cvod
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Everything posted by cvod
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I thought they addressed the problem of time warping through SOI changes in the 1.0 update?
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If anyone is going to start a tree editor, you should post about it here. I've started looking into it, but my progress may be slow since I am starting with zero plugin experience. I just don't want to pour a ton of time into it if someone else is going to finish something else first. Maybe a few of us could collaborate?
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Need help getting started
cvod replied to cvod's topic in KSP1 C# Plugin Development Help and Support
Sweet, thanks for your help. Looks like I should have read up on classes and methods a bit more before jumping in. -
Need help getting started
cvod replied to cvod's topic in KSP1 C# Plugin Development Help and Support
How would I make the window drag-able? I tried the following code, but it doesn't seem to do anything. Also one thing I don't understand about the code is why "int id" is needed for the "windowFunc" method. If I remove it, then Visual Studio shows an error with "GUI.Window" namespace Testing { [KSPAddon(KSPAddon.Startup.SpaceCentre, false)] public class Testing : MonoBehaviour { public void OnGUI() { GUI.Window(1, new Rect(10, 10, 300, 700), windowFunc, "Title"); } void windowFunc(int id) { GUI.DragWindow(); } } } -
Need help getting started
cvod replied to cvod's topic in KSP1 C# Plugin Development Help and Support
Wow, thanks so much for the help! -
I've got Visual Studio set up and I've looked through all the "tutorials" and getting started material, but I still have can't figure out what should be a relatively simple task. I also looked through other people's source code, but given that I'm completely new to C# I'm not sure what I should be looking for. Could anyone post some example code of making a GUI window appear whenever at the space center or whenever at the RnD building?
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I don't think those do what he's looking for. I think this a neat idea and would also be interested in seeing someone develop this.
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Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
Some of the nodes swapped places with each other, but the parts stayed in the same places. Some of the changes may have made parts appear in the wrong places or put them in nodes you cannot get to. Just make sure that if theres one empty node, then there are no dependent nodes it with parts in it. You could check pretty quickly if you start a new career, go to R&D, open the debug menu, and under the R&D tab click unlock all nodes. To make the empty nodes hidden, just do a find and replace all of "hideEmpty = False" with "hideEmpty = True". -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
A rough version has been posted on KerbalStuff and linked via the main download link. The next couple updates should be compatible with this one, so you should be able to update your tree file and I don't think your career save won't break. Things in this update: - 1.0 compatibility - new stock node ID's added to existing nodes (all parts will appear) - all nodes visible for debugging purposes Things not in this update: - sorted new stock parts - icons - unmanned and alternate science cost files (you'll have to give yourself 30 science initially) That being said, some of you might want to wait for the next update. Sorry things are moving slow. -
If someone is going to take the time to make a tech tree editor, I would much rather see an in game editor if possible as that would be about 50 times more useful. It makes it a lot easier to organizing and moving around parts in the tree, especially for mods you aren't very familiar with.
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Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
Soon. I almost have a compatible file of the current version. Adding mods looks to be difficult at the moment though since there aren't any tree editors anymore and the RnD debug menu doesn't do much. -
Tech Tree editor (in game)
cvod replied to cvod's topic in KSP1 C# Plugin Development Help and Support
It probably would be easier to make that in some ways, but I still would really like to see another in-game editor. It makes sorting lots of parts and fine tuning the node positions much easier. -
Long gone are the days of conveniently modifying the tech tree using TreeEdit. I may be interested in developing another in-game tree editor (mostly for the sake of my own sanity) so that nodes can be moved and parts can be sorted easily. However, I have not written a .dll for Kerbal before and I'm wondering if there is a reason others have not attempted to make another in-game tree editor. Does anyone know what problems/difficulties I may encounter if I attempt this? At this point, I don't know enough to judge how much time this might take.
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Have you tried the custom tech trees currently floating around? Such as the Mod-Oriented Tree (mine), ADIOS, and the Engineering Based Tree? Those are all pretty big overhauls, and there should be 1.0 compatible versions up soon. Each one overhauls it a bit differently. One of those might be what you're looking for.
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Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
I was going to write a script to iterate each node and fix the order of the fields and add/modify things such as renaming "techID" to "id" or adding the "scale" entry. I was also going to set all of the icons to a single picture. I'm not sure yet if it could load a tree with invalid icon names, and they definitely changed the naming scheme. Then I was going to manually make sure the "nodeNames" for all of their new nodes appeared in my tree somewhere. Thankfully it appears they did not change their naming structure. The only problem is that I won't be writing this script until late this week or this weekend. If you still need it then, I'd be happy to convert your tree file to the new format for you or give you my Python script. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
I know you're looking forward to using this tree in 1.0, so here's my plan. Once I'm done with my finals next week, I'm going to update the current version of the tree to run with 1.0. I'll probably sort the new stock parts, but not change much else about the tree. Then I'll make a balance pass on some of the science values and part placements as a second update, and possibly add more mod support in a third update. I've been out of the loop for a while, so let me know if there are any new mods that really should be implemented. I realize some small bugs still have not been addressed that were mentioned in earlier posts, and I'll address those. I'll also update support for mods that have added parts since I sorted them. Some of the balance changes I'm considering: - reducing science costs on the early nodes for a less "grindy" career experience - reducing science costs on early spaceplane parts (from my playthrough in 0.90, they don't seem worthwhile to purchase early in career mode) - making it possible to buy life support converters before buying larger containers - ion node re-balance? (NFP seems to make ion technology hard to use in career mode if you tech to it quickly without having huge solar panels and capacitors, so I'm not really sure how to balance it) - moving the first heat shields out of the survivability node and into the first reentry node - starting off with a solid rocket motor in the first node instead of liquid fuel like the 1.0 tree (what do you guys think of that change?) - better developed unmanned version of the tree (more accessible SAS so that it's not a nightmare to steer early rockets) - more expensive rocket tech nodes (after the first rocketry node) to balance out making other nodes cheaper - adjusting science values for nodes with ~300 or ~500 science so they're accessible from a particular R&D building level (never considered this in previous versions) Considering adding these to the planned mod list: - Roverdude's life support - Cryogenic engine pack - sounding rockets? - NecroBones' part packs (MRS, inline fairings, SpaceY, fuel tanks plus) ... probably more small ones too. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
Does it not need reformatting? I won't be able to look into updating it for a little over a week. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
I just checked, and the start nodes definitely contain different parts. Do you have the same problem when installing the tree without other mods? -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
There's literally only 3 parts changed if I remember right. The starting node should be different. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
is there a building unlock for docking? -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
This confuses me. I don't know why it'll work for some nodes but not others. I don't think I want to move it to automation (not definite), so I'd still like to figure out how what's going on with this. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
Was that with or without the mechjeb_fixes.cfg? -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
That's a known issue. Here is a config file to fix it. This will be included in the next update. Proc Fairing and Mechjeb cfg fixes (note: the mechjeb cfg only seems to partially work. I'm still having trouble getting it to unlock docking and rendezvous) -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
cvod replied to cvod's topic in KSP1 Mod Development
Did these changes work for anyone else? I can't seem to get it to work properly. -
Nice work. This looks promising.