Jump to content

stibbons

Members
  • Posts

    1,326
  • Joined

  • Last visited

Everything posted by stibbons

  1. For a long time my communications network design has been "take a lot of satellite contracts and slap relays on the side of all of them". Works well, and I get paid for it.
  2. Turn off Steam auto updates. Set the KSP version to the one that you want to play. Both of these options are available in the properties dialog by right-clicking the game in Steam.
  3. I've spent a little time trying to find pictures from the meetup. Not sure if it's because I can only search in English, but haven't yet found anything. Are there any pictures online that you know of?
  4. I've been a part of KSP meetups at the last few LCAs. It was super fun to talk little green folk with @pjf and the other Kerbal Players Guide authors. Alas, won't make it to this year's conf, only partly because it's in Christchurch.
  5. I saw! Thank you so much for that. I haven't yet had a chance to go over it properly, sorry, holiday season and all. Will add some comments to the PR soon though, and think long and hard about starting the ports automatically again. I've tried to write the plugin to support subscribing and unsubscribing from channels at any time (not least because that's something I would like to do for the ghetto MFDs on my controller). But I've never explicitly tested this, all of the arduino code I've written for this plugin so far subscribes in `setup()`, long before a flight scene is loaded. I wonder if something is going strange there.
  6. Weird, I've never seen that launching from Steam regularly across all three platforms. I wonder if it's because your Steam language settings have ended up getting screwy somehow? What language is it set to now? (right-click game -> Properties -> Language tab). It might be worth setting it to a different language, letting Steam download the new locale files, then changing it back? You're talking about two different things. One is an unmodded game that's not behaving properly, the other is a half-hearted solution to dealing with mods when you don't know how Steam works.
  7. My hot takes: It's not cheating, but the "you can't cheat in a single player game" argument is terrible because cheating yourself is still cheating. It's not good for learning how to fly, because you're not learning how to fly you're learning how to imitate an autopilot. I wish I were a waterbear.
  8. That works? Awesome! I'd wondered, but hadn't found the time to actually boot my one Windows install to try it out. Thank you so much for letting me know how you're going doing this stuff on Windows. The arduino library is all doxygenised, which is how https://kerbalsimpit-arduino.readthedocs.io/en/stable/ is generated. But, once again, I've been working on the plugin code with the assumption nobody else would read it. Pretty much all of the documentation that's there was intended to be notes to myself. But properly documenting what's there sounds like a good plan.
  9. I had to go and read up on all of this stuff again, because it'd been a while since I looked hard at this code, sorry. And I realised that hardcoding magic numbers like that isn't much fun. So I've added constants for the rotation and translation masks, similar to the action group constants. You can set the mask like this now: rotation.mask = PITCH_ROT|ROLL_ROT|YAW_ROT; Heh, if it makes you feel any better, this is pretty much my first C# project too (after some small contributions to other KSP plugins). YES. Definitely. Contributions are very welcome, and using the debug terminal like you're suggesting sounds great. Note that the way the plugin is built is currently a little idiosyncratic, I'm generating the .csproj and AssemblyInfo files dynamically, which may not play nicely with IDEs like VS and monodevelop without some work. https://bitbucket.org/pjhardy/kerbalsimpit/wiki/PluginHacking.md has some details on getting set up to build it. For what it's worth, I've been using a trello board at https://trello.com/b/t6YUftuS/kerbal-simpit-progress to track what I'm doing. But that's not easily accessible to people who aren't me. So, sure, I've just turned on the issue tracker on the bitbucket project - https://bitbucket.org/pjhardy/kerbalsimpit/issues After fighting with my deployment environments for a while, there's a new release of the Kerbal Simpit plugin. 1.3.0 includes a new command channel to set the SAS mode, thanks to @TrainWreck. CKAN should have it in the next few hours. The Arduino library has also bumped to version 1.2.1. This includes the bits needed so your Arduino can send SAS mode commands, which look a lot like this: mySimpit.setSASMode(AP_RETROGRADE); I've also added some constants to make setting the mask on rotation and translation commands a little more intuitive. The Arduino library manager should have the new release shortly as well.
  10. For creating a release archive from a git repository, I use git archive. At its simplest, from the root of your repository, you can run something like this to create a zip file without all of the extra repository junk. git archive -o ../MyAwesomeMod-version.zip --prefix=MyAwesomeMod HEAD Things get more complicated if you're building a plugin. For that, probably best to just write a script that assembles all the bits you need in a staging directory and zips it up.
  11. Well, dang. Apologies for the dumb bug, and thanks for sorting it out, @TrainWreck. Can I assume the PR for SAS mode is from you too? I'll make sure I can merge that, and get this fix in a new release this week. I really hope getting set up to actually build the plugin wasn't too hard. Tried to document it thoroughly, but have never heard of anybody else trying to do it. Please let me know if there's anything that wasn't clear, or that could be done better. Possible, but I'd avoided it because adding UI code seemed massively complicated, and to be honest I've only really thought of the dev loop in terms of getting the plugin and arduino library functional. Actually hacking on serious controller code isn't something that I'd considered, sorry. I've added manual disconnect/reconnect at runtime to my backlog.
  12. Apart from a brief stint with Ubuntu, all of my machines at home have been Debian since about 2000. The growing collection of Raspberry Pis are all Raspbian. At work we're exclusively Ubuntu.
  13. You can fool the auto replace by putting a zero width space in the middle like :)
  14. I haven't received one in 1400 hours of play time.
  15. KSP doesn't have achievements, cards, or pretty much any other Steam features. Workshop support for sharing craft was only added in the last few months.
  16. The last Intel laptop CPUs that were 32 bit only were the Atom Lincroft line, back in 2010. For a 32 bit only desktop CPU you're going back to Pentium 4 hardware 5-6 years earlier. If you're still running KSP on kit of that vintage I'm... quietly impressed, actually.
  17. Hi! Over recent months my development on this code (and playing KSP) has slowed some. I'm trying to get back in to it recently but, you know, life. :) SAS mode control is on the list of things I'd like to get done - you can see my planned progress at https://trello.com/b/t6YUftuS/kerbal-simpit-progress . That said, pull requests would be very, very gratefully received. Have a look at the other providers and https://bitbucket.org/pjhardy/kerbalsimpit/wiki/PluginHacking.md to get started writing code if that's what you'd like to do.
  18. Hey yo. I don't use this mod, but did just notice some weirdness in the CKAN listings. You've currently got: ABFW Revived (OSX version) Advanced Fly-By-Wire (Windows, x64) AFBW Revived (Linux version) Apologies if you already know about this, I searched this thread and checked the open github issues before commenting. At the very least, would be nice to correct the typo in the OSX version. But standardising the name across the three releases would be nice to have. Cheers!
  19. If it's a laptop with multiple GPUs, check to make sure you're using the discrete GPU. But, yes, more detail is required. What model hardware, what version of macOS, what KSP, etc. Check here for how to post a detailed description of your problem.
  20. fwiw, github has been having a lot more stability issues than usual lately (it seems to be a seasonal thing affecting all DVCS hosts). That's almost certainly impacting web frontend rate limiting. I saw this floating across the KSP subreddit the other day, for example:
×
×
  • Create New...