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jrodriguez

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Posts posted by jrodriguez

  1. 33 minutes ago, xD-FireStriker said:

    Thanks fort all the work you have done keeping this mod alive over the years. 
    I would love one last version for 1.12 and LMP maybe merge the improvements made in the Runway Project Fork.

    Don't ask for ETA's, it will come out when it comes out. Besides its a maybe and not a guarantee. 

    I will do a recompile for KSP 1.12 and latest LMP but merging Runway it is not really feasible because it has changed quite a lot.

  2. 10 minutes ago, tg626 said:

    Except one thing, and sorry if I'm being dense, but what is a Docker Container?

    Docker is a platform that runs on Linux/Windows/Mac  that provides OS-level virtualization. A Docker Container is similar to a Virtual Machine running on your PC, the main difference is that a VM requires a full OS installed whether a container uses your OS kernel instead so it doesn't require a new OS installation, it is very lightweight.

    Which are the benefits of running an application in a container then? For example in the case of OCISLY, it requires to install NET5, but with the container, this dependency is already installed inside! So you don't need to install it on your computer :)

    OCISLY is not a great a example because it is a really simple app, however if you have a much more complex app then  containers will really start to shine :)

    You can find more information about Docker containers here: https://www.docker.com/resources/what-container

  3. 12 minutes ago, tg626 said:

    This is fun!! I'm exploring a whole new way to play. 

    I set up the cameras using a couple clients. *HIDE* KSP, and let a KOS script do my control of the craft. I then operate KOS using an Apple II I have connected to my PC. 

    KSP Ground Control Simulator! :D

    I have been thinking about creating a co-op/multiplayer KSP game using just one KSP and multiple clients with support for keyboard/mouse, some button for triggering staging etc

  4. 1 hour ago, bigboibru said:

    It only matters what DirectX version KSP uses, right? Can the rest of my system use a different version (DX12) while KSP uses DX11?

    KSP uses DX11 by default. You can override it to use DX12 if your GPU/OS supports DX12 but it will likely end up in crash depending on the mods installed, etc.

  5. On 9/4/2021 at 8:20 PM, jrodriguez said:

    What happens if the assembly has no readable version? I'm having an issue with my OCISLY mod which uses gRPC. KSP gets stuck loading the DLLs reading that versions

    I will answer myself in case any mod developers are reading the thread. If your mod depends on a 3rd party assembly that has no version, KSP will get stuck during loading.

    The easiest way to avoid the  issue is to patch the 3rd party assembly adding a version number with Visual Studio. 

  6. Hi all!

    I just released a new version for KSP 1.12.2. https://github.com/jrodrigv/OfCourseIStillLoveYou/releases/tag/v1.0.102

    Enjoy!

    On 8/21/2021 at 5:10 PM, boerenhugo said:

    jrodriguez do you know why I am stuck in Loading Part Upgrades? and when are you going to update the mod?

    It was an issue with KSP 1.12.2 , use the latest release. It should work just fine.

  7. On 8/14/2021 at 8:56 PM, Tonas1997 said:

    Hello!

    Sorry if the question has been answered before, but I play on RSS and I'm a bit wary of using PRE to recover stages. I did a trial run with a small Castor 120 rocket that successfully parachuted to the ocean while the second stage was about 5,000km away (range set to 10,000km).

    This is very promising for what I intend on doing with the mod, but what would happen if a space station with a lot of parts flies overhead and enters the physics bubble? I reckon it would be subjected to float-point errors/jitter/kraken, so is it possible to only apply extended physics range to one vessel (via their control point, for instance)?

    Thanks in advance :)

    No it is not possible at the moment, but I might implement something like that in the near future.

    Hi all,

    I just released a new version recompiled for KSP 1.12.2.

    https://github.com/jrodrigv/PhysicsRangeExtender/releases/tag/1.21.0

  8. On 7/19/2021 at 4:29 PM, AstroMatthew said:

    How do i do the tracking camera with the OCISLY mod

    The tracking camera is not part of Ocisly, you can do the tracking either with Camera Tools mod or with BDArmory Tracking camera

    50 minutes ago, boerenhugo said:

    I have one question is the server safe? cause I dont want to be on a server that logs things?

    The server is only doing a local connection  to the client and the only logging is the one you can see on the terminal

    28 minutes ago, boerenhugo said:

    Uh its stuck by Loading Part Upgrades anyone can help me?

    Read the GitHub readme for the installation steps, bear in mind that it will not work in KSP 1.12 yet (I have to do a new release for it)

  9. 4 hours ago, HotVector said:

    Sorry if I'm being ignorant of the current events, but is the mod dead? There hasn't been any commits on the GitHub repository for over a year

    This BDArmory fork, pretty much yes. I'd suggest everyone looking for latest BDArmory to go to the BDArmory Runway project edition. I haven't work in BDArmory for more than year and I don't think I will tbh (Maybe I will do a last release of BDArmory multiplayer for KSP 1.12 and latest LMP)

  10. 4 hours ago, SleepyDude21 said:

    BDArmory Mod is awesome I play on KSP 1.8.1, but I've noticed on physics range extender seems to not be working properly. When I fly my vessel for around 50-100 meters the other vessels seem to disappear, I have downloaded latest version of Bda mod compatible with 1.8.1 and physics range extender. Do I need to be more specific? Or is it a simple fix? Thank you.  

    Which version of PRE are you using, if the vessel is disappearing then your PRE is not working. 

  11. 6 hours ago, Kerbal Productions said:

    still Calibri :(
    I have Bahnschrift Semibold tho

    GjurbIj.pngç

    This is an old version (top) with latest version (bottom), I don't know what font it is, but it is clearly different on my computer. I don't have plans to do any further changes to the fonts because I mean, it was fine with Calibri and still it is fine with whatever font it is now :)

     

     

  12. 33 minutes ago, Beetlecat said:

    Confirming now back in my main install with a fresh copy -- still instant crash on startup. Definitely no read/write protections, and not in ProgramFiles, etc. :(

    Screenshot-3.png

    Just to be sure, I tried each previous version of OCISLY, in case my experiences of it working/not working were somehow connected --but still no go.
     

    Wow, very interesting. Would mind opening an issue on GitHub? Could you attach the full KSP.log file, crash dump if available, finally could you take a look to the Event Viewer of Windows?

    Maybe it will tell us why the app crashed

    9 hours ago, Kerbal Productions said:

    Hey @jrodriguezwhen I checked the DesktopClient for the new update (there's no cameras available that time), it was still Calibri. Is it normal for this to occur that it's still Calibri when the desktop client doesn't detect any cams yet?

    Not sure, I need to double check

  13. 2 hours ago, Beetlecat said:

    I'm still having a heck of a time getting the game to load with OCISLY with FAR

    The game crashes to desktop even before launching at all if FAR is also present.

    Windows, v1.11.2

    KSP.log

    Anyone actually using this alongside FAR?

    Hi. Yes, I'm using it with FAR in KSP 1.11.2 and I don't really have issues.  

    I have been taking a look to the log file, and it seems the last entry is when it is trying read the OCISLY settings file.  That's strange. Can you confirm if the setting file is present inside the OCISLY folder and that is not read/write protected?

  14. Just now, dok_377 said:

    It doesn't resume the feed by itself, you actually need to reselect the camera in the client by hand. Other than that, everything is perfect.

    Oh, and also the scene change. Would be great if it could restore the feed if the vessel is the same. But I suspect that would require a bit more information from the game (like storing/reading camera part ID's and what not).

    Yeah. Currently the server will remove  the cameras if no signal is received after X seconds I think.  The desktop client will clean the cameras entries if the selected camera doesn't exist anymore. 

    I will look into it for future releases

     

     

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