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KSP2 Release Notes
Everything posted by sarbian
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vessel from existing parts
sarbian replied to Rudolf Meier's topic in KSP1 C# Plugin Development Help and Support
Take it from an exp KSP dev : don't. To do it properly you need to do a lot of things and missing some will lead to really strange bugs. -
fsm.RunEvent ?
sarbian replied to Rudolf Meier's topic in KSP1 C# Plugin Development Help and Support
And you should not change their state unless you know exactly what is going on. -
vessel from existing parts
sarbian replied to Rudolf Meier's topic in KSP1 C# Plugin Development Help and Support
When you fire a decoupler the game calls part.decouple on the detached part. -
Reentry Effects and Plasma
sarbian replied to AlamoVampire's topic in KSP1 Suggestions & Development Discussion
That's not how thing work. Others told you so, and I am telling you so. As a modder on KSP for more than 4 years and en ex member of the dev team I think my word has some weight. But why do I even bother? You clearly do not care about answers. You just want the narrative of your story to be the one you decided to be: Squad is lazy. -
Reentry Effects and Plasma
sarbian replied to AlamoVampire's topic in KSP1 Suggestions & Development Discussion
Before claiming that something just needs to be turned on you may want to have a look at the code of the mod. It creates the whole code to handle that effect. The only things that's already in stock KSP is the particle effect definition. i.e. a few sprites, a shader and particles animation. There is NO code in the game that handles that effect. But hey, Squad may need more armchair devs to explain how things should be done. So please, Go on -
No, it s not possible currently. @M4GiC The main constraint with engine interacting with each others and plume when going retrograde is that it would require a lot more CPU (unless someone has a brilliant idea). I had some ideas for engine clusters (like on the Falcon 9) but I never managed to make them work properly...
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[1.9+] ModularFlightIntegrator 1.2.7 (19 October 2019)
sarbian replied to sarbian's topic in KSP1 Mod Releases
I can be quite obsessive about memory allocation but it s not the case there MFI needs to runs at some very specific timing and to do that I use the stock TimingManager (since it can not be done without it). So the memory allocation was most likely moved there since TimingManager will call the delegate and thru them the stock code. -
Before anyone ask: Yes, my server is down
sarbian replied to sarbian's topic in KSP1 Mods Discussions
The TTL is 3H. That kind of things is the stuff I am paid to do -
Before anyone ask: Yes, my server is down
sarbian replied to sarbian's topic in KSP1 Mods Discussions
I moved the server to its new home. The DNS is updated but it can take up to 3H to propagate... -
I am working on it. Hopefully it won't last too long.
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[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included
sarbian replied to sarbian's topic in KSP1 Mod Releases
It is. And I have no idea why because I never saw anything that uses the float values directly... Yes, there are calls to do that. UpgradeableFacility.SetLevel(int lvl). The main problem is grabbing the proper instance of UpgradeableFacility. ScenarioUpgradeableFacilities.protoUpgradeables is a Dict with the id of the facilities and ProtoUpgradeable. And ProtoUpgradeable has List<UpgradeableFacility> facilityRefs So something like (not tested): ScenarioUpgradeableFacilities.protoUpgradeables[SpaceCenterFacility.LaunchPad.ToString()].facilityRefs[0].SetLevel(2); -
[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included
sarbian replied to sarbian's topic in KSP1 Mod Releases
And I don't get the same result at work . @Jake I know that I the best result comes from using the explicit calls and that's what I do with CBK but the lack of consistency between my test at home (VS 2017 .NET 3.5 + Unity Mono) and work (DotNet Core 2.0 cmd line) sure is confusing. -
[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included
sarbian replied to sarbian's topic in KSP1 Mod Releases
Yes, it gives "Test 6 7". The 6 makes sense when you know how things works underneath but the 7 does not. Why does the compiler uses a different method ? -
[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included
sarbian replied to sarbian's topic in KSP1 Mod Releases
I found some time to debug this mess before my vacation so have fun with 1.1.15. Hopefully it should fix it all. Trivia test. What is the result of this code : float n = 0.35f; log("Test " + (int)(n * 20) + " " + (0.35f * (int)20)); -
Your project is setup for "Microsoft.NETCore.UniversalWindowsPlatform". It may be that your VS does not have the proper workloads installed. I think I had the same problem when I installed 2017. You should have a "Visual Studio Installer" in your start menu. Launch it and select the icon next to launch under VS 2017, and select modify in the menu. IN the next Window you should have at least that checked. The important one is the ".NET desktop development" (center) and the ".NET Framework 3.5 development tools" (right side) And when you create the project select "Class Library (.NET Framework)" then open the project properties and set it to ".NET Framework 3.5"
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[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included
sarbian replied to sarbian's topic in KSP1 Mod Releases
Your mods post show otherwise.