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clanehin

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  1. Been playing with CKAN. Love it! It would absolutely make my day if CKAN had a feature where you could filter down what parts are going to be installed with a mod. I often install, for example, just the solid rocket boosters from KW rocketry, or everything except the part containers from KAS. Apologies if it's been asked before.
  2. Haha. Ok, thanks guys. I have a feeling I've made it through the worst of it.
  3. How do I just get work done efficiently? Ok, where I am: I've set up Visual Studio 2012, with .Net Framework 3.5 and I'm able to copy my DLL into the GameData folder and see things like print statements. I've also been able to create right-click pop-up menus on in-flight craft by extending PartModule, etc, and I'm trying to get persistence with ConfigNodes to work. Problem: How to I develop efficiently? Right now I have to copy the DLL, wait for KSP to start, and find a NullReferenceException and *restart*. Slllooooowwwwwwww. It builds up to where I'm viscerally angry at every delay, like how long it takes the main menu text to float in (like one second). I mean, I don't want to be. I want to have fun. I tried deleting a lot of parts. This speeds up the boot process, but, I notice that I have NRE's internal to KSP that prevent me from launching ships. (The first ship launches, I land it around KSC, and then the second ship won't launch. I can go back and replicate it to get the stack trace if you want, but I didn't save it.) This happens even when I'm using a fresh copy of KSP that I haven't installed my plugin into. The NREs go away if I don't delete any parts. Is there a "blessed" lean configuration I can use? I can't justify the time I'm spending on this if I can't work for an hour and see some incremental improvement. How does everyone else handle this?
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