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HebaruSan

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  1. Since most of these LLMs are publicly available, I'd suggest an experiment before you get too deep into coding: Prepare a text document that you imagine would be auto-generated by such a mod to summarize the game state Feed it into the model or models of your choice See what the output looks like and try to translate it into the syntax for ContractConfigurator yourself Iterate; assuming the user accepts and attempts the contract, prepare a new document based on the new game state and see what comes next An amusing note, when I tried testing GitHub Copilot by asking "what is this file for" while editing some CKAN source, it started by explaining to me what CKAN is. So depending on the model, it may well already have some knowledge about KSP from the training data. In fact... it seems to understand ContractConfigurator syntax already! I doubt this specific config is perfect, but I'll dump it here in case anyone wants to test it out: https://gist.github.com/HebaruSan/bf5f71de5f07a21384cba0b2f9fa5a3d
  2. CKAN runs on .NET Framework, so it's already portable; it runs on Windows, Linux, and Mac, using Mono for the latter two. CKAN also does not require an admin password. I don't know where you've gotten that.
  3. The CKAN client v1.36.0 "Quasar" is released! Users may now opt in to installing pre-releases, either for individual mods or across-the-board Downloaded mods can now be installed while other mods are still being downloaded, and SHA256 hashes are calculated while each file is downloaded, for an overall quicker install process Unrecognized mod ZIPs can now be imported and installed, if they contain a .ckan file with enough information When cloning instances, users can now choose to copy directories that previously were left out The suppress_recommendations flag for relationships now applies to supports as well, to make RP-1's express install smoother Picking a download cache path now works better in general and has an option to migrate the cache contents to the new location Game folders and download caches on ZFS filesystems no longer throw exceptions, to make Linux users happier Plus many smaller fixes: https://github.com/KSP-CKAN/CKAN/releases/tag/v1.36.0
  4. The StartCoroutine / WaitForSeconds approach would need special logic to achieve this. It's always going to wait the specified time based on the computer's clock, regardless of time warp. You'd need to do something like waiting 1 second (or whatever interval with which you're comfortable), then check whether the specified time has elapsed in the game world. A friend online suggested: float end = Planetarium.GetUniversalTime() + timeToWait; yield return new WaitUntil(() => Planetarium.GetUniversalTime() >= end);
  5. The latest release of PersistentRotationupgraded as of about 2 hours ago no longer has this conflict. You can just update it.
  6. For what it's worth, I find that it's generally more worthwhile to concentrate on what effect I'm having on other people than to ruminate on how I think they've affected me. If nothing else, the former is much less frustrating since my own actions are among the things I can actually control.
  7. You would need something that persists in the save file, so a ScenarioModule. Looks like they moved after I posted that; updated to the new locations.
  8. Maybe you should share a screenshot so we don't have to guess what it looks like.
  9. If you enlarge the planets, sometimes the surface features can be positioned below the ground. Maybe that's it?
  10. I believe you will have to create all of that yourself in C#, since the game would have to track whether your neo-anomalies or pseudo-ground-scatter had been picked up individually, and no current mechanism exists for that. I don't mean to make this sound trivial; it's likely to be quite challenging, so you should be ready for a substantial, sustained effort. See this for how to create a plugin: https://gist.github.com/HB-Stratos/f95fd86264013f82c66e6cd344452dbf And this for how to interact with the game in code (click the links to find other classes as needed): https://kspmoddinglibs.github.io/KSPDocsSite/class_celestial_body.html https://kspmoddinglibs.github.io/KSPDocsSite/class_vessel.html https://kspmoddinglibs.github.io/KSPDocsSite/class_part.html Good luck!
  11. That mod's wiki is probably the best place to get started: https://github.com/LGhassen/Singularity/wiki Looks like it assumes some general planet modding knowledge, which you can get in many places, but I would probably start here: https://kopernicuswiki.org/
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