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Xavier513

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Everything posted by Xavier513

  1. Is there any method to get a list of CeletialBody in curent game universe? Or a list of CeletialBody names? I find a list at the bottom of file "setting.cfg", though. OK, I get it: FlightGlobals.Bodies
  2. Thanks. Indeed, KRPC is a great mod, and I spent alomost a whole last week reading the source code(I'm totally new to C sharp and KSP plugin development), I learnt A LOT from @djungelorm's great work! But I prefer using existing RPC framework(for example, GRPC, Thrift), rather than building my own RPC framework. Good news! I find Thrift still supports .Net framework 3.5, and in fact I have already ran a "HelloWorld.exe" successfully. The bridge between local process and KSP is through! Now I can continue my development focusing on "bussiness logic".
  3. It's understandable for not upgrading, but the world is changing fast, more and more third-party software never support .Net Framework 3.5, for example, GRPC requires .Net Framework 4.5+, and GRPC has no plan to support 3.5.(I'm planning to create a new plugin based on GRPC, but unfortunately, I find KSP requires .Net framework 3.5) I'm also a programmer, I believe "refactoring/rewriting of existing code" is an important part of a long-term software project such as KSP, the key is how to balance the effort between "refactoring/rewriting of existing code" and new feature development. Many times, I have seen a software finally corrupted and became so hard to maintain that it was replaced by a totally new software, at the cost of huge resources and time investment. Maybe for now, KSP hasn't reach the point that SQUAD has to upgrade .Net Framework, otherwise KSP is too painful to add new features for the dev, or too painful for the community to develop a new plugin/mod. But that day will finally come, as long as KSP is still alive, the later that day is, the more effort "refactoring/rewriting" KSP will require. I can see some signs already in recent years. Even Microsoftware won't end 3.5's life before 2028-10-10, depending on an "unofficially outdated" framework is not a good idea for me, especially when we are talking about KSP, which is still under development and "young". I bravely estimate that, in three years, KSP will upgrade .Net Framework, before SQUAD finds it's too late.
  4. OK, I decide to continue my journey on Windows, everything works smoothly there. Thanks for your replies! @steve_v @DMagic
  5. Hi, I'm a software engineer with 9 years experience on Java and 2 years on Golang. I have also been a KSP player for 4 years. Now I get some ideas and decide to go one step further. So I spent several days learning about C# basics and how to develop a KSP plugin. At first, I followed a tutorial, and succeeded to run a demo on Windows(had some trouble installing .NET 3.5 on Windows 10 though). Then I tried to do the same thing on my Mac. Unfortunately, I failed to set "target framework" to v3.5 in Visual Studio 2017. I imported UnityEngine.dll, UnityEngine.UI.dll, Assembly-Csharp.dll and Assembly-Csharp-firstpass.dll. But the IDE reports this error: "The type or namespace name 'MonoBehaviour' could not be found (are you missing a using directive or an assembly reference?)". The oldest version in the list is 4.5. I googled, read and tried many times, but none worked. At last, I found this page, I'm now doubting that whether it's possible to dev plugins on Mac OS at all? Environment: Mac OS Mojave v10.14.2 Mono 5.18.1 (versions older than 5.10 is not compatible with the OS) Visual Studio for Mac, Community, v7.8.3 Here're my questions: 1, What's the version of .Net framework supported by KSP currently? Is it still version 3.5? 2, How to set the target framework to v3.5 in VS on Mac OS? 3, Is there anybody developing plugins on Mac OS? Should I just give up and move to Windows? Thanks a lot!
  6. Hi qzgy, I admit dropping folders manually is quite simple, but a well designed Mod manager doesn't only solve this. CKAN is great and useful, I use it a lot and really appreciate. However, an official in-game manager will definitely be much more powerful, have much better UI, and new KSPers can experience the power of Mods as soon as they start the game for the first time! Besides, I'm a software engineer, not a Unity developer though, but I believe there must be some way to perform a "partially assets reloading" without restarting the whole game, I think that worths a try. For example, when the game starts, all 10 Mods are loaded, then you disable 2 of them on the menu screen before you load a save, so when you load a save, only the rest 8 Mods are applied to current game.
  7. We all know what Mods mean to KSP, how about an official built-in Mod manager? The official Mod manager should provide features such as: Mod "Shelf" - Mod category, Mod homepage, "My favorites", etc. Download Enable/disable a Mod Update a Mod Mod versioning, including info about which version is compatible with what version of KSP. The Mod manager can be a sturdy infrastructure tool which will benefit both the community and the game in the long-term.
  8. I like this great mod, I'm working on a Go client, but I can't guarantee when to finish.
  9. I think the relation between 'Kerbol' and 'sun' may be like 'Luna' and 'moon'
  10. 1,Ham was a chimpanzee and the first hominid launched into space, on 31 January 1961. https://en.wikipedia.org/wiki/Ham_%28chimpanzee%29 2, Developer - programer - "Code Monkeys"
  11. That is a big engine! Ascending too fast, perhaps.
  12. Beta test in progress, I get it.
  13. 如果中文帖子多,你说Squad将来做多语言的时候,会不会给游戏支持中文?
  14. "Pre/next page" buttons in part list are currently on the bottom, so each time when I want to pick a part: 1, Move my mouse to the top, and click on a catagory icon; 2, Move my mouse to the bottom, and click 'next page' button. Both my mouse pointer and eyes are moving up and down when I'm busy building something. How about moving pre/next page buttons to the top, right under a catagory icon? ps: sorry for my poor English
  15. First, I'll rework/upgrade all my heavy rockets, and remove the word 'heavy' from old ones. : )
  16. launched my Kethane miner and Kethane transporter to the moon! pretty cool, isn't it? XD
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