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magnus333

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    Bottle Rocketeer
  1. Any chance of getting a gear icon for this mod instead of the "ker" icon? Now that more and more mods are using the common toolbar my brain has difficulty connecting 'ker' with engineer when I'm looking through the bunch, probably because just about every mod could appropriately use the letters 'ker' as their icon.
  2. Could you add scaling to the icons themselves? I run 2560x1440 and the icons on my screen are around 26% of the relative size that they are in the demo video. I have to really squint to see which is which. Thanks
  3. Just read this: http://www.pcgamer.com/2013/12/12/kerbal-space-program-committed-to-multiplayer-career-and-sandbox-modes/?ns_campaign=article-feed&ns_mchannel=ref&ns_source=steam&ns_linkname=0&ns_fee=0 Apparently KSP is getting official MP because of Sean's work! I never in a million years thought that a mod could inspire devs to alter their plan in such a huge way. That begs the question though, with official MP coming will work on this project continue, and if so to what degree?
  4. Looks like the windows server has a memory leak. Ran into the same 'lag on warp, target relative velocity is wrong, can't leave the ship' bug, end task come back and the station is gone. Checked server memory usage, it was at 1.5gb, which is where it was an hour ago when I looked. Friend logged on and server window spat out the error below about being out of memory. Continued to play for a while not realizing the server wasn't responding until I ran into the bug above. Stop server via command, still utilizing 300mb. Close and reopen, using 2k. Start server, using 112k. Shouldn't be too hard to replicate. Load up the universe on windows and fly a few things to the station. I've run into it twice today. Server log: Also, it would be really nice if the client would notify the user when no connection has been made with the server for a while to avoid playing for 45m+ only to realize nothing is syncing.
  5. So here is a new one... Playing locally. Launch a ship to dock with a station. Every single time I go into warp there is a 2-3s lag spike. As I get close to the station I notice the navball is showing my targets speed (not relative speed to me) so I can't kill velocity. I attempt to exit to KSC, but the exit flight button does absolutely nothing. With no other options I end the task. Log back in, station is gone. This mod really loves to delete stations for whatever reason(s). I've had it happen about 6-7 times now. Closest I got was 7km this time, but that itself was odd as my maneuver which was executed to within 0.1m said I should be about 200m away, but after completely/warping to position I was 7km. I only launched one ship this session, I was only playing 4m. In the server log I see that at 12:10:50 the server added my new vessel to the game. At 12:10:51 (1s later) the server added 13 new ships to the universe all with their own ID. I can repeat the last part, but not the lag when warping. Looking at the ship list after the fact, I can not find any of the 13 extra ID's. Looks like my stages make it out of the bubble and then get deleted. The station that is missing does show up in my shiplist but it had <magnus333> after the name, indicating that it's locked to me. Perhaps it really is in the server but not showing up for whatever reason. I believe this is a continuation of issue #449 as I'm picking up from the same universe file. Maybe a combination of ships going private when in docking range as well as some sort of shiplist stability issue.
  6. When we originally started we were both making rather ridiculously huge ships, and a lot of them. My theory is that the connection was dropping out when these were being synced, even though none of them were in flight (they were all still in the shiplist). We weren't sending many screenshots. It was also a bit erratic when it comes to small messages, such as chat. Some of the chat messages would send, some would delay (over a minute sometimes, 10s other times), some would simply drop, and there wasn't any order or reason to it. It feels like a buffer was getting clogged up and not releasing as the chat messages never fixed themselves until the server was reset. Not too long after the station I was docking with stopped updating position on my client. I crashed into it on the server apparently and broke it apart, but on my screen it exploded randomly. I guess it could be a coincidence that these two issues happened right after one another on an otherwise perfectly solid connection, but it seems unlikely.
  7. I use hamachi just fine. Do you have a malware blocker? Hamachi usually tunnels through most firewalls and routers just fine, but things like peerblock/etc need to allow the IP.
  8. Using build c1007919 my friend and I are still getting consistent UDP connection lost errors. If we just play through it eventually one of us will try to dock with something and then later the whole station disappears. If I host he gets the UDP errors, if he hosts I get the errors. Solid connections, 120ms ping. We don't even have a hickup on TS which I host and is using highest bandwidth settings. Haven't narrowed the cause down yet. I noticed that once I removed lots of debris and manually removed about a hundred ships from the server console that had long since crashed that it was more stable, but haven't had time to verify. Will look into it further, but welcome any suggestions on what to try. Also, I've noticed large lag spikes regardless of who hosts (approximately 4-5 seconds of non-activity followed by all that activity rapidly catching up). If this happens when I'm warping things can get pretty bad. Doesn't happen in SP for either of us. Might be related to server backing up, but the HDD I'm hosting on has nearly 2gbps read/write capacity so not sure. Need to look into it further.
  9. I just checked and the window doesn't scale with resolution size. It's always 260x265. The most commonly used screen size is 1366x768. At that resolution the window accounts for 6.5% of screen real estate. At my resolution it's around 1.8%, meaning the window on my screen appears nearly 25% of the size as it does on most screens. /end fun facts for the day. In the meantime I've reduced the width of the lines on the background.png. They were 3 pixels and I've brought them to 1, which helps a little.
  10. I did check there before posting. The only variable that can be changed there is window position, not window size. I tried increasing the position (by increase distance from min to max for x and y) but the mod overwrote the file when the window opened. So I tried again and set the file to read only, no dice, it just used x and y min (ignoring max) and the window was the same size. The default png for the dock window is 400x407, yet the default display size in game is 265x265. Unless there is a hidden xml variable for window size I presume it's hard coded. Would it be possible to pull the size variables into xml in the next release? Thanks
  11. Is it possible to edit the size of the window? I play at 2560x1440 and the window is so small I have to squint to line things up, additionally it's very difficult to get extreme precision when I can't see where the lines are in relation to each other because they are so small. My game UI is on the largest possible setting and even that is much too small for me. I'd like to increase the area of the window by about 600% ideally.
  12. Not sure if this is a KMP bug or KSP bug. In the attached SS I can not undock the selected docking port as there is no option when right clicked. I can click undock on the adjoining port which is connected to the station, but nothing happens and the option to undock goes away after clicked, until I go to tracking station and return and then the non-functional option reappears. The same is true on the mirror side 3-way hub with the fuel tanks attached. In both cases the outermost docking ports work as expected (undocking the fuel tanks on right and probe on left which was just detached), but the inner ports connected to the station seem to have the logic reversed and non-functional as a result. http://imgur.com/jvMhw5l
  13. At first I thought this wasn't the case, but after playing for a few more days I think you may be right. When either one of us joins the server, we see a number of sub-orbital launches that we previously aborted shortly after lift off. The game time has advanced WAY beyond the time these launches took place and subsequently crashed, yet every time one of us connects they show up again. We got around the clutter by simply warping until they all crashed every time we login. What's probably happening is that we are aborting launches before we get out of the 40k bubble which is making the crafts persistent. Either that or aborting the launch and hitting 'revert to XX minutes ago' is placing the craft back in the 40k bubble after which point we go back to the VAB and forget about it. One way or the other... maybe. If nothing else terminating craft inside the bubble should be looked at, it doesn't appear to be working consistently.
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