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GGumby

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Everything posted by GGumby

  1. Also, ApplicationLauncher.Instance.RemoveModApplication(CivPopButton) ^^^ That is a small piece of GUI code that has "ApplicationLauncher" out of context, just as an example.
  2. Ill get the software setup tonight but its pretty darn early here. im gonna sleep before the people that go to work in the morning wake up I really am estatic that someone is willing to help me along, i haven't heard much all night!
  3. So I've referenced the firstpass assembly from c#, yet my references for the Applauncher are still out of context, could i get some help? Edit: Solution! ksp.ui.screens.ApplicationLauncher was the proper way of calling the class! instead of just ApllicationLauncher.xxxxxxx
  4. Hey Found my First Problem that i really need help with! putting this comment here for relevance. So where in the god emporer of mankind's holy name do i reference the ApplicationLauncher class? ive referenced literally every .dll in the folder that i can, yet NOTHING has a reference for it! Ive refrenced C# Firstpass and it didn't do squat!
  5. Im now resolute in making a full blown attempt at trying to update and maintain the Civilian population mod. The Primary issue being I have no formal knowledge of C# (although i have begun learning as of recent).I have no formal knowledge of the expansive KSP.API. Without your guy's help i'm probably going to meet some sort of wall. Regardless, im forced to piece together a puzzle by engineering missing pieces without formal knowledge of what pieces are missing in the first place. I have been using the resources provided by the community in order to aid myself in fixing this thing up, but i seem to be falling short in terms of where to go when it comes to debugging whats actually inhibiting the mod from working at 100%. I will continue to formulate where i can look, but as far as code is concerned i'm at a loss as to what may or may not be completely broken or functional, though with my current knowledge of C# i am able to read the code with some confidence. With my IDE's and proper references i can know that it at least will build the .DLL Successfully, its moreso a problem of will ksp read the code properly, as i have heard there is a lack of inherent debugging you can do in ksp. One thing i do know is that the original author's of the mod were setting up a GUI and have the ultimate framework in place for doing so, i cannot thank them enough for doing this as it gives me a firm foundation to continue growing a GUI from this and doesn't force me to reference other mods to find relevant classes to call from the API. though, it may be good for me to study the API in a little more depth to formulate a mental dictionary on where to find certain classes. If anything, help and guidance would just be the greatest. Every little bit counts as i'm sort of unorthodoxally approaching modding. Outline: Add Animated suspension in the small habitat so that way you can ferry Civs from one location to another without having to facilitate their resources, it will require 12,2 EC/s/4 Civs Replace life support handling with TacLS life support handling (because they use NASA's math on real consumption rates) Forcefully make kerbals grow over a period of time to facilitate population growth from low populations.(use "realistic" population growth functions, be it as simple as an exponential or a complex algorithm)(Recommendations welcome!) Balance mod to make more sense when using mods like interstellar and EL, which are complimentary in nature.(Recommendations welcome!) Balance mod to where larger objects are encouraged over smaller ones for habitation but larger objects increase dramatically in mass per tier. (small, Medium, large) Add Variable start location compatibility and realistic sol config as i plan for it to be based on distance. Current math kerbin = x, moon = x/10, Minmus = x/50, where x is CivilianDockGrowthRate. New math: CivilianDockGrowthRate/Megameter from starting body. Realistic sol will multiply the denominator by 10. Any Feedback i can get in terms of balancing is invaluable so keep it coming my way! Known Issues: Current Progress & End of day Reports: Special thanks: @DStaal @BetaguyGZT @JPLRepo Thanks for Stopping by! Stop by often for updates under Outline. Release Thread: [Here]
  6. Hey sigma, so are the stars treated like "suns" so say if i were to call the "string CelestialBody.RevealType()" would it return "sun"?
  7. Thanks for the advice @FreeThinker! after i figure out whether or not he actually had a working gui, i'm going to begin the wonderful journey again of learning C#. Just for future reference, where would i go to find out whats changed specifically with the game so that way i can update the compatibility of my code with the game? Still Loving Interstellar BTW, Keep up the good work! Edit: I dont have the right version of the game since i ported to steam, darn.
  8. Hello everyone, ive been an active modder of ksp since .17 and with the latest and greatest updates adding all kinds of new stuff and modders working their hardest at making masterpieces; it leaves other mods unattended to. I feel like this might be a good place to get my feet wet as i have been mostly been handling code for a good majority of my gaming life. One problem, I dont know CPP or any C related code. That's not saying i wouldn't be unwilling to learn it. The mod that i want to personally fork is the Civilian population mod. I have my own opinions on how the mod chooses its balancing in career and I am confident that that is something simple that i can change as i have seen in some part files. on a more important note, i want to add compatibility with Eve, Duna, and Laythe space program by changing the way the code is handled when referring to the parent (starting) body. The First thing i want to do is update the game to work with the current version of ksp. The second thing i want to do is "revive"? some GUI code. To elaborate ive combed some of his source code and it looks like @rabidninjawombat had plans to implement a GUI. I feel ashamed by not being sure if he ever did because I started by running the mod in a unsupported version of the game. (Ill Update the thread today.) The third objective is to add compatibility with Various starting locations in terms of varying SOI right now he has the Experience awarded to kerbals by adding reports to their respective flight logs. This would, of course, offset any career mode you happen to be playing by giving the kerbal too much experience. Any recommendations are welcome. I pray that i got this in the right thread. Also, is this a good idea to get my feet wet with modding ksp and providing a goal to generate my own code? im kinda unsure.
  9. wouldnt it be as simple as making everything tracked as debris (bullets, detached missiles, etc) to make it synced across multiple clients on DMP?\ p.s.apologies if this question's frequency aggravates you in any way :3
  10. I raced Bikes across the lunar surface in a 50 km rally. hopped craters, big explosions, and epic wins.
  11. I was wanting to do some Lunar bike rallying today with DMP. I currently run a 100 tick server and would love to trench race with anyone interested. I already have Race Bikes ready to be used and teamspeak will be used for communication. Ip and other info (such as modified client) will be given upon connection to teamspeak. Teamspeak: teamspeak.quelsolaar.com (this is not a dedicated ksp teamspeak, merely one that i hang out in that is there to be used)
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