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Bubbus

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    Curious George
  1. Great advice, thanks for all of it - I'll put this into use when I get back home. I was thinking about the one-time dll link issue at work and I had a little idea - does ksp's distro of mono support AppDomains? Could write something in a primary class lib to load a second lib via an AppDomain, which I understand at first glance could lead to runtime hot-swapping of behaviour, big perf hit through marshalling but good enough for development. Thoughts? If it sounds feasible I can poke away at that for a bit.
  2. Hi, I'm new to KSP/Unity (but using .NET every day as a job) so naturally I'm running into a few exceptions during my testing of the waters - exacerbated by the absence of API docs although Anatid's community docs are a great find, sparse in parts but still very helpful. So far the only way I've found to test my code is to compile to a class lib in an addon folder and start KSP. After I find a problem I'll close KSP, wait a minute for the mem usage to clear, apply changes, recompile, restart ksp and start flying a new vessel to check my flight-scene changes. At this point I'll probably catch another Exception, and then I'll close KSP, wait a minute... and now it's 1 in the morning. Am I missing some magical Unity shortcut to re-link my addon after changes without restarting the game? Any tips for shortening my testing cycle? I'm not new to modding but I've never had this much trouble just getting something running in a game with a public mod api. I like this game and I want to make a few of my ideas happen, but right now I'm spending more time waiting than developing! Thanks all, I'm doubly impressed with what you've done so far if there's no way around this
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