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micha

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Posts posted by micha

  1. 13 hours ago, UomoCapra said:

    Kerbal Space Program 1.10: Shared Horizons is now available

    Congrats on the nominal launch!  Looking forwad to verifying the orbit myself later ;)

    Remember everybody: Back up your saves, ESPECIALLY if you play modded, before upgrading!  Ideally you should keep your "active" game completely separate from where you download updates (whether through Steam, Gog, etc). That way if an update breaks stuff, you still have the old version to play with while you figure out what broke and why.

  2. 33 minutes ago, Lisias said:

    Co Routines inserts themselves on the critical path of the Game Engine, threads can be set to use only the sparing time of the CPU (not to mention better using CPUs with a lot of cores/hyper-threads).

    Oh?  I really need to learn more about Unity, I vaguely thought coroutines were basically a wrapper around threads.  But if they run on the main thread there's no way for them to take advantage of additional cores.  Just had a quick read and the main benefit seems to be that they can spread their execution across multiple frames. Good if there's some overhead left in each frame, not so good if the frames are already "full". In other words, highly dependant on single-core CPU speed + game load.

     

  3. 3 minutes ago, Lisias said:

    But when you activate logging on the screen, the windows process crashes because Unity's UI thread cannot access data from another thread.

    That makes sense, thanks. Fairly trivial to implement - logger writes to disk and, if log-to-screen is enabled to a queue, then the main thread's OnUI dumps whatever is in the error queue to screen.

    Unity is fragile though.. "Handle With Care" LOL

  4. 6 hours ago, Lisias said:

    Deactivating the Threads will impact the game play when automatic background  backups kick in, as they will be run on the Unity's main thread, mainly when using compression. So I think that deactivating that options would be better for the end users, as many of them don't have exactly a top notch rig for playing.

    The proper fix is to figure out what's causing the exception and then fixing that, not randomly removing or disabling features/settings.

    There's nothing inherently wrong with multi-threading. The most difficult thing about that is to ensure any state which is accessed by multiple threads  is properly protected and indeed can be accessed from those threads (some Unity state can only be accessed from the main thread, for example). Haven't hat time to look at the sources recently, but ensure there are mutexes protecting shared resources.  In the case of this mod (presumably) you could also take a take a copy of the data into thread-local memory before performing long (compress and write to disk) operations on them to minimise the amount of time you hold an exclusive lock on the data.

  5. Looking great, can't wait to try it!    Might have to wait a while though as I'm going to be pretty busy the next few weeks :(

    (How do people get on the early-access program? Would have been nice to update some of my mods as I had plenty of time last weekend..  guess you need a minimum squazillion YouTube followers)

     

    A question/observation about the Kickback variant though:

    Spoiler
    On 6/18/2020 at 4:15 AM, UomoCapra said:

    KD25k “Kickback” Solid Fuel Booster

    This heavy solid rocket booster is getting a variant so that it can provide your Ariane 5 that additional thrust needed to launch your probes and modules to outer space.

    Rockomax X200-32 

    The Rockomax X200-32 Fuel Tank is also getting a third ESA variant for it to match the Ariane 5 color scheme. 

    ylzVYPpyBfD13f5uShk6ttXy5RTR0SX9YIY5zygX

    Click here to see high-res images of the variants, the flag parts and Klaw Jr.

     

     

    Why wasn't the new variant Kickback just plain grey?  It seems to me the flag decals should have been used to plant the ESA logos over it for the missions instead of making it part of the texture.  It's a shame it wasn't made as a generic variant.

  6. On 6/26/2020 at 5:40 PM, Bej Kerman said:

    In my opinion, the flat icons make the editor easier on the eyes. I really hope KSP 2 keeps the flat style because it makes the interface much easier to process and look at.

    An editor is not supposed to be "easy on the eyes". It's not promotional material or something to hang up on the wall. It's a tool to be used and as the ergonomics of it are far more important than the overall  look. Don't get me wrong, the design is critical, but the focus is totally different than a customer-facing commercial web portal where the aim is to get the customer to focus on the product, not the usability of the site.

    Syntax highlighting editors for the same reason. I want to be able to identify the bits I'm currently interested in quickly. I'd be interested to hear from any programmer who prefers a monochrome code editor these days.

    Anyway, not my decision, just my opinion. :)

  7. 10 minutes ago, JadeOfMaar said:

    @micha So you're the reason the Win10 app icons suddenly swung like that just recently/mid-revamp? :D I noticed. I'm neutral about that issue but I do rather some tone and subtle extra hues in icons.

    Lol, no idea about the rest of Win10.  I have to use it for work.  Linux and letting users customise everything to suit them for me (also why I switched away from Gnome when Gnome3 came out, way too locked down and regimented, completely broke my workflows).

  8. Age 10 onwards, school. Although "english" is a bit of a stretch, in actuality I learnt 'strahlian.

    Drove my english teacher nuts by insisting that the monster is "beautiful". She thought I couldn't understand the difference between "beautiful" and "ugly", whereas I was perfectly aware of the meanings just disagreeing with the statement. The monster in question being a monster in a picture book.

  9. So you basically want KipEng_Agency, KipEng_Hubs, and KipEng_Ports as three top-level mod names?

    Sorry, I think that's too messy for everybody else as well as too much effort for me to deal with for a couple of really tiny mods.
    70% of people (felt, I haven't done a study) use CKAN these days, and 90% of the rest are on Windows (again, I'm guessing). Unless you can come up with a good suggestion which doesn't require these 2 mods to split into 3 mods and a lot of extra work for me (not just to set up but also for future updates/releases) and mess for the *vast* majority of users I'm afraid the handful of MacOS users who manually install mods will just have to deal with the slight inconvenience. (*)

    As for mods keeping settings inside the mod directory, again that's kinda neat for people when uninstalling them, but I'll bear that in mind in future and see what I can do about that for the mods I help to maintain - I know DPAI at least is guilty of that. Could be that that's the "recommended" way of doing it though, again, for the sake of keeping things neat for 99% of users...


    (*) Would the following suggestion work better for you? It's something I had briefly considered before but then I ended up keeping the same structure as the Squad layout.

    Spoiler
    
    Current:
    
    +-KipEng\
      +--Agency\
      +--Parts\
         +--Hubs\
         +--NADPorts\
         +--UDPorts\
    
    Suggestion:
    
    +-KipEng\
      +--Agency\
      +--Hubs\
    	 +--Parts\
      +--NADPorts\
    	 +--Parts\
      +--UDPorts\
    	 +--Parts\

     

     

  10. 23 hours ago, B-STRK said:

    Thanks for the compile/rerelease! Questions: I can replace the previous/pre-this-release KipEng folder with the one here without any issues? (as in there are no substantive changes between your rerelease and the original release that will break crafts built with the last version UDPs, for example?)

    I don't anticipate there to be any issues. The only things I tweaked were the VAB tab and prices.

    But I'd still recommend you take a backup of your Save (should do that semi-regularly anyway) and give it a try.

    23 hours ago, B-STRK said:

    And would you have plans or interests to make a 5m and/or 7.5m version of the megachonk UDPs?

    I don't have the model files and I'm not a modeller anyway.  I'd be happy to add them in if someone makes the models/textures though.  There's an outstanding request to add UDP's which don't support the 0.625m size and hence would be "passable" for CLS as well. But again, that would really require some modelling.

    If you don't care about the looks you can make some new cfg files and resize the existing ones to suit.

  11. 2 hours ago, DStaal said:

    Is there a chance to move this and the Kip Docking Ports mods into separate directories under GameData?  At the moment manually installing both is somewhat awkward.  (Unless your system does a 'merge overwrite', you'll have to merge the folders yourselves.)

    What systems don't merge when you extract a ZIP into the same folder?  Each mod has distinct sub-folders except for the "Agency" which is shared (but identical). 

    I did have a think about how to do it but didn't come up with a simple way except if I merge all the mods into one. I already merged the two docking-port mods together.. but the Hubs are too distinct to really fit into that I thought.  Alternatively split the Agency out into its own mod (which CKAN kinda does), but that's also messy.

  12. 23 hours ago, Padrone said:

    I remember these!  Thank you for bringing them up to date.

    Any chance you're already working on updating the nodes on his Low Profile Hubs? 

    LOL, funny you should mention this.. not personally interested in them (at this stage anyway), but figured I probably should re-release them as well instead of letting them bitrot.

    EDIT: Will have to wait until tomorrow though, I'm knackered. Been burning the candle a bit lately and it's already past midnight again.. zzzzZZ but if you can't wait, I'll pop the GitHub link into that thread.  They seem to work except for a missing "Flag" file which I can't find.

  13. ekrAxxdl.png

    Version 2.4 - Released 2020-06-25

    Compatible with KSP 1.0 - 1.12.x

    [  License-CC%20BY--NC--SA%204.0-green Source-GitHub-green.svg CKAN-Indexed-brightgreen.svg KSP%20AVC-supported-brightgreen.svg SpaceDock-listed-blue.svg CurseForge-listed-informational

    NOTICE TO KLPH USERS

    This is a re-release of @CaptainKipard's Low Profile HubsOriginal forum thread.

    ABOUT

    Low Profile Hubs is a collection of station hubs in various sizes and shapes useful for the construction of stations and outposts.

    PICTURES AND VIDEOS

    TODO

    DOWNLOADS

    • via CKAN - automatic updates and dependencies (recommended)
    • GitHub - always the latest release. Also access to the source code, pre-releases, the bug-tracker, and the Wiki.
    • Spacedock
    • CurseForge

    Installation Instructions

    Simply download the archive and extract the contents of the "GameData" folder into your KSP's "GameData" directory.

    Mod Compatibility / Recommendations

    • ModuleManager - to enable the support for the various mods below.
    • Connected Living Spaces - the docking ports contain CLS configurations.
    • ECLSS - appears to no longer be active/supported?
    • IFILS - Interstellar Flight Inc. Life Support, a comprehensive life support mod.
    • Snacks! - a simple and fun life support mod.
    • TACLS - Thunder Aerospace Corporation Life Support, a comprehensive life support mod.

    SUPPORT

    No logs, no support. Unless it's a feature-request, of course..

    If you find a problem, try to reproduce it first with NO OTHER MODS installed. If the problem goes away, please try to identify which mod is causing the problem.

    If possible, please raise the issue on GitHub.

    CHANGELOG

    The full changelog is here.

    • v2.4
      • Changed mod file layout; added some agency details; fixed CLS configs (again)

    CONTRIBUTORS

    LICENSE

    88x31.png

    This mod is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

     

     

  14. 29 minutes ago, DStaal said:

    A quick question: Is this folder structure right?

    ...

    Note both `NavyFish/Plugins/Docking Port Alignment Indicator` and `NavyFish/Plugins/DockingPortAlignmentIndicator` directories.

    Bleep bleep bleep.

    My build script stuffed up.

     

    ...and there doesn't appear to be a way to tell Spacedock to revert. Arg!

     

    ...ah, but it's not as bad as I thought.  Sorry, the way you showed the directory structure was rather confusing. "tree /f" is much better.
    So yeah, it's a badly packaged release, but it won't actually break anything.  Will be fixed "soon(tm"), but no rush.  *pfew*

    Issue: https://github.com/bfishman/Docking-Port-Alignment-Indicator/issues/8

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