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dazoe

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Everything posted by dazoe

  1. KSP2 was NOT a re-write. Looking at the disassembled code it is clear that KSP1 was used as a starting point and they just added more on top. I believe that is why you can see the early KSP1 issuses popping up again. There is even KSP1 code that's not even used by the game, old dead code. At least i'm like 85% sure of that, my opinion is based off of just a quick browse through so I could be wrong. Also reverse-engineering/disassembling is against the eula, which will hamper modding the game in the way KSP1 was modded. Funny thing is I decompiled the code before even launching the game and being presented with the EULA and I've decided to refund the game as I consider it a major step backwards from KSP1
  2. I'm surprised there are no replies to this thread. I second the request for linux support to be more of a priority. KSP has a higher than average linux user base. Also I read that indy devs say linux users submit more complete and detailed bug reports.
  3. I'm excited for the possible multiplayer features, and faster load times.
  4. I just want to point out that the Awake, Start, Update, FixedUpdate, OnGUI, OnDestory functions are in fact called by the unity engine that KSP runs on instead of KSP it's self. Unity has a lot of documentation online so that would be a good place to start. The only down side is because KSP is a production build you are very limited with what you can do with the unity editor, for when I'm messing around with plugins I don't even use unity, only Visual Studio. http://docs.unity3d.com/ScriptReference On the note of being able to save data from one instance to another there is the PluginConfiguration class (from KSP's KSP.IO name space). I'm not sure about the correct time to load the config but it seems to work find in the class constructor, and you can save the config in the OnDestroy method. Hope this helps. edit: Another thing to note is about the time you spend in the various Update methods. For example taking too long in a FixedUpdate call could cause KSP to lag the physics causing KSP's performance to suffer. I'm sure everyone know of the clock in the upper left corner of the screen if it turns red bad things are bound to happen. There is also InvokeRepeating if you'd like to create your own "FixedUpdate" like method. It will instruct Unity to call a method at a custom fixed rate
  5. Dragging by mouse would be much more involved. To make this i simply duplicated the indicators that were already there and scaled them and changed the values they displayed. To make it dragable I'd have to add quite a bit more to it.
  6. If your still looking this... I've made a very simple plugin to add TrimIndicators Spaceport link
  7. Hello, So, someone requested Trim Indicators a while ago. So, um, I created this. Hope people like it. Installation... Extract dll into Plugins or GameData directory. Spaceport Download Source @ GitHub License: MIT
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