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KSP2 Release Notes
Everything posted by JPLRepo
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
Bit of an update. Spent a bit of time looking into the problems with TAC LS - EC consumption, timers, crew numbers. good news is I've ironed out a number of these bugs. Bad news is, I won't be releasing an update until after KSP 1.3 is released. -
[1.12.x] Tarsier Space Technology with Galaxies (V7.13) 12th Sep 2021
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
Bit more info please... so you have one crew on-board. and zero frozen crew on board (because you have my DeepFreeze mod installed as well). So I see no issue with that bit at all. The timers are not counting down once you launch on the active vessel? is that what you are saying? They will not count down if the vessel is PreLaunch (on the LaunchPad). Need more info... I'm not following. Vessels on the LaunchPad that are PreLaunch will consume no resources except EC (cause Stock does that not TAC LS). Logs and more info please. There is a known issue with settings if you read page a page. -
KSP 1.2.2 GameEvents Extension
JPLRepo replied to JPLRepo's topic in KSP1 C# Plugin Development Help and Support
Yep. Sure can. -
Welcome to the world of free content - mods. Where the free content is provided free, when people have free time.
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No you do not have to... But it does just mean it takes me longer to get around to looking at it. and may be that it slips into the background because unless it's on the tracker I'm likely to forget about it in another couple of weeks when I might have the Free time to look at it. My first guess here is it's an incompatibility with the plethora of other mods you have installed. Because stand-alone it works fine. Finding those kind of conflicts takes a lot a time because I would have to install all your mods and go through finding the conflict.. My Free time.....
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I don't respond to well to bold large coloured text. From the OP: Support: Be a COOL PERSON and help me by raising bugs and feature requests on GitHub here.
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Instructions for Localization support for KSPedia can be found here.
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The following describes how you can setup your mod to support Localization languages for KSPedia asset bundles and static files. KSPedia With only the free version of TMPro available to modders unfortunately this means modders cannot use TMPro/AutoLoc language tags in KSPedia pages. The current solution for modders is to create separate KSPedia asset bundles for each language you wish to support and then to implement your own patching files as per the following patching section below. Static Files (such as textures) Static files for Localization cannot be automatically replaced by mods. For Stock KSP this is performed via Steam automatically when the user selects their language. But what modders can do is implement their own patch files to switch and replace static files for different languages. Please refer to the patching section below. Patching - Windows Localization patches for KSP Windows version are created using Inno Setup, this software allows you to create installers for Windows (2000 - Win 10) and also includes other very useful options such as multilingual support to create installers. It is best to create a separate script for each language you want to support. Here is an example of how to create a patch using Inno Setup: Download the Unicode version of the program here and install it Chinese is not officially supported, but the language file can be downloaded from here, then the file just needs to be placed in the “Languages” folder located in the Inno Setup installation folder. To expedite things, here is a full configuration script used to create a language patch for KSP, some parts will be explained (click here to download the file), in any case we recommend to visit the documentation. Some parts of the configuration script are very straightforward, as mentioned before we recommend you visit the documentation to clarify any concerns or questions you may have. Here is a brief explanation of the most important aspects to consider: [Setup] Section OutputBaseFilename=KSP-LANG_PATCH-EN_US; This will the name of the resulting installer PrivilegesRequired=admin; Privileges required to run the patcher SetupIconFile=icons\kspInstIcon.ico; Location of the icon file UninstallDisplayIcon=icons\kerbalIcon.ico; Location of the icon file [Languages] Section This part is very important for localization. If you want your resulting installer to be in Japanese for instance, you will need to change the language: Name: "japanese"; MessagesFile: "compiler:Languages\Japanese.isl" [Files] Section Source: "en-us\*"; DestDir: "{app}"; Flags: ignoreversion recursesubdirs createallsubdirs This is the location of the files that will be installed by the patcher app, in this case is the content of the “en-us” folder. Note: “Default.isl” contains the Messages for the English language [Run] Section Here you specify the actions to perform once the installation has completed, in the example case we have configured it to execute the launcher and the Readme file. {CODE} Section Inno setup offers the possibility to add functionality to your installers, for Stock KSP patchers we needed to be sure that the player has a version of the game that supports the localisation features. We resolved this by validating the build id number contained in the buildid.txt file, and this is precisely what is contained in the code section. If you don’t want this additional functionality, this entire section can be completely erased from the configuration script. Patching - OSX & Linux Patching for OSX requires you to write a script .command file to replace KSPedia bundles and static files as per the example below. Patching for Linux requires you to write a script .sh file to replace KSPedia bundles and static files as per the example below. Example script (used for KSP Store language patcher) #!/bin/bash cd "`dirname "$0"`" if [ -f buildID.txt ]; then sed -n '2p' < buildID.txt > temp.txt read uno dos tres buildid < temp.txt if [ "$buildid" -ge "1730" ]; then rm temp.txt printf '\nThis script will patch Kerbal Space Program to translate it to English\n' if [ -f KSP-LANG-EN-US.zip ]; then unzip -oq KSP-LANG-EN-US.zip echo ' ************************************************************** ' echo ' ****************************************************************' echo '** Kerbal Space Program has been translated to English US **' echo ' ****************************************************************' echo ' ************************************************************** ' else printf '\nERROR: \nThe ZIP file was not found, please verify that it is located in the same folder as this script...\n\n' exit -1 fi else rm temp.txt printf '\nWarning: \nYou are running a version of KSP that does not support the Localization feature, please go to KSP Store and download the most recent version of the game. \n\n' fi else printf '\nLooks like Kerbal Space Program its not stored on this folder...\nMove the Localization files to the folder where Kerbal Space Program is located and run again this script... \n' fi Linux #!/bin/bash cd "`dirname "$0"`" if [ -f buildID.txt ]; then sed -n '2p' < buildID.txt > temp.txt read uno dos tres buildid < temp.txt if [ "$buildid" -ge "1730" ]; then printf '\nThis script will patch Kerbal Space Program to translate it to English\n' if [ -f KSP-LANG-EN-US.zip ]; then unzip -oq KSP-LANG-EN-US.zip echo ' ************************************************************** ' echo ' ****************************************************************' echo '** Kerbal Space Program has been translated to English US **' echo ' ****************************************************************' echo ' ************************************************************** ' else printf '\nERROR: \nThe ZIP file was not found, please verify that it is located in the same folder as this script...\n\n' exit -1 fi else printf '\nWarning: \nYou are running a version of KSP that does not support the Localization feature, please go to KSP Store and download the most recent version of the game. \n\n' fi else printf '\nLooks like Kerbal Space Program its not stored on this folder...\nMove the Localization files to the folder where Kerbal Space Program is located and run again this script... \n' fi
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Your enthusiasm is great. As I've stated several times the mod works in 1.2.2. What doesn't work so well is atmospheric flight because time needs to be spent balancing the parts CoM and CoT, etc. a fair bit of time (spare free time) that I currently don't have. I have asked for volunteers to assist with this several times. It requires just a bit of knowledge of how to adjust cfg files and trial and error. But as yet, I've had a couple volunteer only to fade away. Are you volunteering?, if so drop me a PM.
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[1.12.x] Tarsier Space Technology with Galaxies (V7.13) 12th Sep 2021
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
Sorry I missed your questions and been tardy of late (busy with stock things) You can by all means. But I would prefer you do not re-distribute my code. Rather you could release your mod but with a dependency on this mod. The base transform is the base transform name of your model. The camera transform is,- well the transform that the camera is attached to. The look transform is the "Control From Here" transform name when you select that option in the PAW and is what maneuvering works from. Should work fine. Report back if it doesn't. -
DeepFreeze already integrates with KAC to create alarms to wake up crew. Not sure what more you are after. No suggestions other than this: Remove half of your mods. Problem not occurring? It's in the half you removed. Problem still occurring? It's in the half you still have installed. Rinse and repeat and finally you will narrow it down to the mod interaction causing the problem.
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From the OP: Support: Be a COOL PERSON and help me by raising bugs and feature requests on GitHub here.
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Could jet engine smoke be optional
JPLRepo replied to Azimech's topic in KSP1 Suggestions & Development Discussion
Great idea. You can raise your request on the bug tracker. However, at this stage of 1.3 there are no commitments. -
New PartTools for Localization have been published today here. NB: They can be used for 1.2.2 as well. They are compiled against Unity 5.4.0p4.
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Updated PartTools can be found in this thread. Instructions for Fonts can be found in this thread.
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The PartTools package is a set of utilities provided by Squad to be used by modders to:- Create their own 3D models and parts in KSP. Create KSPedia pages for their mods. Create Internal 3D models for their parts in KSP. PartTools also includes the coloranimation tool and the KSPAssetCompiler tool (for compiling asset bundles). PartTools have been updated and re-compiled for Unity 2019.4.18f1 for KSP 1.12+ to include all of these tools in one unity asset bundle. Current latest version is here PartTools_AssetBundles_2019.4.18f1.zip To install Follow these Instructions: Download Unity 2019.4.18f1 and run it. Then open your Mod project, upgrade it to Unity 2019.4.18f1. Uninstall the built-in Unity TMPro package from Unity 2019.4.18f1 - Go to Window - Package Manager in Unity and Select TMPro and uninstall it. Download this exact file "TextMesh Pro Release 1.0.56 - Unity 2017.3 " from https://forum.unity.com/threads/useful-information-download-links.458634/#post-3304434 and import it into your Mod project in Unity using Assets - Import Package, Custom Package menu option. Import the custom bundle in the zip file above into your Unity project. Disable "Validate References" for the KSPAssedCompiler.dll and KSPAssets.dll in the "Assets/Plugins/KSPAssets" folder. Restart Unity and reopen your mod project. That's ALL you have to do. For information about how to build and use fonts for Localization please refer to this link. Previous Versions: For the old Unity 2019.2.2f1 PartTools use this file: PartTools_AssetBundles_2019.2.2f1.zip For the old Unity 2017 PartTools you can use this file: PartTools_AssetBundles_2017.zip
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KSP Font system. With the introduction of 1.3 and Localization several changes have been made inside KSP that set the base for the localization process. One of these changes is the introduction of a font system. The purpose of this document is to set a handy guide on how it works and what modders can do with this new font system. How does it work? All the game texts have been changed to use only 2 fonts, one for the MainMenu (JD-LCD) and another for all the rest of the KSP UI (NotoSans). These two fonts are considered the stock fonts of KSP and cannot be changed. That said however, KSP uses TMPro to handle all the UI/Text in the game and it allows us to create fallback fonts so you can create new fonts (sub-fonts) and attach them to the KSP stock fonts expanding the list of characters supported by KSP. The fallback font system works when you request a character in the font. For example, if you request a character let's say japanese letter A -> あ the font looks for it in the font character list and if the character is not found then it look for it in fallback fonts. NotoSans - Game Font This stock font contains the following characters of the Unicode standard (Basic Latin, C1 Controls and Latin-1 Supplement, Latin Extended-A, Latin Extended-B and Cyrillic). JD-LCD - MainMenu Font This stock font contains the follow characters of the Unicode standard (Basic Latin, C1 Controls and Latin-1 Supplement, Latin Extended-A, Latin Extended-B). Unicode standard reference: http://billposer.org/Linguistics/Computation/UnicodeRanges.html Additional to these stock fonts KSP contains several sub-fonts that handle additional characters for Russian, Japanese, Chinese and Korean and this is where the KSP font system enters into the scene. The KSP font system manages all sub-font related activities (load fonts, add them to a stock font, remove them, etc). The stock fonts and their character set cannot be changed, but all the KSP sub-fonts can be removed or replaced by custom fonts. Each sub-font is connected to a language code, this is done by design as the KSP font system manages and creates new sub-font without adding more character ranges to the existing stock fonts. How to add sub-fonts. Create a new Unity Project. Download/Import from the Unity AssetStore the TextMesh pro version 1.0.55 March 2017 Download KSP parttools and import the unity packages into a Unity project. You should have KSPAssets.dll and KSPAssetsCompiler.dll in your project. You can download it from here. Create a TMPro FontAsset with the desired font, following this tutorial https://www.youtube.com/watch?v=qzJNIGCFFtY Create a KSPFontAsset from the created TMP_FontAsset on the previous step by right clicking on the font and using the option “KSP Fonts/Generate KSPFontAsset”. You should now have 2 files as per the following image: Now you need to create a bundle name and associate the font assets. First you need to select the font files you want to include in your bundle and set a bundle name in the unity inspector. Select the New.. option to create a new bundle name. Type the name of your new bundle name. Now you should see that your font files have the bundle name associated with them. Make sure you assign the AssetBundle to both the TMPro asset file and the KSPFontAsset you created in step 5. Now we need to create an asset bundle of that font using the KSPAssetCompiler, First open the “KSPAssets/AssetCompiler” menu on the Unity top bar. This will bring up the Asset Compiler window and there you will see the bundle name you just created. You need to click on the create button to create the bundle definition file. Finally you only need to click on the “Build All as Fonts” button to start the bundle creation. After the process is complete a new folder AssetBundles will be created on your project root folder and there you will see your font bundle. Place that bundle anywhere in the GameData folder. The font will be loaded at the beginning of the game, you will the see the name of the bundle been loaded in the loading screen. Now you need to create a mod to activate the font by using the method AddGameSubFont or AddMenuSubFont of the FontLoader class depending on where you want the font to be active. You can follow the example below or read the mods API.
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
See OP. No logs, can't help. Sorry. -
I am not following you question. You can create your own KSPedia entries for your mods today? To have localized pages in different languages you have to create separate asset packages for the page in each language and swap them in and out. That's what stock does.
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That is correct. You have to replace the .ksp KSPedia packages (after making 171 new ones).
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The modders notes have been published. Hopefully will answer most of your questions. If not post into this sub-forum.