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KSP2 Release Notes
Everything posted by fronbow
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Hi @wile1411 yeah there's a few oddities happening at the moment, but we thought we'd release it as an interim release until we get it back to its former glory! I would never think to check how it behaves at different time frames, so thanks for that. Feel free to pitch in here https://github.com/Ezriilc/HyperEdit/issues/29 Cheers
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Interesting! Pics would be good both here and on your Spacedock page to show the level of detail. As would the GPL2 licence. Also you say on the Spacedock page that it's 1.3.1 compatible but the bundled versions of KJR and HyperEdit are for 1.2 (There are newer versions you could bundle) not to mention they need to be under the GameData directory, so in your folder structure alongside the Skunk_Works directory. Just an idea but you could utilise the Community Resource Pack for the exotic fuels I'm yet to try it in game but the previews look awesome. As does the level of detail!
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pyKAN - Pure python CKAN client
fronbow replied to metalpoetza's topic in KSP1 Tools and Applications
Cheers for the merge! I completely understand, and I am a linux fan too, but I'm also a gamer (and a developer!), so I play around/do serious stuff in a VM and run my paid software in Windows. I'm happy to contribute anything that means us windows users get another alternative to CKAN. You're doing well with the "heavy lifting" so far! Cheers -
pyKAN - Pure python CKAN client
fronbow replied to metalpoetza's topic in KSP1 Tools and Applications
Unless they're a developer, then the average windows user won't understand that!! But yes, that is the best way to get them. There might be a way with npm in Visual Studio, but again that would mean they're a developer so I would assume they know what they are doing. I just created a PR for that simple batch file If there's anything you want testing/trying out in Windows gimme a nudge, I'd be more than happy to give you insights from this OS! -
pyKAN - Pure python CKAN client
fronbow replied to metalpoetza's topic in KSP1 Tools and Applications
Yes that cured it, cheers (I'm using the release version rather than the source repo). For Windows users, so long as they installed python rather than downloading and extracting, python and pip should be in their path. But they will need to install the dependencies: pip install appdirs pip install requests (which could live in the simple batch file) It might also be worth saying, to get it started on windows: python pyKAN addkspdir --kspdir "DRIVE_LETTER:\PATH TO KSP" -
pyKAN - Pure python CKAN client
fronbow replied to metalpoetza's topic in KSP1 Tools and Applications
Interesting, I've been searching for something that isn't CKAN too! I happen to be on Windows 10 Pro x64, just installing py 3.6b2. Using python versions 3.3.2 or 3.5.2 I get a syntax error for line 11: File "pyKAN", line 11 print "WARNING ! Many upstream download servers required SNI verification." ^ SyntaxError: Missing parentheses in call to 'print' I'm guessing that maybe python on windows is a little less forgiving than on linux? Also, for windows users, you might want to utilise a simple batch file like ( pyKAN.bat ) python pyKAN %1 (Assuming python is setup to be in their PATH) -
[WIN] KML - Persistence file editor
fronbow replied to Mythos's topic in KSP1 Tools and Applications
True, just thought it was an alternative until @Mythos gets around to his TODO list!- 238 replies
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[WIN] KML - Persistence file editor
fronbow replied to Mythos's topic in KSP1 Tools and Applications
Have you had a look at Ship Save Splicer - It allows you to duplicate crafts between saves- 238 replies
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I would like to see SpacePort 2 more integrated with the forum, particularly for the feedback from users and also to cut down on redundant data that only needs to be in one place. I'm surprised there isn't a mod for VBulletin that does something like this already; drupal's project page would be a suitable fit in my opinion and could be extended for additional features, and I'm pretty certain a bridge between VB and drupal could be created (if it's not already available). drupal also has a better way of dealing with file uploads than WordPress (I've developed for both platforms!). I would also like to see some sort of version control or broadcast so that addon managers can do a better job of keeping installed mods up to date (curse do a really good job as far as WoW addons go!!) Also, a dependency check to show mods/plugins that are required - rather than allowing mod authors to incorporate others' plugins, just have a way of either downloading the latest as part of the mod or showing links to the dependencies. +1 for Modpack bundles - there's a lot of creative use of these on curse.
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I have bits that work at least! And one day soon it might even allow edits to be made to a tree and for that tree to be saved!! I just seem to be stuck on all the complex stuff lately. I'm more than happy to do some collaboration with you both, and when/if we finish then it might be a decent tool for other people to use too?!! FWIW: My reasoning to use c# was because I play on Windows and Linux so a cross-platform tool would be more use to me, and the community in the long run
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Yes, mine is external to the game (I needed a good reason to learn how c# works and this sounded like the ideal project!). I'm from a php, python, pascal, c/c++, basic background so the logic is all there, it's just getting used to how c# does things which feels almost alien to everything I've done before!! Maybe we should compare notes?! My KSPTreeUtil was just reading the part files until I realised the other week (like you) that some mods don't call theirs part.cfg or have multiple parts in one file. I'm currently trying to work out the best way of parsing the files to put the data into a more human-readable way! (It's a good job I like RegEx's!!!) Also, because of this, I started thinking that I need essentially 3 lists: 1 to show all the available parts, 1 to show parts that were already connected in the tree.cfg, and 1 to show unconnected parts that didn't appear in the tree. At some point down the line I would like to do something similar to ROFLCopter64bit's prog and show some kind of preview of the tree (if only to make the pos parameter make a little more sense to the average user!). Maybe I should stick this on github? Although I don't want everyone to see it just yet - it's very messy code atm
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I'm already writing something like this in c# (while I get my head around the foibles of c#!!); there is a vb app in the Tools & Apps forum by ROFLcopter64bit iirc...here it is http://forum.kerbalspaceprogram.com/threads/24931-0-22-KSP-Utilities-Save-backup-application-Tungsten-Alpha-2 that also allows a better way of editting the tree outside of the game. Currently my version (not released until it can do more stuff! - like saving data for a start!) reads thru' the gamedata directory and picks out all your part configs. It will also read a tree.cfg of the users choosing.
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You don't have to create an experimental branch, people can fork your branch to make changes/updates to the current branch and then you can pull their changes back into the main branch. I would consider creating branches for major changes like the move from 54 mods to 81ish, then if someone only wants to use the 54 then they can just grab that version instead of the other version! Oh, and yay, you were quick
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Ahh, I was just thinking that if it was on github or somesuch then it would make it easier for people to make changes and to be able to track the changes! It would also be more feasible for people to make their own fork so that they can tailor a version just for them?! Or even to have different versions for different situations - like separate copies for the poll questions, or the current version (54 mods used) and the new version with 81 mods used! If it's not something you're interested in, would you mind if I put a copy on my github a/c for this purpose? Cheers
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I'm going to have a look at this in 0.23 later - the fact that science can't be spammed like before could be an interesting dilemma for all custom trees! That said, it might just be the case that we can't jump from say requiring 160sp for one tier and then a huge leap to 500sp for the next tier - I can see a lot of playtesting to get the right balance of numbers!
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FWIW, from the kspmodder's forum you shouldn't try to run with both TreeEdit and TreeLoader as you will get crashes I've noticed a few times that TreeEdit seems to mangle tree.cfgs...wish we could get at the source of TreeEdit! Cheers @Ackander, it's interesting stuff! I'm hoping to include some way of highlighting mods that aren't installed but are present in the tree without deleting that particular entry - the logic is already forming in my brain Oh, and I also tone down the textures settings just so that the mods all load and it doesn't crash after loading them all.
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Hi All So I decided to add C# to my list of languages by teaching it to myself last weekend (I come from a php, python, pascal, c/c++ background, basic). To this end I'm writing an application to make tree.cfg editing easier (I hope?!!!). Are there any libraries or game dlls I can import to make life easier and more future-proof if Squad change anything in-game dramatically? My application synopsis: Given a KSP directory it reads the GameData directory for all the part.cfg files and will then parse the necessary data for use in Tech Trees. It will also allow you to create or open a tree.cfg file from a save directory. I'm leaving the idea of visualisation ala KSP TreeCreator till later, much later probably! So, are there any existing resources that will help parsing the part.cfg and tree.cfg files or do I continue to roll my own? is there a way of utilising the game's tree icons? is there a specification anywhere of the rules on tree.cfg creation/saving? Fingers crossed somebody can help or give me some stuff to think about! Cheers
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It might be worth looking at reducing the texture memory footprints rather than deleting them....or if you have some spare hdd space you could duplicate the game just so you can manage this awesome tech tree?! Is that 2.8Gb drive space or game memory usage? (just curious!!) My GameData directory is at 2.37Gb at the moment! PS: Have you seen this mod? http://forum.kerbalspaceprogram.com/threads/59005-0-22-Release-1-1-Active-Memory-Reduction-Mod - it helps with textures As a result of this thread, I'm now "teaching" myself C# by slowly creating an app that may make editing trees a bit easier - it's not as fancy as that VB one that I mentioned previously in that I'm a way off creating some kind of visualisation preview. Mine is slightly different in that it reads all the parts.cfg files from the GameData directory and will then help with managing the tree by only allowing "installed" parts to be added into the tree. I'm not sure when it'll be finished (hopefully soon), but it is on my mind now....just wish I'd gone with c++ or vb instead of tackling a new language!!
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I think I'm pretty close to having them all installed - though I have had to tweak the graphics settings a bit (If only there was a 64bit Steam and KSP version that would address all 16Gb of my RAM!!) This makes sense (from a programming background!) - I would've thought this was read sequentially as well!