-
Posts
1,106 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by micha
-
For anybody adventurous, NSM (Nehemia's Science Mods) now work for KSP1.2 pre. I purposely haven't made a release yet, but the mod can be manually downloaded from github (HINT: It's the GameData folder). EDIT: You'll also need ModuleManager and KIS for the full functionality, neither of which have been officially recompiled for KSP1.2
-
So I updated to KSP 1.2.0.1540, made a few more fixes, and it seems to be working now. No detailed testing, but I can attach and detach batteries and the KEES PC (the bit I'm actually interested in right now). https://github.com/KospY/KIS/pull/173 If anybody else wants to test this, remember that you will also need to recompile the KSPDev plugin before compiling KIS.
-
Just had a quick play with it and while it compiles, it doesn't actually work. You can add items to containers, but can't do anything with them in flight (apart from moving them between containers). Heaps of nullref exceptions as well as errors when initialising things in CTORs when they should be initialised in the Awake() or Start() overloads instead (had the same problem with OMS). I'll see if I can get some time to debug further - my interest up to now was only to get KEES compiled :-)
-
[1.2pre]KSP will not start, Linux, AMD
micha replied to Requia's topic in KSP1 Technical Support (PC, unmodded installs)
Works fine for me (Windowed or full-screen). 1.2.0.1532; Debian GNU/Linux "Jessie", running Kernel 4.6.0 and NVidia proprietary drivers 352.79 with KDE. CPU is AMD Phenom II X4 965. -
New KSP API Documentation v1.4.1
micha replied to tomf's topic in KSP1 C# Plugin Development Help and Support
Great stuff! Ideal would be the ability to add community comments to the official docs (now that we have them) but to improve could I suggest: ability to search for method / field names as well. Often easier than trying to find the class and dig down through there. In general not sure how easy it would be to add more doxygen-like browsing mechanics? Each entry should have a from-to KSP version (default to 0, infinity). That way people can browse for a specific version in case APIs are added, deprecated, renamed etc. For example, in KSP1.2, Part.findAttachNodeByPart() has been renamed to FindAttachNodeByPart().- 65 replies
-
- 1
-
-
- api
- documentation
-
(and 1 more)
Tagged with:
-
Glad to see some people still using this mod collection; personally I love it which is why I'm maintaining it for now but it's always nice to hear of others using it too! Sorry, no idea; haven't looked at the L-Tech code (or the other mods you mentioned, for that matter). Thanks! I've got OMS running for 1.2, but need to wait on ModuleManager and KIS to be updated before I can make a release. In the meantime, any further bug reports or feature requests would be good. Also if people have suggestions for balancing reward / effort for this mod so it's not too overpowered. Whenever a science mod is added it makes the game easier as more science becomes available to the base game. In this release I'm hoping to fix a few more things (such as ensuring purchasable parts are respected instead of just going on techlevel).
-
Well, getting close. Did all the steps for Linux (including compiling the Unity debugger), can attach to the Player process (and pause it to inspect where it is at the moment etc), but cannot set breakpoints. Keeps telling me "Debugger operation failed - Target could not be interrupted". Google is of no more assistance, any ideas? KSP 1.2.0.1509 (x64, of course), Monodevelop 5.10, Debian "Jessie" EDIT: NVM, it works. It does help not having 2 copies of your DLL in GameData (one of which was the original non-Debug version)... been tearing my hair out why my changes weren't doing anything!
-
Hi guys, Glad people are using this! It's always been one of my fave mods which is why I'm trying to keep it alive until @N3h3mia gets back. I guess I'll need to update the front page to have more direct links to the HOWTO and usage - figured linking to the original mod thread was enough. Thanks for helping each other out here Especially the detailed respone from @nobodyhasthis2. @GaiidenYeah, just an informational message; I'll change the tag to INFO instead of ERR.
-
Ok great! Glad it seems to be working now. Could you please confirm that it's all working on Mac when you get a chance? Cheers, - Micha PS. You have at least 2 copies of Module Manager installed. While it does sort itself out, you're better off installing just the one. Avoids unpleasant versioning surprises later on. If it's packaged with another mod, you should raise a bug report to that mod's author.
-
Ok, you just have a shedload of stuff in your install. And most of it is throwing errors of one kind or another. Not even going to bother trying to pick all that apart. Looks like it might be an invalid directory as far as OMS is concerned. Since we just use standard APIs to try to find GameData I'm not sure why that appears to be broken. As I have no idea what the folder structure for KSP on MacOSX is could you please post that, and also the full path of where you installed OMS, and I can try to look into it further. Also, which of the packages did you download and install? I've only tried the full package and the Kemini standalone one so far.
-
Graphics - borderless window
micha replied to micha's topic in KSP1 Suggestions & Development Discussion
Thanks, this kindof works. But only with a custom shortcut (Steam launch options didn't work despite what some older forum posts said), and the window is below the task bar, not above it. So I have to auto-hide the taskbar or lose the bottom part of the screen. Haven't tried it yet, but presumably setting a custom resolution in the graphics config file would work in conjunction with this? In either case, this should be a menu option! Eh, I usually play under Linux anyway where things behave "nicely". Just annoyed me while doing some 1.1 testing under Windows. -
Especially useful for multi-monitor setups, allow game to specify custom resolution and render as borderless window.
-
Just updated to 1.1, and the download was over twice as big as previously (4GB instead of 1.5GB) Turns out both the x32 and x64 versions are downloaded and installed. Huge waste of time and space since I'll only ever be using the x64 version anyway. And people on a 32-bit OS will only ever be using the 32-bit version. Can the Steam distribution please be modified to only install one or the other? Or at least figure out a way to unify (most of) the data between the two versions?
-
No; not in the habit of randomly taking screenshots of forums. But I can't recall it being this bright. Regardless, I didn't realise there was a vibrant Forum Discussion and Feature Request thread running, and since I did discover it, I have "Liked" the various suggestions for adding Themes to the forum. Choice FTW.
-
Ok.. so any way of changing the theme? It's literally burning my eyes out while I'm playing KSP.. switching from (nearly) pitch black to bright white is just evil.
-
Apologies in advance if this has been discussed to death already.. Ok, so I haven't been around much lately. In fact for at least half a year. But... what on earth happened to the forums? The new forum software is... err.. well, I really have no polite way of putting it. A bit rubbish, really. The formatting is weird and the layout is HUGE and wastes soooo much screen space (haven't found a way to change styles, assuming it's possible), and it's slow. So seriously, WHY? The old software seemed to do ok (and looked and worked SO much better - at least from a user perspective).
-
The Linux Thread!
micha replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Obvious question: are you running the nvidia binary drivers or the opensource ones? -
-
Sorry for the delay - the final parts of the Distant Worlds Expedition clashed with the start of the KSP 1.1 pre-release cycle. I had to wait for a couple of dependencies to get updated anyway. Release 0.7a-mw5 for KSP1.1-pre is up. Not had a chance to test it much, but the bits I did try seem to work. Remember you will also need the pre-release versions of ModuleManager and KIS for the full functionality. Please let me know of any issues and I'll try to get them sorted asap.
-
Hi All, Dreadfully sorry, I've also dropped out of the KSP universe for a bit and my development box was out of commission for quite a while (I finally fixed it last week). I am planning to put some time aside to recompile this mod for 1.1 (assuming N3h3mia doesn't pipe up first) as soon as the pre-release drops on Steam (hopefully next week sometime). Cheers, - Micha.