Jump to content

Search the Community

Showing results for tags 'plugin debugging'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 1
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 2 results

  1. 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?
  2. 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.
×
×
  • Create New...