Jump to content

Papa_Joe

Members
  • Posts

    1,939
  • Joined

  • Last visited

Everything posted by Papa_Joe

  1. Necro of my old thread here. I'm back and I'll be reviving my page. I've talked with @micha and I will be resuming support of Ship Manifest. Expect updates soon. Thanks to everyone for the support and especially micha for keeping Ship Manifest alive during my absence.
  2. Thank you kind sir, and I appreciate your offer of collaboration. Naturally. I accept! I also appreciate you keeping the mod alive in my absence. What a fine community we have. I'll be capturing your fork into my Dev branch and working from there for the next release.
  3. It is possible for the sound and delay to be removed. I can add an option or 2 in the settings window, under realism to turn those features off. They will be on by default, Resizing windows will take some work, as the window layouts are fixed and not relative. I make no promises, but I will look into it as it is something that I'd been thinking about for a while before I took a break from modding.
  4. Hello all. I'm back from an extended Hiatus. @jrodriguez, need any help from a washed up Software developer?
  5. I realize this is a long overdue answer, but yes you can. the file you are checking for version info (readme.txt) is in both releases, Steam and KSP Store.
  6. Hey all, I'm back. I'm looking over the script I created and seeing what has changed in the development environment setup. @linuxgurugamer, ya, sorry about the lack of file location files. I was in and out of modding by then due to RL. Looks like you sorted it tho. Also I'll be interested in how @sarbian's method works. I may be reaching out to get some help as I get up to speed.
  7. So, I thought it was about time I returned, and explain my absence. 

    I apologize for dropping off the map.  My first wife passed on in mid 2016, causing many changes to my life.  I tried to keep up with modding, but by 2018, RL changes were preventing me from spending any time on modding.  I tried to get back into it a couple of times since then, but work always got in the way.  My last job during the pandemic had me working 16+ hour days with many all nighters.  I'm getting too old for that, and after that job ended, I had some time to decompress and think about what I wanted to do going forward.  

    I'd always thought of myself as a good teacher, tho I had no professional experience as one.  I taught a lot over the years on a voluntary basis, and enjoyed it immensely.  So, a little over a month ago, I was presented with such an opportunity.  A software instructor at a private high school, decided to try his hand in professional software development.  A good friend of mine, who teaches at this school, and was aware of my interest in teaching, thought of me and recommended I apply for the position.  Lo and behold, with his recommendation, I landed the job.  I've been teaching for about a month and loving it.

    I teach Unity 3D game design, game analysis, game development, graphic design, and software programming.  Talk about a dream job... :D

    So, as part of that curriculum, I also teach game modding to those students that have a desire to learn.  Since KSP is my main game for modding, it now makes perfect sense to "get back into the game".  

    Thanks to those fine people in the community that assumed support for my mods, and those that I was supporting.  I owe them a great debt of gratitude.  I will be resuming responsibility for those mods where the current maintainers are willing to relinquish such responsibility.  I do not presume to own them, they are the KSP community's mods.  I will be reaching out to those modders and discussing options going forward.

    Thanks so much for the support you have shown me over the years, and I hope to earn your support back going forward.

    Cheers!

    Papa_Joe

    1. adsii1970

      adsii1970

      You never lost it, bro. Welcome back. I'm sorry for the difficult road you had to travel to get back here, though. 

    2. Stone Blue
  8. Hello all, Long time no talk. RL has been interesting for me. Just took on a new Job teaching software development, so I'll be getting back into modding, since I will be teaching it :D. With that said, if @micha is still active, let me know. We can talk about what to do about Ship Manifest. there was an earlier question about resizing, and there will be issues related to positioning. I've done resizing in BDArmory so I'll look into that as well if it has not already been addressed. I'm rebuilding my dev environment with the most current Unity version that KSP supports, and will have a working project running in the next week.
  9. Indeed. I freely admit my original structure was NOT set up for all developers
  10. I did, thanks!. I'm reworking the distribution portion to fit my environment, but I have it merged and compiled. Looking into it now.
  11. There was / is code in place to prevent the transfer if the module is full. Technically, it should move one of the kerbals in the destination module back into the source module. I will take a look. I've merged micha's latest master into my dev branch. If I have some luck, I'll submit a PR.
  12. for those that would like, I have created a batch script that automates the update and distribution of a new game to my development environment. It makes the process very painless. The batch script is menu driven, so you can perform all actions, or only one at a time. Also it pauses between steps, so you can see what is going on. This script is specific to my environment, but it uses txt files for folder locations, so you should be able to adapt it for your needs and your environment. @echo off rem This file sets up a fresh Development mode install of KSP from a Steam installation rem This script assumes that an existing development copy exist somewhere on your system besides steam. rem The script uses text files containing locations of various components needed for the script to work. rem Change Log: rem v2.0 add support for unity 2019. cd %~dp0 set LCL_DIR=%~dp0 set VERSION="" set space = " " set /p GIT_DIR=<"%LCL_DIR%\git_dir.txt" set /p STEAM_DIR=<"%GIT_DIR%\_LocalDev\steam_dir.txt" set /p KSP_DIR=<"%GIT_DIR%\_LocalDev\ksp_dir.txt" @echo: @echo Path tokens: @echo - LCL_DIR: %LCL_DIR% @echo - STEAM_DIR: %STEAM_DIR% @echo - GIT_DIR: %GIT_DIR% @echo - KSP_DIR: %KSP_DIR% @echo: @echo Let's get the version of the existing game... rem get_versions set steamVer = "" for /F "usebackq skip=13 delims=" %%V in ("%STEAM_DIR%\readme.txt") do set "steamVer=%%V" & goto Steamvalue :Steamvalue set thisVer = "" for /F "usebackq skip=13 delims=" %%V in ("%KSP_DIR%\readme.txt") do set "thisVer=%%V" & goto Hasvalue :Hasvalue call set VERSION=%%thisVer:Version =%word%%% @echo - Steam Version found is: %steamVer% @echo - Dev Version found is: %thisVer% set /p quit= " - Do you wish to continue? (Y/N): " if /i "%quit%" == "N" ( @echo - Terminating batch operation without executing Dev Setup... goto end ) :menu @echo: @echo: @echo ==================================================== @echo Main Menu: @echo: @echo 1 - Perform all steps... @echo 2 - Backup existing game folder... @echo 3 - Remove existing game folder... @echo 4 - Create new game folder... @echo 5 - Copy Steam game folder... @echo 6 - Copy new KSP assemblies to Dev... @echo 7 - Copy Dev Debug files to Game folder... @echo 8 - Copy Game Save and Ships to Game folder... @echo 9 - Create linked folder... @echo X - Quit script (Do nothing!) @echo ==================================================== @echo: set /p optn= "---> Select option (1 - 9, X): " @echo: @echo Choice made: "%optn%" @echo: if "%optn%" == "1" ( goto backupGame ) if "%optn%" == "2" ( goto backupGame ) if "%optn%" == "3" ( goto removeGame ) if "%optn%" == "4" ( goto createFolder ) if "%optn%" == "5" ( goto copyGame ) if "%optn%" == "6" ( goto copyAssemblies ) if "%optn%" == "7" ( goto copyDebugFiles ) if "%optn%" == "8" ( goto copyGameSaves ) if "%optn%" == "9" ( goto createLinkedFolder ) if /I "%optn%" == "X" ( goto end ) goto end :backupGame @echo: @echo - Backup existing game folder... @echo: pause @echo: @echo - Backup in progress, please wait... xcopy /E /Y /Q "%KSP_DIR%\*.*" "%KSP_DIR%_%VERSION%_old\" @echo - Backup complete... @echo: if not "%optn%" == "1" ( goto end ) :removeGame @echo - Removing existing game folder... pause rmdir /s /q "%KSP_DIR%" @echo - Removal complete... @echo: if not "%optn%" == "1" ( goto end ) :createFolder @echo - Creating new game folder... pause if not exist "%KSP_DIR%" ( mkdir "%KSP_DIR%" @echo - Game folder created... ) else ( @echo - Game folder exists. Skipping... ) @echo: if not "%optn%" == "1" ( goto end ) :copyGame @echo - Ready to Copy Steam Game to local Game folder... @echo from: "%STEAM_DIR%" @echo to: "%KSP_DIR%" pause xcopy /E /Y "%STEAM_DIR%\*.*" "%KSP_DIR%\" @echo - Copy complete... @echo: if not "%optn%" == "1" ( goto end ) :copyAssemblies @echo - Ready to Copy KSP and unity assemblies @echo from: "%KSP_DIR%\KSP_x64_Data\Managed" @echo to: "%GIT_DIR%\_LocalDev\KSPRefs\" folder... pause xcopy /E /Y "%KSP_DIR%\KSP_x64_Data\Managed\Assembly-CSharp.dll" "%GIT_DIR%\_LocalDev\KSPRefs\" xcopy /E /Y "%KSP_DIR%\KSP_x64_Data\Managed\Assembly-CSharp-firstpass.dll" "%GIT_DIR%\_LocalDev\KSPRefs\" xcopy /E /Y "%KSP_DIR%\KSP_x64_Data\Managed\KSPAssets.dll" "%GIT_DIR%\_LocalDev\KSPRefs\" xcopy /E /Y "%KSP_DIR%\KSP_x64_Data\Managed\UnityEngine.dll" "%GIT_DIR%\_LocalDev\KSPRefs\" xcopy /E /Y "%KSP_DIR%\KSP_x64_Data\Managed\UnityEngine.*.dll" "%GIT_DIR%\_LocalDev\KSPRefs\" xcopy /Y "%KSP_DIR%\readme.txt" "%GIT_DIR%\_LocalDev\KSPRefs\" @echo - Copy complete... @echo: if not "%optn%" == "1" ( goto end ) :copyDebugFiles @echo - Ready to Copy unity debug files to game folder and set debug mode... pause @echo player-connection-debug=1 >> "%KSP_DIR%\KSP_x64_Data\boot.config copy /Y "%LCL_DIR%\WindowsPlayer.exe" "%KSP_DIR%\ksp_x64_dbg.exe" copy /Y "%LCL_DIR%\UnityPlayer.dll" "%KSP_DIR%" copy /Y "%LCL_DIR%\WinPixEventRuntime.dll" "%KSP_DIR%" @echo - Copy complete... @echo: if not "%optn%" == "1" ( goto end ) :copyGameSaves @echo - Ready to Copy ships, Saves and mods to the new game folder. pause xcopy /E /Y /D "%KSP_DIR%_%VERSION%_old\GameData\*.*" "%KSP_DIR%\GameData\" xcopy /E /Y /D "%KSP_DIR%_%VERSION%_old\ships\*.*" "%KSP_DIR%\Ships\" xcopy /E /Y /D "%KSP_DIR%_%VERSION%_old\saves\*.*" "%KSP_DIR%\saves\" @echo - Copy complete... @echo: if not "%optn%" == "1" ( goto end ) :createLinkedFolder @echo - Ready to create the linked folder for debugging... @echo: pause REM cd /d "%KSP_DIR%" REM @echo - Curr Dir: "%cd%" REM @echo - Game Directory: "%KSP_DIR%"... REM @echo: REM pause mklink /J "%KSP_DIR%"\KSP_x64_Dbg_Data "%KSP_DIR%"\KSP_x64_Data @echo - Linked folder created... @echo: :end cd %~dp0 @echo - %~dp0 @echo: @echo - script complete... @echo: pause The script performs the following actions: 1. checks to see if a new version of the game exists in Steam, compared to the latest copy of your development version of the game. It checks the readme.txt to get the version information. 2. Backs up the existing dev game folder for archival needs. 3. deletes the existing dev game folder 4. Copies all files from the steam installation into a new game folder. 5. copies all the KSP and unity assemblies needed for development into a location of your choice. I do this to ensure I have the latest assemblies, and they are not tied to my steam installation. Keeps them in sync. Makes multi developer easier, as the assemblies are in a common location for all KSP mods I supported. 6. Copies the debug files ( WIndowsPLayer.exe, UnityPlayer.dll and WinPixEventRuntime.dll into the dev game root folder It also sets the flag in Boot.config. 7 Copies any existing saves, ships, and mods from the previous dev game installation over to the new Dev Game installation. 8. Creates the linked Folder, and finally lets you know it is done. I hope this is helpful. The paths in the .txt files are one line only. This is assumed by the command reading from the file. It will only retrieve the first line. You could add all paths to a single file if you wish and simply read each line and assign to your vars using a different file handling technique. If you have any questions, let me know. This script has been tested, and I use it regularly. It should work both by executing the script as a .bat, or by running it in power shell.
  13. Thanks! I saw the pr pop up. I'll look at it this evening US Pacific time.
  14. Hey. I'll be updating apps in a day or two
  15. First, delete any BDArmory folders in your GameData folders. Then Go here. Then downlaod the zip file and unzip. then drop the BDArmory folder into your GameData Folder.
  16. The repository for BDAc contains the source code for bda. Go to the releases page for bda on GitHub and the download is there. You can go to the original post for BDAc on the forums and the link is located there as well. While it is true that there is a gamedata folder in the source code repository, the dlls needed for bda to work are either out of date or don't exist there. It is used only as a storage area for the pieces needed for the distribution process. During the build of the distribution file, the data in that folder is combined with the latest dlls to create a zip file. Finally, in the gamedata folder you should see a bdarmory folder. Before you install bda, be sure to delete this folder if it exists. Any other folders with bdarmory in the name should also be deleted if you downloaded the entire repository instead of the release zip earlier.
  17. Yes, I screwed up when updating BDAc. I do have an update for VM in the works. Some amazing code work by @DoctorDavinci. I'll talk more about it as I get it fully integrated and some additional features finished.
  18. It is a conundrum for sure. KSP provides little in the way of truly identifying vessels within vessels. There is a root part that when docked provides info on the other vessel it is docked to. However since the 2 vessels are docked, they become one vessel in the eyes of KSP. When they undock, the vessel id is then applied to the newly undocked vessel. this presents problems with properly identifying "unique" vessels within a larger structure. Compound that with the fact that there is a launch Id that is tied to each part. This cannot be used as a means to identify a vessel, as if, for example you build a space station, it is likely the product of multiple launches. So I've come up with an algorithm that tries to "discern" what is a unique vessel, based on docking nodes and command pods. This is not always perfect. I will be continuing to revisit the code, but I'm not sure there is or can be a perfect solution. Thanks for that! It is one of those mods that has a lot of features that are not really apparent. Most people think of it as a crew transfer mod, but it does a lot more than that.... It really is a "quality of game play" mod. Makes things a lot more convenient.
  19. Your empty button exists. In settings, under realism you will find settings for allowing fil and dump. these do exactly what they describe. However, it breaks realism as it is a "free" fill up" Dump just dumps the resource to space (or where ever) Flow priority is a bit ambiguous. You can transfer a single or group of tanks to another single or group of tanks. You can also transfer from parts to a vessel, or from a vessel to a vessel... so there is a lot of flexibility there... Height settings are something I have considered. It will take some refactoring to make it work, however because the transfer window is divided into 4 sections, do I expand all sections equally? or do I just expand the top where the list is? Also the window is used as a multifunction screen, so some sections do not need expansion if the window is resized. Think it over and give me suggestions.
  20. New Release. R17, 10 Sep, 2018 * New * Recompiled for KSP 1.4.5 * Renamed project to reflect Mod Name (generally accepted practice with KSP mods) * Reorganized code to follow current mod structure best practices. Split classes into separate files for improved visualization of the code. * Config files moved to PluginData to prevent ModuleManager from needlessly invalidating its part cache. * Added Build/deploy automation to reduce labor, testing and reduce deployment errors. * Added change log to distribution. * Fixes * Per forum post by MOARdV, added an OnPostRender event handler to prevent game objects from persisting through other cameras' render cycles. Problem noticed in MAS MFDs Enjoy. Let me know if you find issues.
  21. For those that may be confused about the status of BDAc, read this: Business as usual folks.
  22. When @BahamutoD moved on back in 2015, I built a team to support BDAc. There are 8 of us. This has not changed. The reality is that Doc is not gone, but will not be on the forums much. He is and will still be a part of the team. However, Doc, while he has become a pretty good modder on his own, was not really the developer force behind BDAc. That would fall to @jrodriguez, @TheDog, @gomker, @Eidahlil and myself. When Doc got started with us he was instrumental in testing and QA. He knows BDAc very well. Since then he has taught himself programming and is making some pretty cool stuff... @SpannerMonkey(smce) and @TheKurgan have been the driving force for new weapons, ideas and awesome models. We could not make the magic happen without them. So only the OP has changed. The Mod continues on without interruption. for a little history, when I built the team in 2015, I started a new Topic to support BDAc. When the forums were migrated around the end of 2016, my Topic was "lost in the nether". I was busy with real life, so Doc created a new Topic and we continued from there. I saw little reason to resume ownership of the topic, so we continued with Doc's page until today. With Doc's forum hiatus, it seemed appropriate that I renew my ownership of the topic for BDAc.
  23. I have created a fresh new Topic to maintain BDAc continuity. For any past forum posts please refer to the Old BDAcTopic here: The old BDAc Forum Topic has been locked by the topic owner. Please note that Physics Range Extender and Module Manager are required dependencies for BD Armory Continued Also be advised that using the World Stabilizer mod will cause problems with PRE as it has it's own world stabilization code we refer to as Black Spell ... Only solution to this is to not use the World Stabilizer mod ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ BD Armory wiki: http://bdarmory.wikia.com/wiki/BDArmory_Wikia BDAc Release Links: Releases link: https://github.com/PapaJoesSoup/BDArmory/releases Issues link: https://github.com/PapaJoesSoup/BDArmory/issues Physics Range Extender (REQUIRED): https://github.com/jrodrigv/PhysicsRangeExtender/releases Papa Joe's Soup Github link: https://github.com/PapaJoesSoup?tab=repositories ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ PUBLIC SERVICE ANNOUNCEMENTS: Importing craft that are armed into the new BDAc is going to mess with the weapons as the craft file that has been saved will have values in it that are no longer in BDAc as well as not having the new variables that are in BDAc The current release of BDAc is a maintenance release, and only KSP compatibility updates will be performed going forward. The Mod is NOT dead, though, as others have taken the reigns of keeping BDA alive and well. with that said: Please Check out the New BDA+ NOTE. BDA for Runway Project (now BDA+) is a separate fork by Brett Ryland and others. New forum Post for BDA+ is here: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ TL;DR - DO NOT IMPORT OLDER CRAFT WITH WEAPONS ON THEM FROM VERSIONS OF BDAc PRIOR TO THE ONE YOU ARE INSTALLING ..... REMOVE ALL BDAc AND BDAc ADDON PARTS AND THEN IMPORT YOUR CRAFT See spoilers below for release notes, videos, Github issues and download links The BDAc family of mods were all created by @BahamutoD, and in his absence, we have taken it upon ourselves to keep the explosions flowing For anything related to BDAc or mods in the BDAc family, I refer you to the Github link for Papa Joe's Soup (Slightly Over Used Parts) where there is listed download links for the mods in question ... If you have questions or concerns, feel free to post here and the team will do our best to assist you I also refer you to our in game KSPedia where you will find a wealth of information on the operation of BDAc Be aware that forcing opengl will result in many shaders showing as pink ... the only solution is DO NOT force opengl If you think you have come across a gremlin or a bug with BDAc or any of the mods we maintain, feel free to post here, however we ask that you also take a look at the issues list on Github to see if your problem has been addressed. We use the built in Github issues tracker to keep record of bugs, enhancements and feature requests as it is difficult to keep track of bug reports and all the great ideas that the community have come up with on the forum (things can get buried and lost under newer posts) Please note that only the most recent version of BDAc is supported at this time and that BDA needs PhysicsRangeExtender to work properly: https://github.com/jrodrigv/PhysicsRangeExtender/releases Also, to correctly install BDAc, first download the latest release from the BDAc releases link posted below (not the source download) and then extract the BDArmory folder contained within the zip file and place it into your KSP/Gamedata folder ... Do not, I repeat, do not place the Gamedata folder contained within the BDAc zip into your Gamedata folder as this will cause umpteen million conflicts to arise as the BahaTurret pickle looks for textures, configs and whatnot in specific places In regards to CKAN ... It is our policy not to provide support for CKAN as we have no control over the process beyond listing when deploying to SpaceDock. If you are having issues with CKAN we request that you take it up with CKAN, otherwise follow the clear instructions posted above and if your issue continues then feel free to ask the team for assistance In regards to support, KSP.log please (Found in the same directory as the KSP executable ... this file is overwritten each time you start KSP ... upload this file to a filesharing site such as dropbox and post the link so the team can take a look) ... I also refer you to the following thread where it describes in detail everything else that is required for us to help you: Best Regards, The BDAc Team @Papa_Joe @jrodriguez @SpannerMonkey(smce) @gomker @TheDog @DoctorDavinci @Eidahlil @TheKurgan BDAc Release Notes (latest only): BDAc Development Timelapse: Just a little video that @jrodriguez put together to show the development of BDA from its modest beginnings to around April of 2018. We thought you might like to see it: BDAc Family Mod links: BDMk22 Plugin Releases link: https://github.com/PapaJoesSoup/BDMk22Plugin/releases Issues link: https://github.com/PapaJoesSoup/BDMk22Plugin/issues Burn Together Releases link: https://github.com/PapaJoesSoup/BurnTogether/releases Issues link: https://github.com/PapaJoesSoup/BurnTogether/issues Camera Tools Releases link: https://github.com/jrodrigv/CameraTools/releases Issues link: https://github.com/jrodrigv/CameraTools/issues Destruction Effects Forum link: http://forum.kerbalspaceprogram.com/index.php?/topic/154379-12x-destruction-effects-v130-010217/&page=1 Releases link: https://github.com/jrodrigv/DestructionEffects/releases Issues link: https://github.com/jrodrigv/DestructionEffects/issues Improved Chase Camera Forum link : https://forum.kerbalspaceprogram.com/index.php?/topic/173436-14x-improved-chase-camera-v162-apr-02-2018/ Releases link: https://github.com/PapaJoesSoup/ImprovedChaseCamera/releases Issues link: https://github.com/PapaJoesSoup/ImprovedChaseCamera/issues Vessel Mover Continued Forum link: http://forum.kerbalspaceprogram.com/index.php?/topic/144421-12-vesselmover-continued-v1513/& Releases link: https://github.com/PapaJoesSoup/VesselMover/releases Issues link: https://github.com/PapaJoesSoup/VesselMover/issues Vessel Switcher has been incorporated into BD Armory Continued In regards to Adjustable Landing Gear, please consult the Kerbal Foundries Continued thread where @Shadowmage has taken it upon himself to maintain an ALG-like addition to KF Continued ... his thread can be found at the following link: http://forum.kerbalspaceprogram.com/index.php?/topic/155056-122-kerbal-foundries-continued-tracks-wheels-and-gear-02-05-17/&page=1 Videos: Physic Range Extender: Guard Mode and Wing Commander: Modular Missiles: Sonar and Torpedoes: Missiles - Cruise and Terminal Guidance BD Armory was originally developed by Paolo Encarnacion (BahamutoD) and distributed under the license CC-BY-SA 2.0. BahamutoD has moved on to creating VTOL VR, found on Steam. Go check it out! This mod is now called BD Armory Continued, and is being maintained in BahamutoD's absence by the BDAc team. It continues to be distributed under the license CC-BY-SA 2.0. Please read about the license at https://creativecommons.org/licenses/by-sa/2.0/before attempting to modify and redistribute it BD Armory Continued contains code based off of Aircraft Carrier Accessories and is used with permission (https://forum.kerbalspaceprogram.com/index.php?/topic/152916-14xaircraft-carrier-accessories/) ... Courtesy of @flywlyx BD Armory Continued also contains code based off of Firespitter. To comply with the requirements of Firespitters' license, the following permission notice, applicable to those parts of the code only, is included below: License: You may reuse code and textures from this mod, as long as you give credit in the download file and on the download post/page. Reuse of models with permission. No reselling. No redistribution of the whole pack without permission. UV map texture guides are included so you can re-skin to your liking. For reuse of the plugin, please either direct people to download the dll from my official release, OR recompile the wanted partmodule/class with a new class name to avoid conflicts. https://github.com/snjo/Firespitter
×
×
  • Create New...