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KSP2 Release Notes
Everything posted by Aerospike
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What is KISS? Kerbal Improved Save System (KISS) is a small plugin that provides an improved "Save game as..." mechanic while in flight. It is intended as a replacement for the stock "Quicksave as..." dialog and provides a filename selector for existing quicksaves similar to the stock MOD+F9 alternate quickload "Choose an SFS file to load" dialog. In addition the default suggestion for the quicksave name is the current date and time plus the name of the active vessel ("YYYYMMDD_hhmmss_{activeVessel}") instead of using an automatically increasing number to differentiate quicksaves. BONUS feature (discovered by @Apollo13) : KISS allows you to quicksave while moving on the ground! (KISS is not intended to be an automated quicksave system. Such plugins already exist.) Why? We have all been in the situation where we are creating many quicksaves during a critical mission before every important event/maneuver so that we can backtrace to (almost) any point in the mission in case something goes wrong. However after a few quicksaves simply numbering them isn't enough because it becomes hard to remember which one is which. Giving them names is an option, but once you reload an old quicksave and want to overwrite another (no longer useful) quicksave at a later time in the mission, you then have to remember the name of the quicksave in order to overwrite it, AND you have to type it in manually. KISS makes finding and overwriting an existing quicksave easy! Screenshots http://imgur.com/a/d7tzM Current Version 2.4.2 For KSP 1.9.1 - 1.12.3 Download from SpaceDock | Download from GitHub | Sourcecode also on GitHub Release notes Instructions Press F8 to bring up the KISS dialog (you can reconfigure the shortcut in the settings panel of KISS). You can: store a quicksave with the provided default filename. store a quicksave with any name you want. get the name of a previous quicksave from the list by clicking it once. Now you can overwrite that quicksave by clicking "Save", or modify the filename to store a new quicksave with a similar name. directly overwrite an existing quicksave by double clicking it. reload the default filename suggestion by clicking the "Default" Button. Click on the sprocket button in the upper right corner to show settings panel where you can configure the behavior of KISS. Attention: When you enable the "Quicksave mode" to save the game without showing the GUI, you have to press MOD + F8 (or MOD + <yourCustomKeyBinding>) to show the interface again! Note: the standard "persistent" savegame is excluded from the list. As I understand it, saving into this file that makes little sense as it gets overwritten every time you load another save. Planned features ("soon" ): License KISS is licensed under the MIT License Acknowledgements While I do have a background in software engineering, this project started as: My first Mod for any game (not just KSP); My first C# project (first time using MonoDevelop); My first time using git/GitHub; My first Unity related project (only did a beginner tutorial once sometime back when Unity 3 was the current version)... So without the following people, I could not have done this (small) project! @cybutek- for his plugin tutorial videos that told me the basics of how and where to start. @TaranisElsu - for his example plugin projects that helped me a lot. @magico13 - for his "Dated QuickSaves" modlet that provided inspiration. @Nereid - for his S.A.V.E automatic backup system that also helped me along the way. and last but certainly not least @Z-Key Aerospace / @Bodrick - for the "[x] Science!" mod that showed me how to create a dynamic list of GUI elements and how to handle tooltips. As well as everybody else in the great KSP modding community!
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New KSP API Documentation v1.4.1
Aerospike replied to tomf's topic in KSP1 C# Plugin Development Help and Support
Ok, no problem. Just wanted to make sure I'm not missing anything.- 65 replies
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New KSP API Documentation v1.4.1
Aerospike replied to tomf's topic in KSP1 C# Plugin Development Help and Support
Thank you very much @NathanKell! I've just added your information to the API wiki and will now try to implement it as suggested @tomf With a link like href="#/classes/Part?scrollTo=SomeMethodM" we can directly jump to a method in some class. But what if there are multiple overloads for a method? Is there a way to directly link to those as well? If there is SomeMethod(string) followed by SomeMethod(string, int), then scrollTo=SomeMethodM links to the first one, but how to link to the second one? When I try to add the parentheses and parameter types, the "scrollTo" portion of the link isn't working.- 65 replies
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New KSP API Documentation v1.4.1
Aerospike replied to tomf's topic in KSP1 C# Plugin Development Help and Support
Thank you and now I'll just be the first one to poke you with something I've ran into with 1.1. In GamePersistence there are 3 overloads of the SaveGame Method. I have been using GamePersistence.SaveGame(string saveFileName, string saveFolder, SaveMode saveMode) in my plugin, since that had some documentation in the old API doc by The_Duck/Anatid and it worked just fine with KSP 1.0.5 Since KSP 1.1 "quicksaves" created that way behave differently when loaded (using stock load dialog, so no mod involved in loading): Now (in 1.1) the player is put in the Space Center Scene after loading, instead of being put in control of the vessel that was the activeVessel when the quicksave was created. So the question is: how are the other 2 overloads of SaveGame SaveGame(Game game, string saveFileName, string saveFolder, SaveMode saveMode) SaveGame(GameBackup game, string saveFileName, string saveFolder, SaveMode saveMode) different and when to use which version (quicksave in flight VS a save when in the Space Center) ?- 65 replies
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KISS - Kerbal Improved Save System - Development Thread
Aerospike replied to Aerospike's topic in KSP1 Mod Development
Hm, has something regarding quicksaves been changed in 1.1? In KSP 1.1 whenever I load a quicksave made with KISS instead of the stock option, I end up at the Space Center instead of controlling the vessel that was active at the time of the quicksave. The configuration of everything (vessels etc) seems to get loaded just fine, only the the scene is not switched to the flight scene of the proper vessel. In KSP 1.0.5 KISS quicksaves do not behave any different upon loading compared to "normal" quicksaves. I use the GamePersistence.SaveGame(string saveFileName, string saveFolder, SaveMode saveMode) method to store the current state into a file. I have since discovered two overloads/alternate versions of this method: SaveGame(Game game, string saveFileName, string saveFolder, SaveMode saveMode) SaveGame(GameBackup game, string saveFileName, string saveFolder, SaveMode saveMode) At least the one with the Game parameter has been around for some time, it is listed in the KSP API doc by anatid but has no real documentation of any sort (http://anatid.github.io/XML-Documentation-for-the-KSP-API/index.html) I've seen the other one with the GameBackup parameter for the first time today in the new API doc by tomf (http://forum.kerbalspaceprogram.com/index.php?/topic/137476-new-ksp-api-documentation/) Has anybody any insight into (quick)saving in KSP and can help me to resolve this issue? -
KISS - Kerbal Improved Save System - Development Thread
Aerospike replied to Aerospike's topic in KSP1 Mod Development
I just put together a quick "pre-release" of KISS for KSP 1.1. It should work fine with the 1.1 release of KSP, but it was actually built using one of the pre-release versions and I want to be cautious until I can re-compile it with the 1.1 release. You can grab it from GitHub here. It still works with KSP 1.0.5, but for the reworked GUI I had to remove some optimization for the list of quicksaves. So for KSP 1.0.5 I still recommend using KISS 1.0.0, at least if you have a very large number of quicksaves. (KISS 1.0.0 only generates list items (quicksaves) that are currently visible in the scrollview, but that causes wild flickering with the new GUI whenever the scrollbar reaches the end of the scrollrange, so I had to remove that for now and KISS 1.1.0 always lists every quicksave, including those that are currently outside of the scrollview.) -
Thank you xEvilReeperx! Now once again I just wish there was an official API documentation to find out more about this stuff (I do know the community-generated one). I have already "ported" the KISS dialog to the new GUI (not made a pre-release of the new one yet), so I'm fine with only adding that feature to the KSP 1.1 branch if that makes things easier. Since you brought up control locks: do I have to implement control locks myself in some way? Currently I pause the game before showing the dialog (as the stock "quicksave as" does) and so far I have not had an issue with accidentally controlling the vessel.
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Hello fellow modders! I'm pretty new to modding KSP and working with Unity so please forgive me if I ask really stupid questions. I would like to interact with the stock GUI (if that is at all possible and allowed?), more specifically I would like to suppress (or close) a window to show my own window instead. Searching the forums for combinations of "stock", "GUI", "interact with", "modify", "customize", didn't bring up anything that helped me. I just found some statements that "working/interacting with" the stock GUI tends to be PITA from a modding perspective, but no detailed informations and/or examples. Any advise regarding this matter would be greatly appreciated. Even if the answer is "that is impossible" I would be happy, since that means I can focus my energy on other aspects. Thanks! (For those with signatures disabled: I would like to make KISS replace the default "quicksave as..." dialog, so it doesn't need an additional keybinding.)
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MORK & MINDY - Ultralight Dropships
Aerospike replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Just stopped by after recently stumbling across your youtube channel because I wanted to say how much I admire your work. Your videos are very well edited with a great choice of music and overall just super entertaining to watch. But your "simple" low part crafts are just genius! You are amazing at creating efficient solutions and you seem to have a natural talent for thinking outside the box. And unlike other talented craft builders you top it all off with the ability to also make your crafts visually appealing! I just love the aesthetics, I think your crafts are pure art! /mancrush (if you are in fact a man ) I just downloaded some of your craft files to learn from your magic. When I first saw the Mork video I immediately wanted to rebuild it, but after fiddling around for half an hour I realized I had no idea how you did it and gave up -
What is KISS? Kerbal Improved Save System (KISS) is a small plugin that provides an improved "Save game as..." mechanic while in flight. It is intended as a replacement for the stock "Quicksave as..." dialog and provides a filename selector for existing quicksaves similar to the stock MOD+F9 alternate quickload "Choose an SFS file to load" dialog. In addition the default suggestion for the quicksave is the current date and time plus the name of the active vessel ("YYYYMMDD_hhmmss_{activeVessel}") instead of using an automatically increasing number to differentiate quicksaves. My original goal was to somehow replace the stock dialog completely, but I couldn't figure out how. So instead I settled for the alternate route of using a custom keybinding and leaving the stock "Quicksave as..." dialog as it is. KISS is not intended to be an automated quicksave system. Such plugins already exist. Why? When playing for some time I usually come to a point where I loose a mission due to an error and having been too lazy to make quicksaves. After such an event I usually try to avoid this scenario from happening again by creating quicksaves of the next mission before every important event/maneuver so that I can backtrace to (almost) any point in the mission and try to improve my maneuvers. However after a few quicksaves simply numbering them isn't enough because it becomes hard to remember which one is which. Giving them names is an option, but once you reload a previous moment and want to overwrite the later, no longer useful quicksaves with new ones, you now have to remember the names of the quicksaves in order to overwrite them, AND you have to type them in manually. Screenshots Comparison of KISS and the stock "Quicksave as..." dialog: Download You can grab the latest build on GitHub here. Instructions Press F8 to bring up the KISS dialog (will be possible to configure in the future). You can: store a quicksave with the provided default filename. store a quicksave with any name you want. get the name of a previous quicksave from the list by clicking it once. Now you can overwrite that quicksave by clicking "Save", or modify the filename to store a new quicksave with a similar name. directly overwrite a previous quicksave by double clicking it. reload the default filename suggestion by clicking the "Now + shipname" Button. Attention: whenever you use an existing filename, that quicksave will be overwritten! Note: the standard "persistent" savegame is excluded from the list. As I understand it, loading that makes little sense and it gets overwritten anyway every time you load a quicksave. Planned updates ("soon" ): add confirmation dialog before overwriting existing files. make keyboard shortcut configurable. let players choose between system time and ingame time for the timestamp. make KISS available in the space center. Possible future extensions: provide a similar functionality for saving crafts in the editor (VAB/SPH), since the default save mechanic there annoys me similarly to the stock quicksave dialog. License KISS is licensed under the MIT License Acknowledgements While I do have a background in software engineering, this is My first Mod for any game, not just KSP My first C# project (first time using MonoDevelop) My first time using git/GitHub My first Unity related project (only did a beginner tutorial once sometime back when Unity 3 was the current version) So without the following people, I could not have done this (small) project! @cybutek- for his plugin tutorial videos that told me the basics of how and where to start. @TaranisElsu - for his example plugin projects that helped me a lot. @magico13 - for his "Dated QuickSaves" modlet that provided inspiration. @Nereid - for his S.A.V.E automatic backup system that also helped me along the way. and last but certainly not least @Z-Key Aerospace / @Bodrick - for the "[x] Science!" mod that teached me how to create a dynamic list of GUI elements. As well as everybody else in the great KSP modding community! Feedback I would really appreciate any feedback about this little plugin!
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Aerospike replied to Claw's topic in KSP1 Mod Releases
I just wanted to stop by and thank you for Stock Bug Fix and Stock Plus (chute spread alone makes StockPlus an essential for me! ) -
[1.1.2] Phoenix Industries MAV-Like Ascent Vehicle (v.2.1)
Aerospike replied to -ctn-'s topic in KSP1 Mod Releases
Congratulations on the Modding Mondays spotlight -
[1.2.2] Phoenix Industries: Boosters! (0.625 and 2.5m SRBs) (v.2.1)
Aerospike replied to -ctn-'s topic in KSP1 Mod Releases
I'm glad you like it Regarding my "issue" with the rivets on the nosecone: When I look at the texure file those 3 rivets are clearly on a straight line. But in game they are definitely on a curved line. It might have something to do how the texture gets wrapped around the model? (I'm not a modder nor a 3D artist, so I know very little about those things). Also, the 3 rivets are not facing in the direction of attachment. I made some screenshots to clarify what I mean: On the last one you can see that the texture placement seems to be a little bit off in general as the rivets are not aligned, but when I looked at the texture file again, I noticed that on the part of the texture that is intended for the large cylindrical section of the booster, only those 3 darker panels have horizontal lines that are truly horizontal, everything else seems to be tilted a little bit. In any way, this is only my OCPD talking. The mod is still great as it is! -
[1.2.2] Phoenix Industries: Boosters! (0.625 and 2.5m SRBs) (v.2.1)
Aerospike replied to -ctn-'s topic in KSP1 Mod Releases
Suggestion: "Sidekick" It is mounted to the side, it provides a kick during launch and since in most cases it will be significantly smaller than rest of the rocket, combining both terms into "Sidekick" seems fitting. -
[1.2.2] Phoenix Industries: Boosters! (0.625 and 2.5m SRBs) (v.2.1)
Aerospike replied to -ctn-'s topic in KSP1 Mod Releases
(I have finally created an account to be able to comment on the forums...) I have downloaded your booster pack and have been toying around with them (SEM-24) in a sandbox game. I really like them! It's nice to be able to build a stock-alike Delta-II and replicate similar rockets in KSP. The design is fantastic and fits very well with the aesthetics of the stock parts. I really think that tiny radially attached boosters like these are missing in the stock game. Just one thing I noticed regarding aesthetics: on the top of the SEM-24, there are 4 dots (rivets i guess): 3 on the nosecone and 1 below that striped section. Is it on purpose that those dots are not facing directly towards the part that the SEM-24 is attached to? Also if you connect the 3 dots on the nosecone, the line seems to be curved (could be an illusion though). I'm not sure yet if I'm going to use them in my stock savegame, since I try to keep that 99% stock (with the exception of a few surface/nav lights), but I'm sure I'll toy around with them some more. Great work!