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KSP2 Release Notes
Everything posted by sarbian
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Kopernicus then ? @Thomas P. ?
- 18 replies
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Changing Kerbal stats is annoying to do. Do you change only the new one or also the old ? I can have a quick look... Which mod add this ?
- 18 replies
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[1.9+] ModularFlightIntegrator 1.2.7 (19 October 2019)
sarbian replied to sarbian's topic in KSP1 Mod Releases
Thank you for that detailed bug report. -
If you use the stock localization code then it is easy to add a new lang with a cfg/MM patch. You should let native speaker translate from your cfg.
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Nyan Cat in the loading screen? Am i tripping?
sarbian replied to milosv123344's topic in KSP1 Discussion
You forgot to talk about me making all this to build up my ego and save myself from a meaningless life.- 70 replies
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- 14
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I trolled all modded players.
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I am. Anythings that inherits Unity.Object does not have its native part cleaned up auto magically. GameObject do on scene change but that s the only one AFAIK.
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Squad uses TextMeshPro and that does not makes any uses of Unity native font system. Destroy(Immediate) have nothing to do with the GC. It s a Unity call to remove a native Unity (C++) object. My advice : Use TMP for your text . You can even make your own font (at least I can for you since I own the package in the proper version)
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Accessing MechJeb
sarbian replied to Tompete Kerman's topic in KSP1 C# Plugin Development Help and Support
If you are linking MJ then it s just vessel.GetMasterMechJeb() to get the active MJ core. -
New version out, fix some bugs.
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I would not jump on all of this too soon because from what I gathered some of the code is not final.
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This could just be a source file you add to your project. But runtime conditional logging usually has the default of allocating the strings even when disabled... Building with a [Conditional("DEBUG")] attribute on your logging calls may indeed be a better idea.