Thomas changed the topic of #kspmodding to: Welcome to #kspmodding - the channel for discussing, and learning about, modding Kerbal Space Program. Code of Conduct: https://git.io/vSQh6 | Always provide logs (do !support for help). | *** PSA: https://kerbalspaceprogram.com/api/index.html | <Red5> Guy was asked for a log file, he gave this link: http://pastebin.com/wfVarZPf
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* xShadowx is disliking the new partset
<xShadowx> makes it easier to get resources, harder to see where they comin from :|
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<xShadowx> wth.....why are 2 instances of this kspaddon happening....
<xShadowx> oh cool another stock bug
<xShadowx> kspaddon.startup.allscenes causes it to go twice
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<xShadowx> [GameParameters.CustomParameterUI(newGameOnly =true)] uh isnt this redundant.....as only new games can get to the game params menu ......
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<xShadowx> custom game params > how to make a float slider be 10%..20%....100%? everything i try to set, slider will only jump 0% or 100%
<taniwha> check min max and step
<taniwha> iirc
<xShadowx> stepCount seems to do nothing, if i use the asPercentage it seems to ignore minValue being 10% and jump to 0% heh
<taniwha> 0% on the bar is minvalue
<xShadowx> i put minValue = 0.1f though
<xShadowx> maxValue = 2.0f works fine going to 200%
<xShadowx> if i dont use asPercentage seems everything works fine, stepping in the middle fine
<xShadowx> just asPercentage seems to stick it to 0% or maxValue only
<xShadowx> going with what works, 0.1f to 2.0f without asPercentage, i dont get a fancy % sign but oh well
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<Sigma88> 0/
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<Sigma88> do any of you know if it is possible to intercept the function to generate kerbal names?
<Sigma88> and also, if it is possible to change the names of the 4 top astronauts (Jeb, Bill, Bob, Val)
<Sigma88> (so that the game still gives them special suits)
<Sigma88> (if it still does that, I haven't noticed in a while :D )
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<taniwha> Sigma88: just replace the arrays
<Sigma88> where can I find the arrays?
<taniwha> CrewGenerator
<taniwha> however, private static, so you'll need to pull some rabbits out of a few hats
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<Sigma88> yeah no problem
<Sigma88> at least now I know what I am looking for :D
<Sigma88> thanks
<taniwha> np :)
<Sigma88> HAHAHA
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<riocrokite> CrewGenerator.badNames
<riocrokite> gonna add a lot of new stuff there with new languages ;)
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<riocrokite> what is the different between 2 'if' statements and 'if'+'else if'
<taniwha> riocrokite: former: both can run, latter: only one can run
<taniwha> (depends on the conditions, of course)
<riocrokite> rgr thx
<taniwha> riocrokite: also, for the latter, the second if will be tested only if the first fails
<riocrokite> cool
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<xShadowx> less important for new coders but infoz :D if (a == true || b = true) the || is OR, if the a is true, it doesnt even check b, saving on efficiency ^.^
<xShadowx> or && for AND, if a is false it wont check b heh
* xShadowx loves c# is smart and remembers old languages that werent
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<SigmaSemi> xShadowx: s/b =/b ==
<Qboid> SigmaSemi thinks xShadowx meant to say: less important for new coders but infoz :D if (a == true || b == true) the || is OR, if the a is true, it doesnt even check b, saving on efficiency ^.^
<xShadowx> :|
<SigmaSemi> xShadowx: that's true for all ifs as far as I can tell
<xShadowx> SigmaSemi: the efficiency bit?
<SigmaSemi> as soon as a condition make the if fail (or succeed) the code stops checking
<xShadowx> yep :)
<SigmaSemi> for example I need to check if some stuff is null
<SigmaSemi> and I do
<SigmaSemi> if (a != null, a.b != null, a.b.c != null)
<SigmaSemi> normally the code would break if you would try to check a.b != null when a is null
<SigmaSemi> but since the if fails when a == null
<SigmaSemi> it never gets to the part that make the code go into error
<xShadowx> if (a?.b?.c? == null)
<SigmaSemi> I've had mixed results with that
<xShadowx> or w/e i forget how to use ? but its close
<SigmaSemi> it doesn't always work correctly
<SigmaSemi> no it should be ok
<SigmaSemi> but I've had it break on me
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<xShadowx> i havent used it enough to have it break ;p
<xShadowx> granted its smaller / less typing, but different style to read
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<xShadowx> ooo vesselmodules can be disabled :D
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* xShadowx scratches head
<Sarbian> ? is dangerous with Unity object since they have some added operator that does not work properly with ?
<xShadowx> staring at a monobehavior class, no kspaddin at top, and the only thing i see where it instantiates itself is when Awake() is called, so...does unity instantiate every monobehavior once or somethin?o.O
<Thomas> No, it doesnt
<Thomas> Maybe it is instantiated manually in another class?
<Sarbian> With a unity object You can have MyObject == null true and (Object)MyObject == null false at the same time
* xShadowx should probably not question this particula code and walk away
* Thomas wonders if xShadowx is looking at scatterer :P
* xShadowx is looking at RD code
<xShadowx> :|
<Thomas> LOL
<xShadowx> trying to figure out what first makes CommNetNetwork lol
<Thomas> Well, scatterer has classes that extend from MonoBehaviour, but they dont get attached to gameobjects, there is one kspaddon, that makes a new instance of the MonoBehaviours with new (), and then calls their update methods etc. in the update method of the kspaddon :P
<xShadowx> then soon my kerbals shall get home sick if no comms to home for a period defined in configs ^.^
<Sarbian> Thomas !!!!
<Thomas> Sarbian !!!!
<Thomas> :P
<xShadowx> Me !!!
<Sarbian> xShadowx: CommNetScenario
<xShadowx> oh :D
<Sarbian> There are so many modder who do really bad things with the unity objects... (Unity strange approach to object does not help)
<Sarbian> Get a proper decompiler ;)
<Thomas> Get a decompiler and stop reading IL Code :P /s
<xShadowx> :|
<xShadowx> but IL is fun to read
<Sarbian> JustDecompile FTW
<Thomas> \o/
<xShadowx> now to impliment letters from home......
* xShadowx wonders how long itll be until some kerbal is sent porn
<Thomas> pfft. just integrate the IRC 4 ksp mod :P
<xShadowx> lolz
<Thomas> Or write a real email client for ksp
<Thomas> That could be fun
<Sarbian> nope
<Thomas> "I sent you an email" "Wait a second, I have to start my space simulator game to read it"
* xShadowx emails Thomas to Mars
<Sarbian> SMTP is NOT FUN
<Thomas> Sarbian: Yeah, I know
* Thomas hates everything connected to email backends
<Sarbian> +1
<Sarbian> I am removing all traces of sendmail & postfix from my servers and it is GREAT
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<Sarbian> All hail mailgun
* Thomas is interested
<xShadowx> pfft email is so 30 years ago, people moved on to txting
<xShadowx> then moved on to twitter because making it public for 2 million friends is awesomer
<Sarbian> Thomas: look into it. Easy to config (a bit of DNS, I can help if you find their doc lacking, as I did)
<Sarbian> You can send mail with a smtp to their host or a simple curl with an key
<Sarbian> I don't have to try to make DKIM and SPF work anymore \o/
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<xShadowx> what would be the 'correct way' to have a kspaddon class only be in games where game params (starter game settings) allow? just have the kspaddon class > Awake() checks params > Destroy(this) ?
<xShadowx> looking at how kspaddon classes are started each scene, doesnt look like i can choose to stop em, just destroy after :|
<Thomas> Use a ScenarioModule maybe?
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<xShadowx> and when scenario starts > create instance of class?
<xShadowx> my LS mod uses a vesselmodule, scenariomodule, and a kspaddon class, wanted to use game params to block those 3 from applying to a game :D
<xShadowx> scaneriocreationoptions should have gameparams as a choice lol
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<Thomas> I am starting to hate gitkraken... it keeps crashing and corrupting repositories
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<Sigma88> I've never had git crash on me
<Sigma88> :)
<Thomas> Sigma88: What client do you use?
<Sigma88> the desktop one
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<Sarbian> oh, I was growing fond of gitkraken :(
<Thomas> Yeah, I love it, but when it crashes and my repository doesnt load, I want to delete it
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<Sigma88> oh wait
<Sigma88> gitkraken is the actual name?
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<Thomas> Sigma88: Gitkraken is a Git client
<Thomas> Github for Windows is a git client, source tree is a git client, there are many git clients
<Thomas> so yes, gitkraken is the actual name
<Thomas> (I shouldnt wonder why it is crashing with that name :P)
<Sigma88> yeah I just didn't realize it was the actual name
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<Sigma88> what is best for random numbers?
<Sigma88> unity or system?
<xShadowx> i didnt think so either, usually just hear kraken in relation to ksp :P
<xShadowx> Sigma88: no idea on validity as it came from RD but he preached Unity Random is broken trash and always use System Random
<xShadowx> since i tend to ref both system and unityengine, it became habit to add using Random = System.Random; at top
<Sigma88> ty
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* xShadowx thinks there be an event to fire for new game creation
<xShadowx> er should be*
<xShadowx> :|
<xShadowx> hmm......so onGameStateCreate looks to be the only gameevent that fires after a 'create new game' button is pressed, but before said new game does its initial save/start, so.....can either hook there, add scenariomodule, or just add to all games and delete after startup if game doesnt use......latter seems sloppy
<xShadowx> former...gotta detect game is 'new' as that fires every scene....could check if the sfs exists yet...