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Showing results for tags 'plugin debugging'.
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I can't be the first person with this problem, but I also can't figure out how to Google it to find an answer. Is there a way to control (or at least know) what order config files will be loaded within a single plugin? For example, I'm making some parts FAR-compatible, but I have another patch that does a rescale. Is there a way to ensure that the rescale happens first so that I can scale up the aerodynamic properties for FAR correctly (e.g. "MAC = 10 * rescaleFactor")? If the FAR config is loaded first, the scaling won't happen correctly. I naively tried to append ":AFTER[my_far_config.cfg]" to the "PART" preprocessing function, but that doesn't seem to work EDIT: Okay, so I think I get it now. The functionality I wanted was to have a name that I could reference for the load order. The way you do this is with the :FOR[arbitrary_name] command, which is used only once in a config file and specifies basically a timeslot in the load order. Then, :AFTER[same_arbitrary_name] refers to the timeslot immediately after that one, which is why you can't have multiple BEFOREs and AFTERs in the same step. Is this right?
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A few years ago I started learning C# for the sole purpose of modding KSP. I quickly lost interest because I had to keep running KSP every time I wanted to visualize my plugin code. I've been away from KSP for awhile, and I apologize in advance if this has been answered somewhere, but is there an easy way to run code in Unity to quickly visualize, test, and debug code for a KSP plugin app? I know many aspects of plugins require interaction with the player in-game to work (like an autopilot) so, specifically, I would like to be able to develop a complex UI before I start running it in KSP. I develop simple games in Unity now, and it's so nice to quickly click the play button to see quick incremental changes in my code.