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Everything posted by Ippo
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[0.90] CrewFiles: persistence files for individual kerbals (16 dec 2014)
Ippo replied to Ippo's topic in KSP1 Mod Releases
Well, since I fixed the main problem (the multiple instances bug) I have decided to declare this complete and so I promoted it to version 1 and posted it in the release section. See you there! -
CrewFiles An API to provide persistent storage for individual kerbonauts. DOWNLOAD From kerbalstuff, the kommunity repository Source code The docs are extremely lacking right now. Sorry about that. What is it? CrewFiles is a tool intended for modders that allows your mod to store data separately for each kerbal. The system maintains a database of the known crew and allows you to associate ConfigNodes to each member that you can read and write at runtime. Additionally, it provides a mechanism to generate or update data automatically. This project is a spin-off of my main work on DangIt!, that will use this system to handle perks. How to use Include the CrewFilesInterface dll as a dependency in your project. In this class you will find a manager class that you can use to retrieve the current instance of the server, which you can use to access the file for each known crew member. You can redistribute the whole mod alongside your mod: it is safe to have multiple copies of the dll in the GameData folder (but not advisable anyway). Data generators You can also have the data filled in and handled automatically for you by using classes defined with the appropriate interface. You can create a Data Generator by defining a class that implements the ICrewDataGenerator: each time that the database is loaded / saved, the server will find your class and give it a chance to run and produce a ConfigNode to store. See the included example generator that gives each kerbal his own tastes.
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Spawning a part
Ippo replied to FiresThatBurn's topic in KSP1 C# Plugin Development Help and Support
Sorry guys, that was the wrong thread (obviously). I don't know how I managed that -
Spawning a part
Ippo replied to FiresThatBurn's topic in KSP1 C# Plugin Development Help and Support
<wrong thread> -
I can, but it is probably not happening soon. As I said, mod compatibility has to wait for all the features to be in.
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Interactive space agency thread: a proposal!
Ippo replied to unrepentantAuthor's topic in KSP1 Mods Discussions
Anyone is welcome to visit the issue tracker where I'll be posting bugs, features, and what is going in each milestone And anyone is welcome to contribute to it if you find a bug or think I missed some feature -
Interactive space agency thread: a proposal!
Ippo replied to unrepentantAuthor's topic in KSP1 Mods Discussions
Exactly: until I manage to finish alpha 3, you will have NO means of servicing a station to increase the lifespan, and basically one day the only option becomes taking it down and launching another one. Now, in the current build I've tried to make multi years missions possible: so you can safely leave a space station on its own for a long time, but not indefinitely. Also, upgrading later means that you could be stuck with a failed engine and no mechanic to fix it. Personally, I'd say to wait to install my mod until I push the next update... which will be Soon. I have most things ready, so I'm pretty confident it will be here within 2 weeks. -
No: stop right here, because no. I bought this game in january, and in 7 months it has already received two big updates: ARM and the upcoming 0.24. I haven't been here for the first years and I don't care one bit how slow they have been in the past, but you can't even begin saying they haven't been upgrading the game with new content. That's a blatant lie, period. Also: you bought a game and agreed to terms that basically boil down to "Hey, we might never actually finish this game, are you ok with that?". So now it's your problem if you feel your "investment" wasn't wise.
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Interactive space agency thread: a proposal!
Ippo replied to unrepentantAuthor's topic in KSP1 Mods Discussions
*_* 1) Thanks! 2) Not to bash my own work, but you might want to wait for alpha 3 before taking on a project this big -
Kerbal Stuff, an open-source Space Port replacement
Ippo replied to SirCmpwn's topic in KSP1 Mods Discussions
DUDE THIS ROCKS!!! I just tried it and it's literally the fastest website I've ever visited! :D -
Actually it's because KSPEvent is an attribute, so when you declare it like that you can only use compile-time constants. You cannot use your variable directly, you will need to set the value each time: [COLOR=#333333]private void OnDraw(){[/COLOR] [COLOR=#333333]if (CompressAir == true) {[/COLOR] [COLOR=#333333]part.RequestResource("IntakeAir", -10); [/COLOR]this.Events["StopCompression"].active = true; [COLOR=#333333]}[/COLOR] [COLOR=#333333]}[/COLOR] [COLOR=#333333][KSPEvent(guiActive = true, guiName = "Stop Compressing", active = true)][/COLOR] [COLOR=#333333]public void StopCompression(){[/COLOR] [COLOR=#333333]CompressAir = false; [/COLOR]this.Events["StopCompression"].active = false; [COLOR=#333333]}
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[0.90] CrewFiles: persistence files for individual kerbals (16 dec 2014)
Ippo replied to Ippo's topic in KSP1 Mod Releases
By the way, I was reflecting on the code and realized that I may have accidentally fixed the only real issue. Since now it is a scenario module, because of the injection code two instances shouldn't run, at least if I'm right. I will test it tomorrow. On the other hand, this prevents upgrading, because the new version will not be added to the game since an older one is found, but I think it's not too difficult to work around it. Tests tomorrow. -
[0.90] CrewFiles: persistence files for individual kerbals (16 dec 2014)
Ippo replied to Ippo's topic in KSP1 Mod Releases
Well, as I said, there will be at least my mod (DangIt) using this: in fact, I was testing it today and it seems to work fine, which is encouraging By the way, I had seen your thread about the kerbal social mod, and I think it's very interesting: I'll be monitoring it closely and see if I have something to contribute -
[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
Thanks (it's plural in italian :/ ) -
[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
Hi everyone, I am working on the inspection now. Basically, I decided to go for a somewhat cryptic message that is returned when you inspect a part that will give you only a ballpark idea of how bad the part is faring. This is the code that produces the message: public virtual string InspectionMessage() { float ratio = this.Age / this.LifeTimeSecs; if (ratio < 0.10) return "This part seems to be as good as new"; else if (ratio < 0.50) return "This part is still in good conditions"; else if (ratio < 0.75) return "This part is starting to show its age"; else if (ratio < 1.25) return "It looks like it's time to get a new one"; else if (ratio < 2.00) return "It really isn't a good idea to keep using this part"; else if (ratio < 3) return "This part needs replacing soon"; else return "This part appears to be in terrible conditions"; } I would like to hear your feedback on this, and also I would really appreciate a quick grammar check by native english speakers -
Kerbal Stuff, an open-source Space Port replacement
Ippo replied to SirCmpwn's topic in KSP1 Mods Discussions
Neat indeed Are you planning to evolve it into a sort of mod manager? Because the next logical step would be "./stuff install fasa" ... -
Well, then it's settled, it's my fault I'll find for clues in the logs: however, by the looks of it it's probably an incompatibility with some other mod I'm not aware of yet, and if that's the case, I'm afraid that the fix will have to wait. Thank you for your report!
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Did you remove some mods, by any chance? From your log it seems to me that you uninstalled some mods, specifically KSPX and StretchyTanks: could you check for me that they are still installed?
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[0.90] CrewFiles: persistence files for individual kerbals (16 dec 2014)
Ippo replied to Ippo's topic in KSP1 Mod Releases
Beta 3 is now available on github. This update has moved the database into the persistent file -> it is automatically in synch with the game, but it completely broke backwards compatibility (not that anyone was using it, but still). Please check the code and maybe give it a couple of tests if you are interested. If no particular bug is found, I'm just going to promote this to v1 and call it a day. -
[0.90] CrewFiles: persistence files for individual kerbals (16 dec 2014)
Ippo replied to Ippo's topic in KSP1 Mod Releases
Small update: as per your suggestions, I am moving the database in the persistent file. I'm working on it in the dev branch: right now it's not working yet (weird NREs all over the place), but I hope it will be soon. -
Uh, maybe I'm doing something wrong here. I am shamelessly copying Taranis' code to inject my module into the game (hi!), but at the beginning of each scene, I get this popup: Also, in the persistent file, there is this: SCENARIO { name = TestScenarioModule scene = 5, 7, 6, 9 aSavedValue = modified and resumed from the persistent save } I should also note that I tried logging when my module executes OnLoad and OnSave, and got no signs of life from it. Here's the code in pastebin.
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Kerbal Stuff, an open-source Space Port replacement
Ippo replied to SirCmpwn's topic in KSP1 Mods Discussions
There must be some glitch in the downloads counter / graph: My mod wasn't available for download on june 2nd (note the 2 downloads at the beginning of last month) -
Kerbal Stuff, an open-source Space Port replacement
Ippo replied to SirCmpwn's topic in KSP1 Mods Discussions
Actually, I'm pretty sure that even a mockup done in InDesign, or even photoshop, would be just fine and quicker if the point is just discussing on the site's layout. UPDATE: by the way, SirCmpwn, the site is currently throwing a 500 and can't be accessed, for me at least.