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avivey

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Everything posted by avivey

  1. Hadn't had time to even download 1.2 yet. Don't know when I'll have time to re-compile. Go ahead and re-build if you need it now.
  2. I still want to add it, as well as harvesting information and more, but I don't know when I'll have the time.
  3. That might fit Targetron better http://forum.kerbalspaceprogram.com/index.php?/topic/105730 .
  4. New version available for 1.1.2! (Not updated in ckan yet, but you can manually download from github).
  5. Basic functionality back for 1.1.x; No new behavior, but using the stock plugin now.
  6. Hi all, I'm glad there's still some good getting out of this micro-mod! The current status is like this: I'm waiting for 1.1. Since 1.1 includes a large UI change, and this mod is mostly UI, I expect I'll need to re-write much of it. I'm also not playing KSP until 1.1, because the technical limitations that will finally be solved are a big pain for me. Once 1.1 is out, and since I can't really play without this mod, I'll update it, and that will (eventually) include harvestable/offline resources. so.. soon, I hope?
  7. Let me see if I can get something quickly. - - - Updated - - - Playing with no mods other than the toolbar and this, I don't see anything in the logs that might be interesting. I also don't see why CKAN warns you about version compatibility - the file specifies minimal KSP version, no maximum (https://github.com/KSP-CKAN/CKAN-meta/blob/master/SwitchVessel/SwitchVessel-0.4.ckan).
  8. I haven't had time to test this since .90... I expect it will work, or at least not do anything really bad.
  9. I've briefly looked at using the stock toolbar, figured that blizzy's one is much better. But I think I have a better idea - has anyone made a plugin for "add whatever you want to whichever toolbar, no coding required" plugin yet?
  10. Hi marce, can you please try this version: https://github.com/avivey/ksp-switch/releases/tag/v0.4.1 ? It should fix most of the highlighting.
  11. It's a browser based tool to assist in editing CKAN meta files. The longer-term goal of the tool is to allow non-technical users to edit these sorts of things directly, without needing to understand git, or even how to write a JSON. This is probably not a huge problem for the modding community, but I have hopes to use the same tool as a base for similar cases[1]. It is (Or, at least, should be) a little more convenient then using a text editor to edit the content directly. It's very early in it's lifecycle, but it is kinda usable already: You can edit files, save/save as, have multiple "projects" (branches), and issue a pull-request. The editor is a schema-aware JSON editor: It follows the schema defined for CKAN, and will validate the content before saving. (For the sake of consistency, the resulting json file has it's keys sorted; This means that consecutive edits of the same file will show up nicely in the diff page. It also means that the first edit will not show up nicely in a diff page). I would appreciate feedback on usability, and active help on the whole "make it pretty" side - I'm pretty bad at that. It's live at https://avivey.github.io/metaedit/, and as source at https://github.com/avivey/metaedit [1] This is actually a pattern I've seen in the real world many times.
  12. I'll try to look into it. It looks like the physics-less parts don't get de-highlighted?
  13. Of course they could; All the information is easy to access and filter out of the compiled binaries, any self-respecting IDE is displaying it, and many tools allow for easy exporting of API documentation. Hack, I could do it, if it weren't for the pesky EULA.
  14. Released version 0.4, updated for 0.90. I've removed the "force" button (Now always off) and the "eager" button (Now always on).
  15. Another cool feature, for those who think RSS/ATOM isn't dead: Following https://github.com/KSP-CKAN/CKAN-meta/commits/master.atom will let you know about updates to any CKAN-supported plugin.
  16. Note: This isn't exactly working on 0.90. I'll get to the bottom of it eventually.
  17. I've never heard of this; Do you have any more mods installed? Which OS are you using?
  18. Which OS and which video card are you using? Did it ever work? I have the same issue (http://forum.kerbalspaceprogram.com/threads/94965), and I'm beginning to suspect it's a Unity issue.
  19. Thank you Khatharr, This is useful and needed! Right now, both Firespitter and Notes keep falsely reporting "incompatible", despite both being on the very recent versions, and that makes me jump to the forum every single time I see it, and look again and make sure again that yes, I do have the right versions of everything, and no, there's nothing to update.
  20. SXT has a 2.5 meter cargo bay that fits great into rockets, despite being called "Large Aircraft Cargo Bay". It still works in .25, but the texture is missing http://forum.kerbalspaceprogram.com/threads/24906 (It's the only part of SXT I have installed).
  21. Well, it walks like AA and quacks like AA. Any way to fix this, whatever it is?
  22. I can't get antialiasing to work, no matter which settings I'm using. I use Windows 8 (With all latest patches) with GeForce GTX 760 (With latest drivers - currently 344.11), with lots of RAM, running 32bit KSP, and no mods. All graphics options are set to their max (And I've tried lowering or disabling some of them at different times), but picture quality is not good: Note artifacts on the left (Circled) in background, the kerbal's mouth, and most of the borders on the ship on the right. The effects when the models move are much worse. Same issues are in-game as well. I get this for both windowed or full-screen, with ksp version 0.24.2.559 (both 32 and 64 bits). System info from ksp.log: Kerbal Space Program - 0.24.2.559 (WindowsPlayer) OS: Windows 8.1 (6.3.9600) 64bit CPU: Intel(R) Core(TM) i7-4820K CPU @ 3.70GHz (8) RAM: 8134 GPU: NVIDIA GeForce GTX 760 (3072MB) SM: 30 (Direct3D 9.0c [nvd3dum.dll 9.18.13.4411]) RT Formats: ARGB32, Depth, ARGBHalf, RGB565, Default, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8 What am I missing? Thanks!
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