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KSP2 Release Notes
Everything posted by sarbian
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Great mod. And you have a clean doc. Way better than I ever did
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A bit late to the party since @HebaruSan already did the hard work. @r4m0n and @The_Duck are the original brains behind MechJeb. From what I gathered from the old comments, it was the merge of two older mods. I do not think I have any of the binaries from back then.
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New release MechJeb2-2.14.3.0.zip Localization fix fix related to radian vs degree New infoItems about the Target ( MeanAnomaly, TrueLongitude, LDN, TimeToAn, TimeToDN ) that nay be of use to Principia players More work on PVG I will try to get another version soon with the fix for the broken windows, and then it will be quiet for a while on the official release front. Lamont is working on a PVG overhaul, and I am testing a "modern" UI that should have less impact on perf than the current one. This will take a while and will show up (later) on the dev releases. (and of course there is KSP 2, but that will be for later). Edit: One last thing. I know some of you have the bug where the UI is stuck in the corner and broken. I have not been able to reproduce it. If someone here has this bug and does not have a huge list of mods please share your mods info, so I can have another go at it.
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As one of the major contributors to MJ code he has a good insight on its imperfections. Some parts woks fine, others have their quicks but are still useful, and a lot works only with some specific ships/situations. A MJ for KSP 2 would benefit from a more modular architecture instead of being monolithic (even if the current code has some modularity)
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The Mess Has Started - Two Different Mod Loaders
sarbian replied to linuxgurugamer's topic in KSP2 Mod Discussions
I did not look at what it does but I assumed it did more than load a list of dll. -
The Mess Has Started - Two Different Mod Loaders
sarbian replied to linuxgurugamer's topic in KSP2 Mod Discussions
BepInEx is a more complete solution with a large community that support it (it is a generic Unity game solution). I would rather see a plugin for BepInEx that adds the KSP specific parts of SpaceWarp. -
I never said you can not use a bundle to load anything. I said that you can not load a bundle that reference a stock class, like a par model may require. This may be necessary to do a lot of the modding stuff we take for granted on KSP 1.
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But your bundle did not use any of KSP class since you do not have their reference id. And without that you will be limited with what you can do with it.
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It loads bundle (which we can not build without the devs sharing some Unity tool). And does nothing with them.
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But not finished.
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It seems that you interpret a 1 word joke a bit too seriously. There will not be a MechJeb for KSP for a while for the simple fact that we have no official modding support. The current modding tools we have 24h after the release works to do quick hack of some of the game structure but are not (currently) usable to write something like MJ. And the current game performance and bugs make does not motivate me to work on mods for now. So no, not MechJeb for now.
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