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xEvilReeperx
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Everything posted by xEvilReeperx
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The most common mistake is treating ScenarioModules like KSPAddons. Don't put the KSPAddon flag on them. In the latest update, a new attribute was added to make creating ScenarioModules as easy as KSPAddons: [KSPScenario(ScenarioCreationOptions.AddToNewCareerGames | ScenarioCreationOptions.AddToExistingCareerGames | ScenarioCreationOptions.AddToNewScienceSandboxGames | ScenarioCreationOptions.AddToExistingScienceSandboxGames, GameScenes.FLIGHT, GameScenes.EDITOR, GameScenes.SPH /* etc */)] class MyOwnScenarioModule : ScenarioModule { public override void OnLoad(ConfigNode node) { base.OnLoad(node); } public override void OnSave(ConfigNode node) { base.OnSave(node); } } There's one little quirk to know about. You may need to make a normal transition from main menu to space center once to get KSP to add the scenario. After it's been added to the persistent file scenarios, you can go back to using scene skipping code
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[0.25] Aligned/Formatted Currency Indicator
xEvilReeperx replied to xEvilReeperx's topic in KSP1 Mod Releases
Yeah, that was the serious bug that was fixed -
ScienceAlert is failing to start because there is apparently a duplicated experiment id when KSP tries to load science experiments. I added code to check for exactly this situation (and tell what the exact problem is) but sadly this exception is thrown outside of that net. I'll fix that. Do any of your science experiments on that ship work? I'd expect all of your experiments to be having problems on every save, but it's possible another mod is editing something on the fly
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I'll have a look at this Your output_log would be very helpful. I can't think of why it would work in one save but not in another... Are they both the exact same icon (same quality, same style)? Do they both change states? It's possible that it's some issue with a new version of the toolbar. I'll check it out
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How do I use a custom font
xEvilReeperx replied to Xty's topic in KSP1 C# Plugin Development Help and Support
The problem I hit was getting the various character/spacing info into a Font instance I created. I couldn't even set line spacing. It can be changed (and retrieved) in the Unity editor but there doesn't seem to be any way to pass that info back into a Font... -
Well, the most common example would probably be doing something with the R&D instance. I found that trying to access it directly in my own Start leads to problems (at least in flight it does), so I work along these lines instead: [KSPAddon(KSPAddon.Startup.Flight, false)] public class RnDAccessor : MonoBehaviour { IEnumerator Start() { while (ResearchAndDevelopment.Instance == null) yield return 0; // now R&D is ready } }
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A random one is selected and then ScienceAlert calls a KSP API function which is supposed to handle the spawning and the removing from vessel bit. I'll definitely look into this. Thanks for the bug report! I'm rather surprised it wasn't caught until now I haven't heard of any problems with 64 bit but it's possible. Is this on Win64? Very helpful! I think I know what's going on here and am doing some testing to be sure
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I've been kicking ideas around for the "interactive science" bit, like experiment minigames of smashing open rocks or using a microscope to examine a soil sample that are somewhat based on how the real thing would be done. I wasn't going to take it quite as far as you have though. The apparent lack of interest is worrisome though. Maybe I'll write a rough prototype and see what kind of feedback that gets before I invest a bunch of effort in the project
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Well, you could do something similar to SCANsat. Treat your ScenarioModule as a repository for information and then create a separate KSPAddon-marked MonoBehaviour for the work logic. KSP will destroy ScenarioModules between scenes regardless but you can use the DontDestroyOnLoad(this) on a regular KSPAddon and it will work as you'd like
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I didn't say it was sinister or intended (by the author) for malicious use. I told you that the security in it is so poor (nonexistent) that anybody who could break a website's security could use it to distribute anything they wanted. You said this was 'nonsense' and so I briefly explained how it could be done, making it not "nonsense" at all. I'm going to leave before this turns into another locked thread
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The point wasn't that it was opt-in, it was that the mod forum post makes no mention of it whatsoever so no amount of careful reading will reveal exactly what the mod does. As to the second part: I think it's safe to assume you either didn't look at the code or didn't understand it. The plugin sends a download request with its version info. If that version info doesn't match the server's, it sends a string that looks like this: [ { "url": "http://stats.majiir.net/downloads/ModStatistics-1.0.3.dll", "path": "Plugins/ModStatistics-1.0.3.dll" } ] It's sent in plain text with no encryption. No sanity checks are done on the path or web site; ModStatistics will go directly to the url given and download *anything*, and then attempt to put it into the relative path--so ellipsis are legal. Think about the consequences for anyone with 1.0.3 (at this time of writing) or lower installed if Majiir's website security were ever broken
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Or when it omits certain functionality from its description. Where in the original post does it tell its users it goes to a random web site and downloads executable code? It can be pointed at anything on any website and the DLL will download it and save it anywhere on the drive KSP was installed to (assuming the OS/permissions allow it). Hmm ... rides in on something that seems legitimate, then can be directed to install anything an outside, unauthorized third party wants on the host's computer ... I'm sure there was a word for this...
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[0.25] Aligned/Formatted Currency Indicator
xEvilReeperx replied to xEvilReeperx's topic in KSP1 Mod Releases
Most likely one of the procedural type mods that have variable costs is doing something the indicator isn't catching. Is this only on craft load or is the funds consistently wrong as you build your vessel? -
D'oh, there always seems to be a little oversight like that somewhere Not sure what's going on there. The only thing I notice is some kind of exception having to do with a part's collider. It's possible that threw a wrench into ScienceAlert somehow. Anything you were doing in particular that triggered it? It looks like you were bouncing up and down in EVA at the poles at the time, then switched ships (got into your lander?) Yep, that's planned in the next version. You'll be able to drag the window somewhere and pin it there if you want it to stay open
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I haven't had a chance to look into that yet I'm afraid. I suspect it's the toolbar and not me though; previous versions of ScienceAlert were handling rect sizing in OnGUI incorrectly which led to minor flickers. All I did was fix that [sortof edit] It'll probably be fixed in the next version of ScienceAlert regardless. I'm planning on moving from his drawable to my own window so users will be able to drag it around or pin it wherever they want
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[0.25] Aligned/Formatted Currency Indicator
xEvilReeperx replied to xEvilReeperx's topic in KSP1 Mod Releases
UIManager is from Assembly-CSharp-firstpass. ReeperCommon is a library of code I share between projects, you can find it here -- sorry, I recently renamed it from DebugTools so I can see where the confusion came from -
[0.25] Aligned/Formatted Currency Indicator
xEvilReeperx replied to xEvilReeperx's topic in KSP1 Mod Releases
The contract completion is the magic element that breaks it (only if you're using the "Calculator" widget style) due to a facepalm fail by me. Should be fixed in 1.1. The contract window not displaying active situation right isn't me as far as I can tell; things only went sideways when you received funds. Thanks for the detailed report! Yep, they work together -
[0.25] Aligned/Formatted Currency Indicator
xEvilReeperx replied to xEvilReeperx's topic in KSP1 Mod Releases
It should be doing this automatically. I haven't used NumberFormatInfo before though so if it's not, let me know and I'll try to figure it out @LuisCorinthiano, rabidsi: Can you provide your logs? Whatever is going wrong, I'm having a hard time tracking down. It sounds like you have a similar problem as ArcFurnace but it doesn't make any sense by itself: if that camera didn't exist, you couldn't see any of the UI in the VAB at all -
There was a frank lack of mention of it anywhere. I point it out because even in this thread there are certain derogatory phrases being directed at critics when it's entirely reasonable to be upset. Addons that do what it does need the absolute highest level of scrutiny and control. Luckily, the "controversy" got Squad's attention and policy is now being ironed out. That's good enough for me
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[0.25] Aligned/Formatted Currency Indicator
xEvilReeperx replied to xEvilReeperx's topic in KSP1 Mod Releases
I haven't looked at it but no reason why it couldn't be