-
Posts
863 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by WaveFunctionP
-
I intend to leave the compiled plugin .dlls for those that want to download and try out the version. I'll look at the obj folder. I thought gitignore was needed to keep the repo in sync with my local copy. Guess not, if I can just remove it. edit: After a bit of wrangling with sync conflicts, I was able to delete the obj folder that was leftover. I think the repo is about as clean as it is going to get. I'm going to leave the gitignore file should someone want to setup thier own repo with mine as a template, as it actually contains the project files that should get things working right out of the box. My timeline looks crazy. Hopefully from now on commits will match actual development more closely.
-
I think I've figured out a solution. I found a post online that showed me how to link to assets in bulk. And I'm now ignoring the folder structure that is still imported by that method. Good news is that the project folders now only contain code related files with no duplicate assets, and gamedata is only generated when it actually changed. There was some commits required to syncronize everything, but everything appears to be in order. Bonus prize: I was able to remove the xcopy prebuild commands, since it no longer required. Extra bonus: The solution is now using relative paths, so it should work right out of the zip file. Though you will probably need to update the reference paths for the c-sharp and unity library .dlls. Sorry for any trouble, I'm still very new to this.
-
I'm new to programming, and certainly repositories. My repo has both the source code, configs and assets all integrated into the project. (Which is why you see nested assets inside each solution folder, because they are imported assets. It's how visual stupid handles things.) Which then builds the proper gamedata folder as an output. The reason I use xcopy on post build is that visual studio requires that I go to each asset in the project individually and set it to output (I can't just click on the folder and set everything to output), which is a pain in the butt as there are a lot of files. And even when I tried to do so (by editing the xml for the project script), it didn't copy files to output properly as it put them into all the same base folder. So my build would compile the dlls and put them into the targeted plugin folder, but it would also put the configuration files and assets in the plugin folder as well. It contains OSR and Interstellar because Interstellar (FNplugin) depends on OSR. I edit and commit even the config files through my visual studio project, so that it is setup as a complete solution and I'm not switching back and forth between editors/managers. Each synced build is output to the gamedata folder, which is the version that actually is useable when placed into the actual game's gamedata folder. I use a batch script to move the files from the output folder to my test install and run ksp. The whole things works quite well considering. Basicly, each build outputs fully usable gamedata addon when I press f6. And then I click on my batch file and the files are synced to the current build and the game is launched. I'm able to rapidly iterate with this method, but I'm open to suggestions about how to better manage things. To publish to the github repo, I simply commit my changes and sync with visual studio. It syncs the source assets and the output all in one go. I was going to look into the power limit thing, but I'm currently sidetracked attempting to make a heavy duty landing gear / resource extractor model in blender that I'd like to try and get included in the mod. Besides, I figure that fractal already has a solution, though I too wish that he would share his progress so that we are all on the same page. It's his mod though, so he can do as he pleases.
-
Receivers must be pointed at a transmitter or relay to receiver power. The closer the angle, the better the reception, the further the angle, the less reception until about 90 degree where you will receive no power. A very simple way to use beamed power is with a big reactor on the ground, with an array set to transmit, and at least 3 arrays in orbit around kerbin set to relay mode at 0 degree inclination and 120 degree separation around 750km. This should give you 360 degree power availability around kerbin. You can use more relays/transmitters with smaller separation if you wish. And you can launch whole powerstations with 2 arrays to both transmit and relay power if you wish. In my main save, I personally use 6 3.5m fusion reactors orbiting kerbosyncronously at 0 degrees inclination and 60 degree separation, each with two arrays, ktec and direct drive generators, 2 of the flat radiators, a computer core, and docking ports for refueling. This setup however gives me obscene amounts of power, something like 220GW, which is overkill. But it's late in the save, so absurdity is the rule. I can get usable amounts of power all the way out to Jool with the deployable array (Area/size only matters for recieving power, not transmission or relay modes, and it mostly only useful to combat losses due to very long distances.). You can learn this and much more on the wiki, located here: https://github.com/FractalUK/KSPInterstellar/wiki
-
I've decided to push my changes public. Let me know if any of you run into issues not present in the official version. I had to do a fair bit of reconstructing to get my repo synced with the current version, but some things may have slipped through. As always, if you any feedback or criticism, please let me hear it. It how good games are made. I was going to wait, but I figure faster iteration is better. Click here to be my lab rat. Just copy the contents of the gamedata folder to your gamedata folder. Current changes as they stand: - Fixed data collection on magnetometer - Replaced non-functional model for .625m arcjet thruster to rescaled 1.25m model - Improved reactor, radiator, and generator tooltips - Added water and lithium resource maps to kerbin - Added (currently unused) water and lithium resource assets - Added atmospheric intake functionality to atmospheric scoops - Added full initial electric charge to generators to aid in fusion reactor activation - Disabled the inital automaticly enabled charging of the alcubierre drive for new vessels - Added electric charge to computer core, and increased torque to 5/5/5 - Added a more detailed tooltip description of the computer core - Added tooltip details about power transmission to array and reciever descriptions - Added tooltip details about generator attachment and modes - Added note to GC/MS tooltip to indicate that it is also a science experiment. - Added note that GRS is useful for detecting concentrations of uranium and thorium. - Added a detailed description of the science labs capabilities - Added a clarification of the crygenic helium tank, and its use with the IR telescope - Added note that the magnetometer is also a science experiment - Added note to clarify that the he-3 does not store helium, and is used as a reator fuel. - Added tooltip to antimatter containers to indicate maximum capacity. - Remove old hex can part files that were causing loading errors. - Removed old methane tank part file that was causing loading errors. If you have issues with this version, fractal is in no way responsible. Contact me here in the thread, via pm, twitter @wavefunctionp or [email protected]
-
Had a rather productive night, having not gotten sidetracked by attempting (poorly) to add features. Here's a look at some of my proposed changes that I've completed thus far. Version 0.10.4_experimental - Fixed data collection on magnetometer - Replaced non-functional model for .625m arcjet thruster to rescaled 1.25m model - Improved reactor, radiator, and generator tooltips - Added water and lithium resource maps to kerbin - Added (currently unused) water and lithium resource assets - Added atmospheric intake functionality to atmospheric scoops - Added full initial electric charge to generators to aid in fusion reactor activation - Disabled the inital automaticly enabled charging of the alcubierre drive for new vessels - Added electric charge to computer core, and increased torque to 5/5/5 - Added a more detailed tooltip description of the computer core - Added tooltip details about power transmission to array and reciever descriptions - Added tooltip details about generator attachment and modes - Added note to GC/MS tooltip to indicate that it is also a science experiment. - Added note that GRS is useful for detecting concentrations of uranium and thorium. - Added a detailed description of the science labs capabilities - Added a clarification of the crygenic helium tank, and its use with the IR telescope - Added note that the magnetometer is also a science experiment - Added note to clarify that the he-3 does not store helium, and is used as a reator fuel. - Added tooltip to antimatter containers to indicate maximum capacity.
-
I'll request a pull to fractal's repo when I've gotten the bulk of it done, or we get a release date for the next update. I'm posting updates for feedback/criticism so that it is a polished as I can manage. I can push to my repo and they can be downloaded if that is something people want, but I don't know how Fractal would feel about that. Plus, I'm not a very experienced programmer, so things can go wrong and I may not be able to fix them.
-
Final build thoughts
WaveFunctionP replied to Dimetime35c's topic in KSP1 Suggestions & Development Discussion
Unity could conceivably be updated to stream textures in the future, or the developers/modders may find a way to hack it in. -
Try deleting the ships, source and subassemblies folders. The inside of each folder in gamedata should contain folders that look like the folders inside of the squad folder. Plugins, parts, spaces, and maybe a .dll file to two. What it should not look like is another folder named the same as the folder above it, like \warpplugin\gamedata\warpplugin, or \novapunch2\novapunch\gamedata. Mod developers have a nasty habit of nesting useless folders inside of their zip, instead of just zipping the folder that goes inside of gamedata. A look at your ksp.log, located in your base ksp folder (that one that contains ksp.exe) might help if none of the above works. and just for good measure, download this: http://forum.kerbalspaceprogram.com/threads/59005-0-23-Release-2-15-Active-Texture-Management-Save-RAM-without-reduction-packs! Download the agressive one. Open the zip and copy the boulderco folder into your gamedata folder, and start ksp. edit: To be clear, this is the agressive version.
-
It's temporary to prevent spammers, it goes away after a bit. Welcome to the forums. I don't believe that KW is properly installed. You want put whatever is inside the zip's gamedata folder inside the game's gamedata folder. Look inside that folder you have browse to the gamedata folder, copy or drag the contents to where you currently have the kw folder with all the other mod folders.