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Nereid

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About Nereid

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  • Location
    Kiel, Germany
  • Interests
    Java, Cats, Motorcycles, Cars, Games

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  1. Feel free. I' still thinking about a cancel dialog if there are still backups ongoing. But is it realy worth the effort?
  2. Under normal circumstances: yes. But in this case a simple volatile boolean and a "spin" to wait should suffice (it's a rare occasion anyway, and checking a boolean every 100ms won't cost much ). Problem with mutexes in C# is, that you can't aquire them mutiple times and release them just once (bad idea, I already tried this). And I'm a bit relecutant to overdesign this, because it uses a blocking queue for the jobs and you can't aquire the mutex or a lock (which is sufficient in this case) over the whole while loop that fetches the jobs. Aquiring the lock just for a single backup job is
  3. Maybe. I will think about it. But I do not have that much time the next weeks.
  4. Try 1.10.1-3185. It shouldn't crash even with async backups anymore.
  5. @linuxgurugamerI'm already trying to implement a way to log in the main-Thread myself. It doesn't seem to be that hard. As far as I remember I prevent this by halting the game if this occurs.
  6. I have updated it to 1.10.0 but I didn't fix anything regarding the asynchronous backups. If a crash only happens when the ingame debug window is open, I would not call this a major issue, because for debugging you could disable this setting anyway (and its off by default). @linuxgurugamer: is there a way to to force an execution in the UI Thread? In Java Swing there are methods like invokeAndWait or invokeLater. The asynchronous option is not there to improve performance but to keep I/O out of the UI-thread. But maybe there is a better way to achieve this in Unity.
  7. I'm a big fan of this mod, but is it just me or is the KS-29 landing gear broken? If I attach those to an aircraft it starts with the tires below the surface and then it explodes just a few seconds after launch.
  8. There is an example at the first page. It's quite self explanatory.
  9. Bad times for updates. Some may just enjoy their holydays. But just unzip the zip from spacedock into GameData and all is fine.
  10. There is a new version anyway, because a found a minor bug in my own game. Choosing ribbon statistics in the hall of fame didn't work. This is fixed now.
  11. Just checked this: FF tets for active parachutes (even cut parachutes) and if there is any on the vessel, then the crew do not qualify for the ribbon. code: // no EVA if (current.IsEVA) return false; // check vessel if (current.Origin == null) return false; // landed? if (!current.IsLandedOrSplashed) return false; // situation has to change from non-landed to landed (prelaunch wont count) if (previous.IsLandedOrSplashed || previous.IsPrelaunch) return false; // scan Vessel
  12. Well... I really can't remember what the check exactly does. And I'm a bit to lazy to check it now.
  13. Maybe. If anyone can reproduce this, please tell me and please keep a save just before the landing. BTW: There is still quite a few lines old code in FF from old days , where KSP was buggy (e.g. didn't fire some events). And it was my first project in C#, (and in Unity) written in about two weeks (or less) initially. So weird things may happen. But changing them and streamlining the code is to much work and will introduce to many bugs. None of my friends is playing KSP - at least not regulary. And I'm very reluctant to change any basic things at the moment without at least two or three pe
  14. Then its a bug. Maybe they changed something and FF doesn't detect parachutes anymore.
  15. But you had a fuel tank? And it was empty? Then you qualified for this ribbon, because you met all its conditions. Kerbal logic is simple logic.
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