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Climberfx

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Posts posted by Climberfx

  1. No mix here @Gotmachine.

    I know .NET core is a thing and Framework is other. And there is the runtime too. In a KSP forum thread they said KSP is compatible with Framework 4.5, and is the one I use.

    I just didn't specify it there. (didn't wrote "framework", but I wrote "core" where I mean core, the other ones mean to be "framework")

    And I see that in the .NET core 3.1 and 5.0 are the ones that is listed when I install Visual Studio 2019 Mac, and in the past, even on windows, When I installed the add-ons for .NET core 3.5 (for old VS on Windows, where I was developing for 1.7.3), it automatically install Framework 3.5 too. So, even knowing they are different things, the versions walk together, but not exclusively.

    So, when I install the new VS 2019 Mac I presumably think it will not have Framework 4.5 inside of it, but it have, like I shown on 2nd post in this thread, it have it all, frameworks from 2.0 to 4.8.

    So (again), knowing Framework 4.5 is the one (compatible) for KSP 1.12.2, I use it and compile my library for Omicron for a test, and it worked flawlessly. So, this is the important thing, working.

    Other thing, after some more digging I found a mod that use .NET runtime 5.0 here in the forum, "Of course I still love you".

    But that is for other discussion.

    52 minutes ago, Gotmachine said:

    So Visual Studio used that version (Visual Studio very likely ship it, but it make sense that it doesn't offer you to create new projects with it out of the box, it's likely an option buried somewhere).

    It have it, you just need to change that on project settings. But for mine, it was already on framework 4.5 when I opened. I believe because I already did the update from 3.5 when I was updating the mod in windows to new releases, but I can't remember.

  2. 8 hours ago, zer0Kerbal said:

    @Climberfxit  may and probably will work - but I have had experience with mods being compiled for >4.7.2 hanging during load, or crashing or spamming the log --> and when recompiled with 4.7.2 they work just fine. 

    It worked, but I didn't use 5.0. When you install VS 2019 for Mac it shows 3.1 and 5.0 core only, but when you use it, it have it all, from 3.1 to 5.0.

    So I just use the one that is recommended for KSP 1.12.2, and is not 3.5 anymore, is 4.5 now.

    Anyway, thank by your reply guys.

    Yeah @zer0Kerbal, the first part of this post is deprecated.

    3 hours ago, zer0Kerbal said:
      Reveal hidden contents

    Here’s some notes and details from the team with regards to the changes that come with KSP  1.8.0
    Unity Upgrade Summary

    • KSP now runs on Unity 2019.2.2f1.
    • DX11 support. DX9 no longer supported.
    • .NET 3.5 is deprecated. So we switch it up to .NET4.x.
    • .NET 4 full API.
    • Now supporting C# 7.3 with Roslyn Compiler. Though we recommend you consider performance and Garbage generation within Unity when writing your code.
    • GPU instancing support.
    • PhysX 3.4.2 upgrade.
    • New Incremental Garbage Collector implemented.
    • Legacy particle system is gone.
    • Unity no longer supports DXT3 compressed DDS format

    Project Plugin Upgrades
    This is probably just for info, unlikely to be much direct correlation with mod authoring

    • TextMeshPro is now 1.2.2 in the main project, still not Unity native TMP
    • VPP is now SDK V6

    Things to look out for when Updating C# Plugin DLLs

    • Change Target framework for your Mod application to .NET framework 4.x (any .NET > 4.x).

     

    @theJesuit, Now it uses Unity 2019.4.18f1 and .NET 4.5

    Cheers!

  3. 4 minutes ago, HebaruSan said:

    Yes, Apple's decision to eliminate support for 32-bit apps (which includes Mono's WinForms implementation, the framework used by the CKAN GUI) in macOS 10.15 and later has been detrimental to users of that product. Unfortunately, very few of those users know about it and so they complain to/about projects like CKAN (that are also negatively affected by that decision) rather than to those that made the decision.

    To state it more plainly, this change was caused by macOS (and secondarily by Mono), not CKAN. Users of Windows, Linux, and macOS 10.14 and earlier still have a CKAN GUI.

    Well, still sad. And I never said Ckan was guilty. Maybe in near future they find a better way.

    But I still use it even in "DOS" mode. ;P

  4. Well,  this one was not expected.

    It worked without any modification.

    I just opened my old omicron project, and try to compile and there it go. Like a charm.

    So, apparently, this version of Visual Studio Mac, have it all in.

    51487362294_8ec82069b4_b.jpg

     

    So, forget my question, but if anyone is trying to code for KSP on Mac, just use the latest version of Visual Studio Mac (here is 2019 - 8.10.9 (build 3)).

    And because of that, my development of Omicron mod will be under OS X 100%. (I'm so happy)

  5. Hello Commanders.

    I'm reactivating my development on Omicron, but I have now a new machine and I wan't to do the development in OS X

    So my question is, If I compile my code using .NET 5.0 will it work in KSP 1.12.2?

    I ask this because in OS X version of Visual Studio, I get on this two options. .NET 3.1.19 or .NET 5.0.10 Core Runtime. There is no 4.5 here, only when I install on Bootcamp Windows version of VS.

    And logically, I prefer stay in OS X to do all the development, but if 5.0 is not compatible, I will do it on Windows. Sadly.

    Can any one help me with this?

    Thank you all.

  6. Hello Hello.

    So, I'm easy going on checking all dependencies, plugins of Omicron running on KSP 1.12.2, and I can tell you good part is already working without a touch.

    The angle of motors indicators are working, and the engines are working too. You only need to install the latest Firespitter plugin (https://github.com/snjo/Firespitter/releases), and the ones I listed bellow.

    For Firespitter, you will only need the plugin (dll)

    The list of mods that I installed for this first trial:

    - Module Manager

    - KSPWhells (Wheels working fine too)

    - Firespitter (dll)

    - SmokeScreen (Smoke working too)

    - HullCameraVDS (A temporary mod that will bring a middle cockpit camera is HullCameraVDS. Just install it to have a middle camera pressing "]" or "[" (this is what I choose on the plugin, you can put your own keys) to cycle between game and cockpit Camera. Is and old plugin, but still works on 1.12.2)

    So, if you have or want to download the latest version of Omicron, and update these from the latest available on forum/GitHub, you will be able to use it.

    In the mean time, I'm using my spare time to search and destroy the bugs. rsrsrsrsrsrsr

    Cheers commanders.

  7. On 7/6/2021 at 2:48 PM, ElonsMusk said:

    oooo new toy! how fancy~ hope you have some fun with it!

    Yep, working a lot on it, already start playing Halflife Alyx using Ocullus link and Quest 2. Maya is super fast, After, etc. Twinmotion super fast too.

    A lot of stuff to do. I believe from September until end of the year I get my hands on Omicron so you guys can be using it on the latest version of KSP.

    Chears Elons.

  8. I need to update to the last version and redo the code for the engines, because the way it is today, it will always check the up vector on start of vessel. If you get out and reload it with ship in side of upside down, that can cause some inversions.

    But have no time to do it right now.

    @ElonMusk Is this the Real Elon Musk from Tesla, SpaceX, Neurallink etc.?

    Would love to knew him. He's my most admired human of the present.

  9. On 12/5/2020 at 8:18 AM, Feellikeapple said:

    help, can't use tank variations

    Hello Feellikeapple.

     

    You must have B9partswitch so the tank variations to work.

    -     B9PartSwitch to have option to switch from fuel types in parts that have fuel option (download from original forum thread), big thank you to Blowfish;
       http://forum.kerbalspaceprogram.com/index.php?/topic/140541-122-b9partswitch-v153-dec-8-switch-fuels-models-nodes-and-more/

  10. Hey @SomeoneWhoLikesTrains, that was happening in an old version of the plugin, so lets check some things.

    Look in plugin folder of Omicron, and check if there is other dll there, besides the only one that should be there. Omicron.DLL.

    If yes, delete the others. Keep only Omicron.dll.

    Second, if that won't fix it, lets try other thing. When you build the vessel, the normal way is to put the engine in one side, the left one, with symmetry mirror on. Then make the actions connections and done.

    When you launch the vessel, the plugin check the world up direction, to define where the engine direction is. this flip happens to me when i come back to a already  in orbit ship for example, if it is left upside down, some times the engines come back inverted. To fix i just turn the upside of the ship to up orbit, go back to Space Center and go back to the inflight ship. That way it returns in the right way.

    Try all this and give me feedback with details.

    I will try to evolve this engine side check up in the future.

    Cheers.

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