment Indicator\PluginData\DockingPortAlignmentIndicator\ to change the icon. Its color is hard-coded at the moment, however, but with a good enough reason I could expose that to the configuration file -Navy
  13. Please note: I haven't installed RPM yet, and haven't tested compatibility for that. Nor have I tested support for Blizzy's Toolbar, Mini-AVC (although it's updated). If there are major issues I'll dig into it, so please let me know if you have any problems.
  14. Version 6.5 Released -- KSP 1.2 Compatible! Version 6.5 - 10/13/216 [updated] Recompiled to work with KSP 1.2
  15. Thanks you two for taking a shot. I'll crack open the codebase tomorrow and see what it'll take.
  16. Thanks. Any idea when 1.2 will come out? I haven't played in ages but will do what I can to update the mod for compatibility within a short time of its release.
  17. Dunno! Did a fresh install of the plugin fix it? I believe they should be excluded, yes. Perhaps squad's API changed in a recent update. I'll be doing a compatibility and cleanup pass for 1.2 when it's out, and will make sure to check on this particular functionality. Thanks!
  18. Dunno! Did a fresh install of the plugin fix it? I believe they should be excluded, yes. Perhaps squad's API changed in a recent update. I'll be doing a compatibility and cleanup pass for 1.2 when it's out, and will make sure to check on this particular functionality. Thanks!
  19. Is mystery goo intentionally in Atomic Power?
  20. Awesome, thanks! Stalled an airplane recently using this mod, it was doing such a good job at masking the increasing amount of control input required to maintain altitude that I didn't notice the stall until it was too late. Fortunately I had plenty of altitude to recover. Makes me want to build an audible stall warning for Ferram.
  21. Just echoing an earlier question posed by @Kowgan that I think was overlooked: what exactly does cruise mode do? Great work, I love MAF!
  22. I have one! Unmodded, KSP loads in 18 seconds. But who runs unmodded? I have 90+, lol.
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