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Benjamin Kerman

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Everything posted by Benjamin Kerman

  1. The Marines have arguably the most difficult fitness test as it requires Marines to run an additional mile and do pull-ups. The USMC physical fitness test (PFT) requirements include crunches for two minutes, pull-ups to the maximum repetition, and a three-mile run. The Marines' fitness testing is undergoing changes and starting to add push-ups as part of the PFT. A Marine can opt out of pull-ups and choose push-ups, but they will only receive 70 percent of the maximum score by doing so. For instance, if a new Marine maxes out the pull-ups (23), they will get 100 points. If the Marine maxes out the push-ups (87), the Marine only gets 70 points. The maximum score for the USMC PFT is 300.
  2. Kerbal Changelog v1.3.0 has been released for KSP 1.9.1. New Features Add change-type grouping (mwerle) Add visit website button (mwerle) Add version date and KSP version fields (zer0Kerbal) Changes High priority changes (indicated by the type field) are now located at the top of the changelog, regardless of their location in the config file.
  3. Do pings switch over when one changes their name on the forum (like would an old ping to @Benjamin Kerman would redirect to a new name?) I've been considering switching over my name to be more consistent with elsewhere online, and to be a little more neutral, and to match my profile picture
  4. Working on a new release of KCL with some changes suggested by @zer0Kerbal and "mwerle" on GitHub (that I accidentally missed for some reason ) These are issues 13-15 on the GitHub page: https://github.com/BenjaminCronin/KerbalChangelog/issues/15 , and I'll probably take a look at implementing some of the other enhancements listed there as well. If anyone else has other suggestions or wants to see some other stuff added, feel free to throw it up on the issues page or drop a note here.
  5. Here's the updated code: static bool ValidateWebsite(string url) { string[] validurls = { "github.com", "forum.kerbalspaceprogram.com" }; Uri siteuri = new Uri("https://" + url); string site = siteuri.Host; if (validurls.Contains(site)) { return true; } return false; } Does anyone have any other websites that they think would should be whitelisted? Perhaps spacedock?
  6. Hi everyone, I've gotten a request for my mod Kerbal Changelog to add a button that will automatically take the user to a mod developer's website/forum page/ect as an easy way for the user to interact with the mod's userbase. In order to do this, I am going to utilize the method Application.OpenUrl, provided by Unity. They also give the warning that input needs to be sanitized before being passed in to prevent malicious URLs from being opened, to keep the users safe. I developed some code to "Validate" the URLs that are given by the mod authors, and I'd just like to have a sanity check before releasing something potentially dangerous to the wider KSP community. bool ValidateWebsite(string url) { string[] validurls = { "github.com", "forums.kerbalspaceprogram.com" }; Regex pattern = new Regex(@"^(\w+\.)+com"); //only works with .com sites right now but can be changed if mod authors have their own custom sites (would still have to match up with the validurls array) //Checks if the url is a valid .com website if(pattern.IsMatch(url)) { Match siteMatch = pattern.Match(url); //Matches the ReGex string site = siteMatch.Groups[1].Value; //Pulls the top level site (whateversite.com) out of the longer string (whateversite.com/mods/mymod.html) if (validurls.Contains(site)) //Checks if the URL is in the list of valid urls (to prevent any sort of malicious activity) { return true; } } return false; } Does anyone have any feedback on whether or not this is safe enough? Thanks.
  7. In order to accurately diagnose a problem, we'd need a full log file and some description as to what was going on when this happened, and what happened because of it.
  8. @moguy16 I don't maintain BDArmory, so I'm not really sure how to help. Asking over on the BDArmory thread would probably yield more fruitful results
  9. There's no effect either with or without ckb-next. I don't believe ckb-next has an sdk, so I'm not sure what to tell you with regards to the linux side of things. They do have an IRC channel on Freenode, #ckb-next, so if you have specific questions about how to interface with keyboards for linux users, you could probably head over there and ask around.
  10. So based on some very limited testing on Ubuntu: I turned off the software that I'm currently using to control key lighting (ckb-next), leaving my keyboard on the default rainbow wave pattern. I don't have Logitech GHub installed, as it is not supported on Linux, so I wasn't able to do any kind of linking of my keyboard to the game. Consequently, there seemed to be no affect to my keyboard from the game (I launched a vessel and EVA'd while watching my keyboard, nothing appeared to change). If the Logitech Hub is required, I don't think this will support Linux users. I'm happy to try anything else you throw my way, or any other specific instructions for installation!
  11. Hi, I'll give that a try. I'm using a 3rd party software to control the lighting currently, so I'll try both with and without that running to see when/if your code works.
  12. Hi, I've got a Corsair K95 Platinum, and I'm running GNU/Linux Ubuntu. Would I be able to help?
  13. Title says it all! I've been working on it for many months, including getting fingerprinted by my county to work in one of their public parks (yeesh!), but it's finally done! What did I do, you may ask? I (re)built an elevated model railway track (G scale) for a local outdoor public train museum! Just a simple square shape, replacing one that was _very_ weather-worn, but it looks pretty nice and I'm really proud of it .
  14. Kerbal Changelog v1.2.1 has been released for KSP 1.9.1. This version introduces styling in changelogs, see GitHub issue #6 for more information on how to utilize it! This version also fixes a bug found by @Corax where changelogs would be displayed when they weren't supposed to be. Thank you!
  15. It does work in 1.1.7. However, 1.2.0 included a large rewrite of the code base, and bug reports like these are vital to ensuring that the mod functions properly. If you could send me your KSP.log after running KCL 1.2.0, I would be able to sort out this problem for the rest of the community. Thank you!
  16. That would be a problem! Could you please follow the instructions in this thread? This will help get us sorted out in the shortest time possible. Thank you!
  17. In addition to the latest release, I have just figured out how to include some basic formatting in your changelog. Details can be found at https://docs.unity3d.com/Packages/[email protected]/manual/StyledText.html I will not be releasing this immediately, in order to include any style change requests for the in game changelog display. If no style requests come in, it will be released along with the requested .cfg->html/markdown converter also requested by zer0Kerbal.
  18. Kerbal Changelog has been updated to v1.2.0 to add subchanges and other features, including a rewrite of the entire backend of the mod. Thanks to @zer0Kerbal for his feature request! To modders: Changelogs _are_ backwards compatible (hence the version bump to 1.2.0 rather than 2.0.0). However, to utilize the new subchange feature, you must create your new changes in a different way, outlined in Issue #6, and (soon!) on this mod's GitHub wiki.
  19. While there is a way to achieve that with git (called 'squash merge', I believe), typically you have to enable that specifically for the merge request, and I think there's warnings also.
  20. Hi, and welcome to the forums! If you could share this picture with us, it might make it easier to identify the mod(s) in question. A picture speaks a thousand words, as the saying goes. There would be plenty of help if you were interested in making a mod for these parts, check out the Add-on Development subforum for more information!
  21. Quick status update: I'm currently working on rewriting KCL to be more extendable and stable, because at the moment it's a 300 line-long blob of stupidity, and then I'll add in the features that @zer0Kerbal is requesting on GitHub (https://github.com/BenjaminCronin/KerbalChangelog/issues/6). I'll hopefully have a release sometime in the next week or two, and if anyone has any more feature requests, I can take a look at those too!
  22. Thanks for the confirmation I've compiled for 1.9 just cause I know that severedsolo does Depend on it for all of their their mods, and I'll probably upgrade back to 4.7.2 or 4.8 with the next version, maybe with some hot new features
  23. I saw some post earlier this week about needing .NET 4.5 for KSP 1.9, but that may have been 4.5 at a minimum... Not really sure though, just did it to be safe :V Sure thing, I saw a niche that I thought needed to be filled and wrote this up! Glad you like it. I'll check those out Thank you!
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