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KSP2 Release Notes
Posts posted by cheese3660
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15 minutes ago, Safarte said:
meaning it may take an hour after release before you can successfully download the zip.
More than an hour depending on your timezone
If your timezone is UTC+N, then it could take up to N hours -
Patch Manager 0.7.0
## What's Changed
- Unquoted Strings
- List Subtraction
- Standalone patches (hopefully)
## Breaking changes
- Prefix expressions have been removed and replaced with mutating definitions, instead of `: +[` do ` +: [`**Full Changelog**: https://github.com/KSP2Community/PatchManager/compare/v0.6.1...v0.7.0
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V 0.6.1
Fix bug related to tech node deletion -
1 hour ago, The Space Peacock said:
leave some QA for them to do too, will you
No
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For QA engineers working on this again,
Alright, doing some investigating, this is another case of the mission conditions being set up incorrectly.
Currently it is set up so the SOI Condition has "IsInput" set to true, which in the case of this condition makes it always be satisfied, instead it should be set up such that "IsInput" is false, "InputString" is "", and "TestWatchedstring" is "Pol" -
Space Warp 1.7.0
Fixed quite a few UI bugs
Added a fix for background resources for custom modules.
Known issue: The apps button in the KSC is broken. -
5 hours ago, cooperracker said:
It is tagged as fulfilled just with the simplest crew pod. I have not even launched it, but immediately did an "EVA" at the launch pad (maybe tagged here as fulfilled already, didn't got that?) and collected a surface sample.
Basically the way the experiment is set up, it triggers when any experiment is done due to some values being set wrong, as I mentioned in my other comment
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Patch Manager v0.6.0
Updates tech tree stuff to allow for node deletion
Adds support for missions
Adds support for experiments
**Full Changelog**: https://github.com/KSP2Community/PatchManager/compare/v0.5.0...v0.6.0 -
Note to the QA engineers working on this, this is caused by having the part name in "Inputstring" instead of "TestWatchedstring" on the part activated condition, and also by not having RequireCurrentValue set to true on the SOI condition
If you set both of those conditions to true, the mission should work as intended -
Patch Manager v0.5.0
Adds the new stage system, config system, and tech tree patching.
**Full Changelog**: https://github.com/KSP2Community/PatchManager/compare/v0.4.0...v0.5.0
Docs will be updated tomorrow, but to use the new tech tree stuff, use the `:tech` ruleset
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10 minutes ago, Nate Simpson said:
How is it different from KSP? Lots of ways, big and small. Science collection is a much smoother process that involves a lot less guesswork, and the new Science parts are pleasingly diverse, asking you to think hard about how to take advantage of their unique properties. To give one example, the long collection time of the ASCM-A "Air Sniffer" atmospheric science module requires you to develop a loiter capability. You’re either going to have to make a plane, or you’re going to need to get creative with your lander design!
Hell yeah!
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The new location for the documentation for this mod will be: https://pm.kerbal.wiki, still somewhat WIP, but should be much better than the GitHub wiki.
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Patch Manager
A mod for all your generic patching needs!
Spacedock: https://spacedock.info/mod/3482/Patch Manager
Github: https://github.com/KSP2Community/PatchManager
Author: KSP2 Community
Description
Patch Manager is a mod for KSP2 that functions as a sort of spiritual successor to Module Manager for KSP1, its purpose is to allow for the patching of existing JSON definitions for anything that exists in the KSP2 Addressables files (this includes Parts/Galaxies/Planets/Tech/Resources/Etc...), along with the creation thereof.
It does this by allowing the user to write patches and patch libraries in a custom syntax derived loosely off of SCSS, a lot of the functioning of which is documented in the reference for the language.
How to Make Patches
The best place to learn how to make patches is by asking people in the: KSP2 Modding Society Discord Server
Other places to learn are the aforementioned reference (which will be being updated to add more information)Or by looking at how it is used in other mods (all examples are licensed under MIT):
- Community Resources by KSP2 Community (Patches: https://github.com/KSP2Community/CommunityResources/tree/main/plugin_template/patches, Libraries: https://github.com/KSP2Community/CommunityResources/tree/main/plugin_template/libraries)
- Orbital Survey by @Falki(Patch to add the module to all antennae: https://github.com/Falki-git/OrbitalSurvey/blob/master/plugin_template/patches/OrbitalSurvey_module.patch)
- Kerbal Life Support System by @Safarte (Patches: https://github.com/Safarte/KerbalLifeSupportSystem/tree/main/plugin_template/patches, Libraries: https://github.com/Safarte/KerbalLifeSupportSystem/blob/main/plugin_template/libraries/_constants.patch)
Dependencies
- SpaceWarp (0.1.5.0 or later)
- Premonition For SpaceWarp (0.2.0 or later)
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I'm 90% sure it will be moddable enough, they will likely have the json files and the like in addressables and something like patch manager (a project I am working on) will be able to modify thoughs
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1.5.2 for ksp2 0.1.5.0 is out
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3 hours ago, Kerbart said:
Your argument has merit, but what stands is that they were exceptionally careless in checking what was written to the registry. Your sleuthing suggets an instance ID which sounds to me as something very volatile and changing — how could they use that? Was this simply a typo? And what else did they get wrong? It's not an exact vote of confidence for the code.
The code never was meant to be in the final build, best I can tell from more sleuthing, its for an editor tool to allow them to move PqsObjects in playmode, and then load them back after playmode has stopped, which likely does not change the instance ID in the same editing session
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39 minutes ago, Kerbart said:
and these clowns use it as if it where a Temp file?!
This does not seem to be the case here, what they were doing makes sense, using unities player preferences to store what should be a small amount of stuff, but their implementation of it has a bug that makes it that they are storing it in a different key each time
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Alright, doing some investigating it seems that they are saving the Pqs preferences based off of the instance ID of the pqs object, which, according to unity's own documentation, changes between runs of the game, hence why its saving 10 trillion different copies of the same data
Update: On doing even more investigating, I have come to the conclusion that it is vestigial side effects of part of an editor tool that wasn't supposed to be in the game, and could easily just be removed -
5 minutes ago, Diamonder said:
Also SpaceWarp itself isn't working.
UITK for KSP2 is a requirement for space warp to work
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Have you installed UITK for KSP2?
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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
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This has been fixed for KSP2 0.1.4.0
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23 minutes ago, HebaruSan said:
Is the ZIP file supposed to contain another ZIP file?
No, that is my fault, I forgot thats how the artifacts uploaded, fixed
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Hotfix has been pushed out for codeless mods to be affected by the loading action API
WMCC Modules [v0.1.0 for KSP2 0.2.0.0]
in KSP2 Mod Releases
Posted · Edited by cheese3660
WMCC Modules
Part modules for "Where's My Crew Capsule?"
Spacedock: https://spacedock.info/mod/3530/WMCC Modules
Github: https://github.com/cheese3660/WMCCModules
Author: @cheese3660
Dependencies