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cheese3660

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Everything posted by cheese3660

  1. Doing some simple benchmarking/profiling I found, that with anths save, the update for the SpaceSimulation is taking around 50 ms per update on my machine, and that the entire fixed update chain from the game instance is taking around 60-80 ms per frame
  2. No, that is my fault, I forgot thats how the artifacts uploaded, fixed
  3. Hotfix has been pushed out for codeless mods to be affected by the loading action API
  4. I have to disagree, there are a few valid arguments as to why they didnt use the DOTS/Entities system, the main one being that it was not fully released out of preview until last year, while the game has been in development for longer than that.
  5. It isn't really advanced thermal simulation they are doing, its a simplified system for the reasons you just described.
  6. I am taking over ownership of this thread here:
  7. Space Warp 1.4.1 Space Warp is a modding API for Kerbals Space Program 2. Links Space Dock Source Code (MIT License) Dependencies UITK For KSP2 Features Asset bundle support Part modding Mods menu Console Fancy UI stuff Has an inbuilt stockalike UI skin for mods to use. Addressables Support Localization Support Part Modding Support App Bar Integration Extension methods for common things Experimental patching of the official modloader Support for mods of different types, that being asset only/lua/runtime compiled/dll mods How Do I? Install space warp Download the zip file Extract it into the directory where KSP2_x64.exe is located, if done correctly there should now be a BepInEx folder under there Install Mods for space warp It depends on the mod, if it is a zip file with a bepinex folder extract that into the root directory, otherwise put the folder under the mod into BepInEx/plugins Create mods for space warp The wiki is your friend here. You can also ask on the KSP2 Modding Society Discord for help with modding FAQ The mods button after installation isn't showing Make sure you install UITK For KSP2 (Linked above) Does this work with Quantum? From Space Warp 1.4.0, Quantum is no longer compatible with Space Warp. However, Space Warp 1.4.0 can also load mods from Kerbal Space Program 2/GameData/Mods folder, so you don't need to use Quantum. Just install the mod by following its install instruction, except you don't need to additionally install Quantum. This could possibly change in the future, but both Quantum and SpaceWarps loading patch are based off of KSP2s already existing minimal mod loading code, so it is unlikely.
  8. This is completely incorrect Mine only adds lines to the official Mod Loader as well, using a prefix and postfix patch on the Load code for each individual mod, same place you patch it seems, did you even look at the code before saying that. Leaving the most of it intact as I could, and implementing the rest in the most logical extension I could based off their code In fact given the same template mod that you provide ... it'd load it in the exact same way
  9. So, I've actually been experimenting with something similar to this in the experimental branch of SpaceWarp, and I got it to the point where it can load mods, supports enabling and disabling, and also provide space warps abstractions to mods as well if they so desire, and show stuff in the Space Warps mod list. https://github.com/SpaceWarpDev/SpaceWarp/tree/experimental And the Mod Loader Patch under that
  10. This here is why I asked for input from older KSP1 Modders when trying to design a MM-like patching system, the system I had in mind was almost completely meant for programmers, to the point where it was just C# code that had a complex framework around it, and from their input, I realized that that would be very inaccessible, hence why I completely redesigned the format I had in mind to be something akin to SCSS, which was spurred on by your offhand comment on MM patching being similar to CSS selectors. So I shall say, that I want to make modding accessible to those of non-programming backgrounds, and that is what this post is trying to ascertain, how do we make it accessible. I agree here too, which may seem odd, given I am working on a competing standard to the one shadow brought up, Konfig. The reason I agree here is that it will be hell on the maintainers of mods and the tools to have to debug incompatibilities between 2 tools doing near the same thing. As for why I am still working on a competitor in that case, is because I feel as if Konfig is inherently less accessible to those non-programmers, and I feel that it is a fundamental flaw of its design and how it works causing that. But let me reiterate, I want to make modding accessible, to everyone, that is what a lot of my work has been for, like for another example removing any need for any code in parts modding in the last space warp update.
  11. I'll reply to this specifically, on a few of your concerns The KSP 2 API Docs Project that @munix mentioned is specifically meant to document the API that KSP2 uses. And for this one, a few comments, For DLL only mods: You don't need Unity at all. For parts mods: You do need unity to build addressables bundles, but that is different than building a whole game, you don't need a full understanding of unity at all for that, and KSP2 Unity Tools is something that I was working on to make it easier yet. And the official tools for part modding, are likely, in my opinion, going to be unity packages that provide similar tools to make parts modding in unity easier.
  12. Correction, Space Warp won't likely have its own system as I am going to work w/ munix on his system
  13. For reference, I am not the mod author of UITK for KSP2, @munix is, but this is incorrect. What was changed between 0.4.0 and 1.0.0, is that a reference resolution was added, what this means is that it should automatically scale UIs up to the resolution of the screen, if they are designed for a specific resolution, that being 1080p here. Space Warp uses this and it works perfectly (except for one minor bug in space warp on higher resolutions). Also of note, is that this is what KSP2 does for its UI internally. Why this is breaking for Cheat Menu is because it was doing all the scaling calculations manually, and by doing so, the automatic calculations took the already scaled UI and scaled it again. This change in UITK was meant to prevent having to manually do those calculations, but anything that did do those calculations beforehand will be broken until they are updated to use the automatic calculations.
  14. I might look into that, not sure of the feasibility myself though
  15. Mods have moved to BepInEx/Plugins as space warp is no longer a modloader
  16. [Next version post so @X606 can update the original eventually] Space Warp 1.0.0 Space Warp is a modding API for Kerbals Space Program 2. Links Space Dock Source Code (MIT License) Features Asset bundle support Part modding Mods menu Console Fancy UI stuff Has an inbuilt stockalike UI skin for mods to use. Addressables Support Localization Support Part Modding Support App Bar Integration Extension methods for common things How Do I? Install space warp Download the zip file Extract it into the directory where KSP2_x64.exe is located, if done correctly there should now be a BepInEx folder under there Install Mods for space warp It depends on the mod, if it is a zip file with a bepinex folder extract that into the root directory, otherwise put the folder under the mod into BepInEx/plugins Create mods for space warp The wiki is your friend here. You can also ask on the KSP2 Modding Society Discord for help with modding
  17. Of note to this discussion: https://github.com/SpaceWarpDev/SpaceWarp/releases/tag/spacewarp-0.4.0-prerelease-1
  18. Also of note to this discussion https://github.com/SpaceWarpDev/SpaceWarp/releases/tag/spacewarp-0.4.0-prerelease-1
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