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Ippo

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Everything posted by Ippo

  1. Uhm... I think the hard part would be to run MM actually There are a lot of other "forbidden" methods, and one of them is Debug.Log. If MM calls it, you crash (and I'm not even gonna check, I'm *sure* it's called somewhere).
  2. This is never going to work. There are easily 500 mods, so your matrix would have 250000 entries. The only way to do it is by limiting the entries, and at that point it's not very useful anymore.
  3. Open Node Parser is a small utility class that can parse .cfg files and return a ConfigNode object. The advantage is that ConfigNode.Load() can only be called from assemblies that are running inside KSP, while this parser can be used in any application. The source code is on github. To use it, just include that file I linked in your project. License is CC-0, which basically means "do whatever you want".
  4. Well, I decided that I din't want to wait and solved the problem myself. Here's a parser that can be used in any application to load a .cfg file.
  5. So, I'm writing a unit test for a plugin I'm working on. The test method needs to load a config node, but apparently you can't do that outside of KSP: the call to ConfigNode.Load() fails with the awesome exception: ECall methods must be packaged into a system module which, after googling a little, boils down to "you are screwed". Has anybody had any success in using ConfigNode outside KSP? Is it even possible, or do I really need to write a replacement parser? Please no :/
  6. I will try to, of course However I have my thesis to finish, plus I think I just got a job Cross your fingers UPDATE: they called me back, I have a job!
  7. zeks wat u doin zkes stahp! You know, this is actually a good idea I'm not sure if you can modify a contract's parameters in-flight, but I might look into it
  8. Actually the tanks in procedural parts are not really tanks according to KSP, they are a part that doesn't contain any resource and thus my MM patches don't catch them at all: if you wanna cheat my mod, use procedural tanks Likewise, proper integration with procedural parts will require to write "procedural failures" that adapt their parameters on the tank volume... Kinda: it's been a while since the last bug report, so I'd say that *this version* is stable in itself. On the other hand, it's knee deep in alpha, with missing features and very likely to cause save-breaks in the future (I actually am already planning one for Alpha 6, which is funny considering that I might have to quit and hand development to someone before Alpha 5 is even done). For a second I thought you were replying to lextacy, then realized the order of the posts
  9. Not really, no: it's very weird, are you sure there is no engine at all? Ion engines count too. Will do
  10. Hey there Yes, it'a load order problem. The assembly loader goes through folders in alphabetical order: you need to change the name of your folder so that it starts with E or later (I know, it's stupid), which is the reason for 000_Toolbar
  11. Try this: ckan ksp add "ChooseAName" "~/Desktop/KSP 0.25 MAC/KSP 0.25 MAC" ckan ksp default "ChooseAName" Choose the name you like for your install. This should add it to the list (ckan can manage multiple installs at once) and set it as the default.
  12. Actually, it's not: we are going to need either the "find" keyword, or the upgraded install stanza with subdirectories. I'll open the issue in a moment with details
  13. Well, well, well, look what has cropped up! Failures in background are now not only a possibility, but a very possible possibility We'll need to talk balancing though. I'm thinking about a "soft mode" where the chance of background vessels is greatly reduced (ideally, dynamically: dividing it by the number of flying vessels), and a "hardcore mode" where everything has the same chance, regardless of being loaded or not. More news in the future when I find the time / will to keep coding this mod
  14. Go to the folder where you have put the exe: now you have to right click on some white space (like you do when creating a new folder) while also pressing shift: Shift+Right click will bring up the context menu, with also an additional voice called "Open command prompt here". Now you can use that window to use ckan
  15. could you please be more specific? It works just fine on my windows 8.1 pc.
  16. I think that's essentially a suggest... or maybe I don't understand what you mean :/
  17. Actually, it doesn't work that way, it's even better CKAN is not a repository of mods, it's a repository of metadata about mods, plus a client that can use that metadata to manage them. Let's break down the metadata for TAC LS: { "spec_version": 1, "identifier": "TACLS", "name": "TAC Life Support (TACLS)", "abstract": "Adds life support requirements and resources to all kerbals", "license": "CC-BY-NC-SA-3.0", "ksp_version": "0.25", "release_status": "stable", This first section describes the mod: its name, description, license... stuff like that. It's important to have them, but here the real fun begins: "depends": [ { "name": "ModuleManager" }, { "name": "TACLS-Config" } ], This section tells the CKAN client that this mod cannot work at all if you have not installed these two packages, ModuleManager and a TACLS-Config. You just cannot install TACLS and not have MM: this section tells the client to install them first, and it will refuse to install TACLS if it can't install the two dependencies first. The result is that you eliminate installation problems: this way, the user is guaranteed to have the dependencies that your mod needs to function. "recommends": [ { "name": "MiniAVC" } ], "suggests": [ { "name": "KSP-AVC" } ], This section does almost the same, but with a weaker constraint: TACLS doesn't *need* AVC to work, but it would be great to have it in conjunction: both recommends and suggests, however, are optional, and you are not forced to install them if you don't want to. "install": [ { "file": "GameData/ThunderAerospace", "install_to": "GameData", "filter_regexp": "PluginData/TacLifeSupport/LifeSupport\\.cfg$" } ], "resources": { "repository": "https://github.com/taraniselsu/TacLifeSupport" }, "author": "taraniselsu", "version": "v0.10.1", "download": "https://github.com/taraniselsu/TacLifeSupport/releases/download/v0.10.1/TacLifeSupport_0.10.1.13.zip", "x_generated_by": "netkan", "download_size": 5997448 } Here's the real meat of the file: the installation instructions. This section tells the client where it can download the file, and after that, what to do with the contents of the zip. The real beauty in this is that it's the package manager that adapts to the modder, and not the contrary: we don't need to enforce neither a particular folder structure, nor a particular repository*. And that's why this project is so great * Curse is not yet supported because Curse does not expose an API that the client can use, meaning that the only way to download from curse is to do it manually using a browser, and thus CKAN can't support it until Curse supports us.
  18. CKAN IS NOW RELEASED! From now on CKAN is the preferred method of installation, although manual installation is still possible. Good news, everyone! We now have a stable release of CKAN! For those that didn't hear about it, CKAN is a truly awesome package manager for KSP. There have been many mod managers in the past, but none of them was particularly successful because they were not practical for the modders; CKAN changes that, with an architecture that is extremely similar to the one of famous linux package managers like apt-get or pacman. CKAN can install this mod in a few seconds, with no possibility for mistakes or bad installs. Still not sold on CKAN? Well, just know that it can install the full RSS + RO suite in *one* command: if you've ever tried setting it up, you know how powerful this is.
  19. Sorry to be a bother: you mean I have to edit "ReconditioningEffect" in KCT_TimeSettings.txt, correct? I had no idea it was a mass The default I found when I installed it was 1700: trying with 6000 now. Thank you for you help and your awesome work!
  20. Hi magico, is it possible to reduce the length of the pad reconditioning? I'm having some issues with 6.4 rescaled kerbin, since my launchers tend to have insane masses. The result is an odd combination where it takes 1 month to build the ship, and 3 months to rebuild the launchpad... Thanks!
  21. The client will refuse to overwrite any file that it hasn't installed itself - ever. This is an added safety (so you can't screw up your pre-existing mods using CKAN), but I agree that the error is confusing.
  22. I've seen that the stable pre-release is called First Light: if I may, I'd like to suggest "Contact Light" as the name of the first release, since those are the first words ever spoken on the moon Thanks pjf, I think I've said it before but you this might be the single most important project ever for KSP. It is as far as I'm concerned anyway
  23. This game is (not so) slowly becoming RoverDude's Space Program... and I'm okay with that
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