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kevmo314
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About me
Bottle Rocketeer
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Well the issue with non-spaceport hosting isn't the actual hosting, it's being able to figure out when you have a new version. Just a zip file or even a naming scheme in the zip file isn't sufficient as that's too variable.
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I can, but I figured spaceport was the most common. Suggestions for other locations? It needs to have a central repo-type location, so just a link to a zip file on a forum post won't work too well.
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I've been trying for a while now, but I can't seem to replicate this issue. Just to make sure, you have a new install of KSP, a fresh download of Kerbal Updater, and this is occurring?
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Ah, I see what's going wrong there. That's a really cute edge case, as the migration executable is attempting to replace itself, which it can't do because it's running. Updated the version on SpacePort to solve that.
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Hmm, thanks for reporting this. It should behave like the former, but given your screenshot, it will behave like the latter. I did add a condition for the GameData folder like that, so I'll check that one more time, specifically against the KMP plugin to see if it's working properly. EDIT: I can't seem to reproduce the issue. I get Staging\KMP, ie it extracted from the GameData directory properly? You're using http://kerbalspaceprogram.com/kmp-client/, correct?
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Okay, thanks. I'll add a condition to check if the download or migrations fail.
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Do you have a KSP.log? Also, do you have write permissions on your KSP directory? The install part probably doesn't but the update checking might.
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Yep! The actual download part is separate from the notification. You have to hit an "update" button. If you go ahead and do it yourself, you can click "Ignore" and indicate that you updated it. The notification part should work fine, but unfortunately, the downloading part isn't. I'd be happy to figure it out for other OS's though if I had some documentation about how unity handles plugins on them.
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[table] [tr] [td][/td] [td] Kerbal Updater v0.2β An updater for your plugins! Tired of manually updating your plugins? Tire no more! Straight from the labs of Wernher Von Kerman, a simple utility to check for updates to your plugins without finnicky third-party applications! (Well, almost) Kerbal Updater takes the stress off your back and puts it onto the backs of hard working plebals! Current Features: Check for updates on startup Download in the background Automatically install new version over previous version Specify SpacePort URL's for plugins that haven't specified it Current Limitations: No dependency resolution Max one update per day Only supports zip files Only supports GameData directory [/td] [/tr] [tr] [td] Download | [/td] [td]NOTE: This version is a beta (pre v1.0) version. Please make sure you understand that this plugin modifies files on your computer. Kerbals recommend you make a backup of your plugins before installing. SpacePort - MIT License - Source (Windows only for now and forever, sorry ) [/td] [/tr] [tr] [td] Executive Summary | [/td] [td]The plugin detects an update when the date on SpacePort is newer than the date stored. It does not check/compare version numbers, mostly because there's no easy way to detect them. The plugin follows the following procedure when updating a plugin: Fetch download URL and download file to directory. Extract file to staging directory. Attempt to locate plugin root folder (ie /GameData/<root folder>/). Migrate root folder to staging directory. Request restart from user. When the user quits KSP: KerbalUpdaterMigration.exe runs, KSP quits. Files from staging directory are moved into /GameData/. Staging directory and download directory are cleaned. KSP is restarted if requested by user. Kerbal Updater does not modify any files outside /GameData/. [/td] [/tr] [tr] [td] User Guide/FAQ | [/td] [td] How come when I start Kerbal Updater/manually configure a plugin, all of them are showing "Update Available"? I know I have the latest version. Kerbal Updater can't detect what version you have until you update it via the updater dialog. If you're sure you have the latest version, you can click "Ignore" to prevent Kerbal Updater from prompting that version. What if the plugin I want isn't configured for Kerbal Updater? No worries, just enable monitoring of the plugin, then hit "Configure" and enter the SpacePort URL of the plugin. Make sure it's the right URL, otherwise you'll install a different plugin. Note that if a plugin has an ID set already by the author, you can't override it. An external executable? Is that safe? Feel free to look over the (very short) source code yourself. What's the command prompt that pops up when I close KSP? If you have an update installed, that prompt migrates the plugins from staging to their /GameData/ homes. Because *.dll files can't be modified while KSP is running, this little app does it right after KSP is closed. What happens if the SpacePort URL changes? If the plugin is manually configured, then you'll receive an error. If the plugin is autoconfigured by the author, hopefully they'll update the ID as well. I got a "staging directory not empty" error! Help! The first thing to check is that all your plugins are functioning fine. If they are, then open up the staging directory shown on the error message, and check which plugins are in there. Remember these plugins, but empty the staging directory. When you launch KSP again, Kerbal Updater will no longer complain. Force update the plugins that you found in the staging directory. Kerbal Updater broke my plugin install! I'm sorry that happened. Let me know which plugins were affected and what happened. A KSP.log will also help. Unfortunately, you'll have to manually download the plugin and keep it updated yourself until the issue is fixed. [/td] [/tr] [tr] [td] Planned Features | [/td] [td] Add support for more filetypes like rar and stuff. Detect initial plugin version. Add in-game mod management/installation support (maybe in a different plugin). [/td] [/tr] [tr] [td] For Plugin Authors | [/td] [td]To have your plugin be automatically recognized by Kerbal Updater, create a config.xml file (or append the config nodes) somewhere in your plugin that looks something like this: <?xml version="1.0" encoding="utf-8"?> <config> <int name="SpacePortID">40298</int> <string name="Name">Kerbal Updater</string> </config> SpacePortID is the Product ID that can be found on your plugin's SpacePort page. Name is the requested name of your plugin. By default, Kerbal Updater uses the plugin directory's name, which isn't always descriptive enough. Also, make sure when packaging your zip file, the root directory is either GameData or your plugin's root directory. For example, the following structures are permissible: /MyPlugin.zip/GameData/MyPlugin/... /MyPlugin.zip/MyPlugin/... Any other structure will cause problems. If you'd like me to handle another structure though, I'd be happy to add detection of it. [/td] [/tr] [tr] [td] ChangeLog | [/td] [td]v0.2: Small performance improvement, added handling of edge cases and more error handling. v0.1: Initial release[/td] [/tr] [tr] [td] Acknowledgments | [/td] [td]Wernher Von Kerman would like to acknowledge the following people: The authors of Kerbal Alarm Clock for their code, of which I learned a lot from. SharpZipLib for their zip library, as there isn't one built into Unity's version of Mono yet. Please let me know if you have any suggestions. I know I have a low post count. I don't post much (anywhere, really), but I've been lurking a lot. [/td] [/tr] [/table]
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Setting direction of deployed parachute?
kevmo314 replied to kevmo314's topic in KSP1 C# Plugin Development Help and Support
I tried the LateUpdate() method and the flickering is quite extreme for me. It might be just my computer, but it's incredibly noticeable, so I guess I'll try the module replacement method. When I did it with ModuleManager, it seemed to break any current auto-saved ships saying ModuleParachute wasn't found (because I replaced it with something else). Is this supposed to happen? I can just do it programmatically, but I was just curious as ModuleManager does seem like a cleaner solution overall. -
Setting direction of deployed parachute?
kevmo314 replied to kevmo314's topic in KSP1 C# Plugin Development Help and Support
Thanks for the suggestion, but it didn't seem to work. I tried: ModuleParachute moduleParachute = part.GetComponent<ModuleParachute>(); Transform transform = part.FindModelTransform(moduleParachute.canopyName); transform.RotateAround(Vector3.up, 180); but it didn't seem to have any effect. Just to confirm, I also tried with transform.RotateAround(Vector3.right, 20); to see if it rotated the model, but there was no effect. Is there anything I need to do to apply the transformation? According to the Unity docs, I shouldn't need to, but maybe KSP is doing something special here? Also, just out of curiosity, what's the difference between transform found this way and the transform located in the scope of PartModule? -
Setting direction of deployed parachute?
kevmo314 replied to kevmo314's topic in KSP1 C# Plugin Development Help and Support
Which vector? The impulse vector I'm applying needs to be in the direction it's currently pointing, otherwise it wouldn't be an accurate model of wind, it's that I can't get the parachute to respond properly to that impulse (or rather, it responds properly, just not in the way I want as wind usually causes the parachute to act opposite the direction a normal impulse would). I've tried things like using small position changes instead of an impulse, but that causes the craft to be unstable even though it solves the orientation issue. I've thought of forging the velocity vector, but I can't figure out how to change the velocity vector without changing the direction the craft is going (yes, I know this sounds silly). -
Setting direction of deployed parachute?
kevmo314 replied to kevmo314's topic in KSP1 C# Plugin Development Help and Support
I've tried for a while now and still no luck. I guess this might not be possible? Darn, that's disappointing. -
I'm working on a wind/weather mod and I've got wind working pretty well, except that the parachute model doesn't seem to respond correctly. Taking the drag vector pointing directly up, the wind effect vector perpendicular to the drag vector, the parachute seems to deploy in the direction that's opposite of the resultant velocity vector, not the direction of the net force vector. So I understand that this is probably because it's easier to model that way, but is there a way for me to rotate the direction of the parachute model? A simple rotation of 180° around the vertical axis (with respect to the vessel) would fix my problem, but I can't seem to find the API function to do that.
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[0.22] GPWS for Jets/Planes v1.2 Hear yourself land! or crash!
kevmo314 replied to Cryphonus's topic in KSP1 Mod Releases
For anyone interested in more Kerbal-sounding sounds, I've pitch-shifted them higher and reversed them (like chatterer) here: http://www./download/nxs1adpahsl79uq/Sounds.zip