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cheese3660

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Posts posted by cheese3660

  1. 7 minutes ago, JedTech said:

    Perhaps an unpopular opinion, but I think KSP is taking this thermal simulation way too far. The complications of advanced thermodynamics doesn't add to fun, sales or new player adoption. But it does add to complexity, lagging performance, and development time.

    It isn't really advanced thermal simulation they are doing, its a simplified system for the reasons you just described.

  2. Space Warp 1.7.0

    Space Warp is a modding API for Kerbals Space Program 2.

    Links

    Dependencies


    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
    • Waypoint creation and editing

    How Do I?

    1. 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
    2. 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
    3. Create mods for space warp

    FAQ

    1. The mods button after installation isn't showing
      • Make sure you install UITK For KSP2 (Linked above)
    2. 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.
  3. 8 minutes ago, ShadowDev said:

    your one rips the official loader apart leaving nothing left of it
    while Quantum just adds the lines needed to load the mods. (hence the super light part) 

    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

  4. 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

  5. 3 minutes ago, Kavaeric said:

    I feel as though much of the effort and design of modding tools for KSP2 have been engineered by and for programmers and coders, with little input or consideration for those who do not come from that background—and there are a lot of us of that background.

    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.
     

    13 minutes ago, Kavaeric said:

    I am turned off by the competing standards of the modding tools of KSP2. A lot of this can be chalked up to the fact that KSP2 is still early in development and so many of the standards or solutions haven't yet crystallised. Nonetheless, if you are asking us what is stopping us from picking up modding now, this is still worth emphasising. I'll go one step further and actually disagree with what ShadowDev said: I don't want to have to choose between three different methods of accomplishing the same thing, because that means I'm making a commitment to that method/tool. As a beginner I inherently do not have the knowledge or background to confidently choose which avenue would work best for me.

    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.

  6. 30 minutes ago, Lisias said:

    Or, in fewer words, which ones of my list of concerns such tools are going to fix so I can be lured into modding KSP2?

    I'll reply to this specifically, on a few of your concerns
     

    On 6/13/2023 at 11:05 AM, Lisias said:

    Have no published API

    The KSP 2 API Docs Project that @munix mentioned is specifically meant to document the API that KSP2 uses.

    On 6/13/2023 at 11:05 AM, Lisias said:

    And, adding offense to the insult, I need to learn how to build a Unity Game in order to be able do deliver something - no kidding, I need to learn the whole pipeline

    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.

     

  7. 3 hours ago, ShadowDev said:

    This is due to an arbitrary limitation implemented by that mod author where the screen is limited to 1080p.

    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.

  8. On 3/20/2023 at 9:42 PM, Brenchen said:

    I just had my patch installed and wanting to update the modloader to v 1.0.0.  But when I go into KSP root directory, there doesn't look to have any folders related to the modloader (version 0.4.0) I previously installed, yet the mods I installed previously are still showing up in game?

    Mods have moved to BepInEx/Plugins as space warp is no longer a modloader

  9. [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?

    1. Install space warp
      1. Download the zip file
      2. Extract it into the directory where KSP2_x64.exe is located, if done correctly there should now be a BepInEx folder under there
    2. 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
    3. Create mods for space warp
  10. On 2/28/2023 at 11:19 AM, linuxgurugamer said:

    If you want to provide utilities and libraries, that's fine, but to incorporate those into the modloader itself is not a smart move, IMHO.  I'd rather see extra libraries such as what I did with the Toolbarcontroller, rather than merged with the loader.

    In terms of this, this is kind of what led me to start thinking the change to being a pure BepInEx library for KSP2 would be a good idea as we won't be trying to do 2 things at once, and instead be focused fully on provided KSP2 abstractions. And also yes, leave loading up to a more mature modloader.

    Speaking of which, work is in progress on that.
    https://github.com/SpaceWarpDev/SpaceWarp/tree/experimental-bepinex-library

  11. 11 minutes ago, Scarecrow71 said:

    Which is what I did this morning.  And it failed, which I mentioned above.  Now there's been talk about there being 2 different plugins, and I have asked as nicely as I could for step-by-step/start-to-finish instructions for the whole shot here.  Telling me "do what the BepInEx description says" failed this morning, so there's no reason for me to believe it won't fail again.

    Please.  I'm asking nicely.  Start-to-finish, step-by-step.  Which links, which modloader, which folder goes where.  I can't be the only person here who isn't able to follow the multiple posts to just "do what it says".

    Please.

    1. Download BepInEx for KSP 2

    2. Open up the local games files via steam and drag the contents of the BepInEx zip into there
    3. Download Space Warp BepInEx

    4. extract the contents of said zip into the local files as well.

    If you aren't using steam, then find the directory with KSP2_x64.exe and thats where they will go

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