Jump to content

jkortech

Members
  • Posts

    55
  • Joined

  • Last visited

Everything posted by jkortech

  1. I just put a little work into BROKE earlier today to add a punishment for unpaid payroll. (and fix some bugs in the BROKE core) I'll work on a loan UI next.
  2. Version v0.5 Released!!! Tons of updates including a UI, MechJeb support for the Advanced Flight Computer test, more visibility of when tests fail, and support for ShipSections so you can have some assurance that your parts are not only on your vessel, but that they're actually in the right place! Try it out!
  3. I was just about to post the same thing. I've been waiting on a PR to be accepted to release the next version of my mod. It's really annoying to have an official 1.0.5 release that can't be pushed out because of mod the NetKAN PR model not working (because of no one accepting PRs).
  4. Version 1.1 now available! There are many back-end updates in this version to make it more stable when mods interface with it.
  5. My suggestion would be to try out creating a new method with the KSPEvent attribute set up the same way and remove the other one during OnStart from the EventList. I don't think it is called from anywhere other than when the UI button is clicked. It'll just require some testing to make sure that it works.
  6. Does Thermal monitor work for 1.0.5? That's the one mod in this set that I'm waiting on.
  7. The failure message you're seeing is a stock bug that happens normally when putting data in the lab.
  8. The property you're looking for is API.PartsBySection. To get the parts for a section with a given name, use the following: API.PartsBySection.First(sections => sections.Key == "name here")
  9. 5thHorseman: By itself it just adds the ability to create sections. The data is available in flight, I it just isn't shown right now because I still have to figure out docking/undocking to preserve the data (right now its stored in part modules). Kerbal Engineer will need to be updated, which is something that I'm planning on doing. I like your suggestions and I'll definitely aim to put them in either the next version of ShipSections or another mod that utilizes it. Magico: You're idea is correct. It allows people to define sections that can include pieces connected through decouplers. It all depends on how people want to design their crafts.
  10. I'm glad you like it! I'll have the new version of Extensive Engineer Report that utilizes this out by the end of next week (midterms are back again so that comes first).
  11. Welcome to ShipSections Download from GitHub or from CKAN (soon) What is ShipSections? ShipSections lets you divide your ships into different sections like "Lifter", "Interplanetary", "Lander", "Explodey Piece", etc. Through ShipSections, other mods can analyze just the parts within that section. Note: This is currently a VAB/SPH only experience. ShipSections does not currently have full support for craft in flight. It works when nothing blows up and nothing is docked, but I don't make any promises. How do I use ShipSections? (Player) The ShipSections window is on the App Launcher. Click it, and you'll see a window with all of the current sections and a button to highlight each of them. To create a section, right click on any decoupler or non-shielded docking port and click "Create Section". That will make this part and all of its children within the current section parts of a new section. You can rename the section using the window mentioned before. How do I use ShipSections? (Modder) 1. Reference the ShipSections.dll. 2. Derive your class from SectionData<Your Class> 3. Implement the Merge method. This method takes in another instance of your data class. Your job is to merge the data from that instance into your instance. This happens upon initial loading (merge current data into defaults), and whenever sections are merged. 4. Optional: Create a config file with default values. 5. Use the events and methods on the ShipSections.API class to interface with your data. Creating a config file with default values Here is an example config: SECTIONDATADEF { name = MySectionData isPayload = 1 } public class MySectionData : SectionData<MySectionData> { [Persistent] public int isPayload = 0; protected override void Merge(MySectionData data) { isPayload = data.isPayload; } } Getting your section data The following method can be used to get data: T API.GetSectionDataForMod<T>(string sectionName) Pass in the name of a section and the type of section data that you want, and this method will return it to you for you to use. Generally, you should only have to use the API class and the SectionData<T> class. Requirements ModuleManager 2.6.7+ Reporting Bugs If you find a bug or want a new feature, contact me either on the KSP Forums, on GitHub, or on the KSP or KSP Mod Dev subreddits, or by private message on any of these platforms. Mods that Use ShipSections Extensive Engineer Report v0.5+
  12. There is no UI for loans. Any way of issuing loans is by creating a plugin that interfaces with BROKE and creating a loan or reverse-engineering our use of the ConfigNode format for it to create one. There are some places where I don't do sanity checks, but I'll take a look. One change I put in slightly changed this behavior and broke it a little. By entering a negative amount, you are able to withdraw revenue and not have it automatically go into expenses. It isn't documented, and I may have left out a logic check in there that enables this problem. I'll go fix that one quickly as well. Edit: These issues (not the lack of loan UI, but the logic bugs) have been fixed!
  13. It sets their KerbalType to Applicant instead of crew. I don't think it deletes them from the ship, but I'll have to run some tests to see exactly how it functions.
  14. What about Game.CrewRoster.SackAvailable(ProtoCrewMember)? I think it might work. It just makes a Kerbal an applicant again. I would think that most of the processes and actions that require at least one non-tourist kerbal would check that they are crew (since tourist isn't a trait like "Pilot" or "Engineer" but a KerbalType like "Crew").
  15. Just found this thread again so I thought I should chime in. If you have any questions about InvoiceItems or any of that infrastructure let me know. Also, the IMultiFundingModifier is perfectly suited for the Crew Payroll. It allows you to create multiple InvoiceItems per quarter, so you can create one for each employed Kerbal. That way we can easily show the entries separately on the Main GUI for each item. (I'm in the process of adding that feature as a built-in. Goal is by end of week.)
  16. Cool! I posted on here because I had just noticed it myself and this was the only result from google that had any relevance. For one of the mods some of the work that I'm doing for BROKE, I might end up messing with some GameVariables (probably the crew hiring cost if anything). The only problem that I noticed with GameVariables though is everyone stepping on each other's toes. I was trying to figure out if there was any agreed upon process to prevent or minimize that. (Otherwise I could spin up some quick code to try to make everything play as nice as possible.)
  17. I know that this thread is long dead now, but I just wanted to let everyone know that in KSP 1.0.4, all of the non-static methods on GameVariables are now virtual, so they can easily be overridden.​
  18. Hey guys, As part of prepping EER for some newer features in the future, I'm many of my tests to do checking in "Sections" as I call them. Each section is a set of parts. One thing I'm having trouble with is checking if a crew member is crewed in one of the parts in the section. Is there a way (that works in the VAB/SPH) to get the specific part a ProtoCrewMember is assigned to (as compared to the AvailablePart or the part prefab)?
  19. Version v0.4.2 is now available. Fixes the Kerbal Construction Time bug and add tests for BDArmory and kOS! Let me know what you think!
  20. I'll add this to v0.4. Sorry I didn't see this until now (I don't check the forums as often as I should. Github really is a better way to notify me of issues.) The flight computer check does not include MechJeb at the moment. I'll add the kOS checks to v0.4 as well.
  21. Version v0.3 Released! Now with warnings before you fly. Lots more tests this time! Take a look at the release notes!
  22. I'm trying to figure out how to get the start and end parts that a strut (or fuel line possibly in the future) is attached to. Every API I try seems to return null instead of the attached parts. Do you guys have any ideas on how to get this data?
  23. Thanks for the suggestions! I did the TWR one, and I'm working on the struts one. The API is being a little weird to me. The BD Armory ones will come either in 0.3 or 0.4. The next version comes with a pre-flight warning if your ship is failing any warning or critical level checks, but I think I might be able to do the icon color change as well...
  24. Extensive Engineer Report is now available on CKAN! Don't forget to post test requests for me to add!
×
×
  • Create New...