Difference between revisions of "Module Tips and Tricks"
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The repetitive process of copying your plugins to KSP really sucks, so I have a simple modification that makes things quite a bit easier. | The repetitive process of copying your plugins to KSP really sucks, so I have a simple modification that makes things quite a bit easier. | ||
− | # | + | ==== Quick Version ==== |
+ | |||
+ | # In Visual Studio, right-click on your plugin project (NOT the solution) and choose Properties. | ||
# Open the Build Events tab | # Open the Build Events tab | ||
# In the Post-build event box, type <code>copy "$(TargetPath)" "C:\path\to\KSP\Plugins\"</code> (Yes, the quotes are needed!) | # In the Post-build event box, type <code>copy "$(TargetPath)" "C:\path\to\KSP\Plugins\"</code> (Yes, the quotes are needed!) | ||
#* You can add more stuff for copying over parts, too. | #* You can add more stuff for copying over parts, too. | ||
+ | ==== Batch Script ==== | ||
+ | If your wish to be a little fancier, you may wish to make a publish.bat batch script instead. Run it from the same Post-build Events box with | ||
+ | <syntaxhighlight> | ||
+ | call publish.bat | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | === Automatically Launch KSP === | ||
+ | Likewise, you can launch KSP directly from the Post-build Events. | ||
+ | <syntaxhighlight> | ||
+ | C:\Users\boone\KSP_Lite\KSP.exe | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | [http://forum.kerbalspaceprogram.com/threads/60880-0-24-Magic-Smoke-Industries-DevHelper-v0-6 Dev Helper] is a handy mod that saves you some clicking. You can set a saved game and Scene that will load when you start KSP. It still mostly works in 1.02. It doesn't load the VAB correctly, but the star map loads fine. | ||
[[Category:Modding Tutorials]] | [[Category:Modding Tutorials]] |
Revision as of 23:01, 20 June 2015
Contents
Visual Studio Tips
Package As You Build
I frequently set up my plugins so they are shoved into MyKSPSolution/bin/Plugins after being compiled so it's much easier to package, and so I can create parts in bin/Parts.
- Right-click on your plugin project (NOT the solution) and choose Properties.
- Click on the Build tab.
- Change Output Path to ..\bin\Plugins\.
- Create YourKSPSolution\bin\Plugins and YourKSPSolution\bin\Parts.
Visual Studio should now place compiled binaries into bin\Plugins for packaging. -- N3X15 (talk) 19:16, 6 March 2012 (UTC)
Automatically Copy to KSP For Testing
The repetitive process of copying your plugins to KSP really sucks, so I have a simple modification that makes things quite a bit easier.
Quick Version
- In Visual Studio, right-click on your plugin project (NOT the solution) and choose Properties.
- Open the Build Events tab
- In the Post-build event box, type
copy "$(TargetPath)" "C:\path\to\KSP\Plugins\"
(Yes, the quotes are needed!)- You can add more stuff for copying over parts, too.
Batch Script
If your wish to be a little fancier, you may wish to make a publish.bat batch script instead. Run it from the same Post-build Events box with
call publish.bat
Automatically Launch KSP
Likewise, you can launch KSP directly from the Post-build Events.
C:\Users\boone\KSP_Lite\KSP.exe
Dev Helper is a handy mod that saves you some clicking. You can set a saved game and Scene that will load when you start KSP. It still mostly works in 1.02. It doesn't load the VAB correctly, but the star map loads fine.