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KSP2 Release Notes
Everything posted by *Aqua*
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Documentation for the KSP API
*Aqua* replied to The_Duck's topic in KSP1 C# Plugin Development Help and Support
I just want to say Thank you! Ever since I've discovered this I'll use it. It's such a big help when figuring out how KSP works. -
KerbalKonstructs adds some long runways all over Kerbin. There's also the giant runway in the desert which should fit your needs. Or build your own runway with this mod.
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I fixed the part icons. In KFPersistenceManager.CalculateBounds() boundsList.ForEach(b => bounds.Encapsulate(); was replaced by boundsList.ForEach(bounds.Encapsulate); in an earlier commit. I changed it back. It really was a tedious task. I switched between revisions to find the first commit where the icons broke. And then I went through all the changes, reverted them back and forth until I found the culprit.
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This one: https://github.com/KerbalFoundries/KF_plugin/commit/50460c634b366534903f1ee5335b1d74902c27ad Somehow Visual Studio didn't display it as an error before but static deconstructors don't exist in C#. You'll only need to remove the method. I already have finished an alternative but I can't access that right now. (I currently get multiple disc errors per second. I hope I can save the harddisk somehow.) KSP automatically creates config nodes for everything it finds in a part.cfg. You just need to access it via part.GetValue("nodename") (or similar) and interpret it.If there's a class (like PartModule, KFRepulsor, etc.) which fits a config node, the class will be instantiated as an object and filled with the values of the config node. Current work directory. If you compile and start the project inside Visual Studio, the log is in KF_plugin\bin\Debug\KF.log. If you directly start KSP it's located beneath KSP.exe.
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How to format strings for part tooltip?
*Aqua* replied to *Aqua*'s topic in KSP1 C# Plugin Development Help and Support
What? So simple? I expected something different but not HTML markup. Thanks a lot! -
I pushed a small commit. I'm currently looking into the balancing the parts and found another bug. Putting up a new issue in a few minutes. @smjjames IIRC lo-fi wants to release 1.9 as a beta release. And when all bugs of that release are fixed we'll call it 2.0 'stable'. I'm not sure if I understand that right. lo-fi? Fixes were applied to a lot of places but 1.9 doesn't feel much different to 1.8 on the surface. Or I'm already used to the new stuff. ^^
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I did the same with the icon fix. xExilReeperx, if you read this thread: Thank you very much for your mod! I don't think I'm be able to figure out what you've done! It's only half done. There's still the bug with the wrong size in the Engineer's Report. What's with updateWhenOffscreen you found? Does it calculate correct values?
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Oh you already wrote a config for that? I didn't noticed it. I don't know if the scale works correctly in PartIconFixer. Must check that. I literally just copied the important parts of that mod. I added some checks so that only KF parts with that new node in the cfg will be fixed*. I believe it will run after PartIconFixer and overwrites what it did to KF parts. That should be no problem because both do the same. * That way we can specify which part icons will be fixed. PartIconFixer processes all parts it thinks must be fixed. Edit: It must read the part cfgs and it must run at the end of the loading scene that's why I've chosen KFPersistenceManager.
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I use Visual Studio 2012 Professional (I have a DreamSpark Premium account provided by my university). When I get a new computer somewhere this or the next year I'll probably switch to VS2015 (not sure which editions I'll have access to at that point). Edit: Ok, it wasn't difficult to replace the .Net 4.0 methods with something .Net 3.5 allows.
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It seems the Bounds object represents the size (get it through GetComponent() or similar). If that's true we need to replace it with a corrected one. I didn't investigate that yet but it seems likely. Edit: I just discovered PartIconFixer needs .Net 4.0 but our plugin and KSP use .Net 3.5. *sigh* I wonder why the mod works. It uses methods which aren't provided by Mono.
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Ah, so that's what the commit was about. I'm currently replicating what the PartIconFixer mod does. Maybe we can use that approach to fix the reported part sizes too. But it'll take more work until I can show some results. Spliting the parts up is a good idea! Didn't Gaalidas want to write a config for Filter Extentions? I'm not sure if I remember correctly. Edit: Ninja'd again. ^^ I'll quickly have a look at the new commit. Edit 2: Ok. It's a small commit and I'm not sure if that's really a good approach to fix that bug. IMO we should fix the size values ASAP which would be at the end of the loading scene just after the PartLoader messed up. Everything which comes after that (editor etc.) would (hopefully) use the corrected values. That means we don't have to use the IPartSizeModifier interface.
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What's on the agenda for now: - All wheels and tracks configs need to be updated for balances and new features. - Code clean-up. - KSP's part loader calculates wrong sizes for some parts. I think we don't have a list of what to change/add in future. There'll probably a big brainstorming session after the next release. This is also necessary because we want to change the development process a bit. There's no release date for the next version because we only put work into this mod when we've got some free time. We just don't know when it's ready. DustFX is finished and will be included in the next release. @lo-fi & Gaalidas Maybe we should start a release thread in the add-ons forum where users can download the latest stable version, ask about specific stuff and report bugs. This dev thread we'll use just for coordinating development, helping each other, etc. just like we did till now. But that also means we'd have to watch an additional thread.