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KSP2 Release Notes
Everything posted by Jacke
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You should still provide logs of a crash to see if there's anything else in there to give a clue what's happening. I don't use CKAN and I'm just getting back into KSP after a several-month hiatus, but I decided to check at least a subset of my mods and see if I could recreate your crashes. I use a manual install of the latest version of each of the mods. I use the abandonware JSGME to freely put in and pull out specific mods. Here's what I ran to startup and creating a new career game without any apparent issue several times. KSP 1.4.1 GCMonitor 1.4.8.0 KSP-AVC 1.1.6.2 MemGraph 1.1.0.3 000_Toolbar 1.7.17 001_ToolbarControl 0.1.5.5 ClickThroughBlocker 0.1.6 CustomBarnKit 1.1.17.0 ModuleManager 3.0.6 3 of my own MM scripts EditorExtensionsRedux 3.3.19.2 LightsOut 0.2.2 (RealGecko) RCSBuildAid 0.9.6.2 MechJeb2 2.7.1.0 KerbalEngineer 1.1.4.0 (jrbudda) The ones that aren't KSP 1.4.1 compiled are GCMonitor (1.4.0), KSP-AVC (1.2.0), MemGraph (1.2.1), CustomBarnKit (1.4.0), and LightsOut (1.3.1). You've done a lot of testing and the issue isn't likely trivial. The versions of the mods I'm using don't appear to be the source of the sort of bug you're experiencing. It could be the KSP-AVC CKAN is pulling in for you has an error, or there's a cruftiness to your KSP install that shows up when KSP-AVC is included. I think to clear it up, you should do a clean reinstall just to remove any possible issues like I've described. Pull in a fresh install of KSP 1.4.1 and recustomize and mod it from scratch. Make sure the CKAN client install is the latest for KSP 1.4.1. Ensure that CKAN is pulling in the latest version of the mods. If you're still getting this issue, I'd really suggest trying a manual install, as mine is working.
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Jacke replied to DasPenguin85's topic in KSP1 Mod Releases
@linuxgurugamer supports over 130 mods for KSP and has recovered and continued several important mods when their last author couldn't continue supporting them. I think he's got a very good feel for when it's worth pursuing an author hard to contact when it's such a difficult case like an All-Rights-Reserved mod. The posts on the last page show he's thought this over. He should be able to find some time to enjoy KSP instead of only working on the plumbing. The previous author already expressed their desire in the case they could no longer support the mod, by the licence they applied, All Rights Reserved. They wanted absolute control over the mod, even if they disappeared. At this point, unless @DasPenguin85 shows up again and either supports the mod themselves or passes it on, it would be a more certain effort just to create a new mod similar to this. -
The only thing that KER has that MechJeb doesn't is KER's 2 small HUDs. As @sarbian points out below, MechJeb custom windows can be configured without a frame and background to appear as HUDs. (VOID also has HUDs, more than KER, and it'll likely to be updated before KER.) What MJ does have is a lot of information that can be laid out in defined and custom windows. You can design your custom windows to have a number of the hundreds of line items MJ can provide. There's also several defined windows that provide things like autopilots and other special functions.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Jacke replied to Starwaster's topic in KSP1 Mod Releases
The warning isn't a McGuffin but a warning of a possible issue. It's saying the version of the current KSP lies outside the allowed KSP versions in the mod's .version file. That version of the mod could still operate correctly with the current KSP. The values in the .version file can be wrong, as Starwaster indicated. So the warning can happen when there'll be no problem. And problems can sometimes arise when there's no warnings. So it's a warning to be a bit more cautious. And warning or not, be sure to save, take care not to overwrite crucial saves, as well as backing saves up. Because game-crashing bugs can hit anytime.- 5,919 replies
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As well, you could start transitioning to partless KER. In the VAB, go into KER settings and switch to partless. To hide the KER parts on the tech tree and in the VAB/SPH but not break existing .craft files and in flight, you can use my MM script below to do that. This way, all new .craft designs created and made won't need the KER parts. If you look at existing designs, you'll see the KER parts on the rocket but not available as parts (and these shouldn't be editted until all examples in flight have landed).
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Nothing we can do about changing licences. Something can be put under difference licences for different conditions, but I'd advise against using such a complex and time-dependent condition. Too easy to get it wrong. I'd always say it would be better to just licence under one of the share-alike CC licences, the GPL, or any other licence that allows the project to be forked. But some people want more control. However, I've also heard from some modders they'll never contribute again to an All-Rights-Reserved project or something similarly restricted as it's just too easy for all their work to be lost.
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This is the MM script I've used before in KSP 1.3. I just did a quick test and it appears to still be working well in KSP 1.4.1. It enables MJ partless with every Command Pod and Kerbal Seat (eg. External Command Seat, especially useful with mod Take Command) and provides all functions from the start of a career. This is the MM script to hide the MJ parts (no longer needed when partless) but not break existing .craft files and crafts in flight with the parts.
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For parts that just link in mod functionality, I always try to avoid them for just this issue. I either use custom settings to make the mod functions partless (KER has this) or add in a ModuleManager script to make the mod effectively partless by adding the appropriate MODULE to Command Pod parts. Editing save files is very tricky. There's a workaround you could do. For your save files that include the KER parts, if you remove KER, leave behind its Parts directory ("GameData/KerbalEnginer/Parts/"). It'll have the 2 KER parts (Engineer 7500 and Engineer Chip) but there will be no KER windows or functions. And pure and simple parts like this usually last through several KSP updates without breaking or even needing minor edits.
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But it still works with the new version!
Jacke replied to Wolf Baginski's topic in KSP1 Mods Discussions
This is a bit meta, but AVC itself is verging on being an unsupported mod. There's not been a new version since 2016 Oct 13. Its cloud database has been updated and obvious the mod authors update their own .version files. But @linuxgurugamer identified a non-trivial bug back in 2017 Oct 10 that's not been addressed. And it's got to be at least partly luck that a KSP version update hasn't broken AVC. But someday a KSP change will break AVC, which is a vital bit of KSP infrastructure most mods depend upon. -
It may. You could just install the KSP 1.3.1 version and test it. Or wait for @linuxgurugamer to update it to KSP 1.4.1. He's updating the over 130 mods he supports as quickly as he can find time to work on them. He's already updated several. When he gets a good updated mod release, he adds a post to the mod's topic (ie. here for Kramax) and updates the topic title to lead with "[1.4.1]". You'll also find the updated download on Spacedock.info and on LGG's Github (links in the original post). You can also ask for extra focus on a few mods in this thread.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Jacke replied to cybutek's topic in KSP1 Mod Releases
I really made a mistake above. Checking the first post. @cybutek licenced KER under the GPL v3. Which is about as far as possible from ARR as you can get. @Warezcrawler, my apologies. I've updated my post above. Thanks for compiling and posting that updated KER, @jrbudda -
Help me prioritize 76+ mod updates - Updated
Jacke replied to linuxgurugamer's topic in KSP1 Mods Discussions
Thanks for all the work you do supporting KSP mods, @linuxgurugamer. You've already got so many of your mods updated for KSP 1.4.1. That's amazing! Which makes my list of mod I'd like you to address earlier easier to make. Kramax Autopilot NavHUD Part Angle Display -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Jacke replied to Galileo's topic in KSP1 Mod Releases
Well, excluding Firefox, on my Windows 10 1607 that's about 3.5GB of memory. And that's a modern operating system. No one process in the Task Manager (which I think is actually a process tree) takes up more than 230MB (and that's a Window's service host) and most are only in the 10's of MB and even lower. But they all add up. It is possible to prune out some things to cut down on this, but that becomes difficult. Example get rid of the 52MB Steam bootstrapper and I can't launch Steam games except the few that allow being run outside of Steam, like KSP. It's better in Linux but that's because it comes at providing a user environment from a different direction, less stuff and usually with a smaller memory footprint. What would make things better is if Windows multitasked better. It's kind of crap at that.- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Jacke replied to Galileo's topic in KSP1 Mod Releases
It's a pain to select instead of taking all. But I think if you limit your mods, you can get near the same experience and better performance, both loading and running KSP. The way KSP handles parts (loads all parts into memory at game start) means parts mods are the ones you should look at first. Even with KSP 64-bit, you can keep its memory footprint within 5GB and even under 4GB. I use the abandonware JSGME (best source is on the subsim.com forums, which you could join to download) to enable and disable mods in KSP. A bit of a learning curve but I've found it to be the best tool for manual control of game mods. At that level, you'll still get a bit of thrash but you should see game loads within a few minutes and better game speed that before.- 1,019 replies
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Jacke replied to cybutek's topic in KSP1 Mod Releases
I agree with your good point about being careful with the licence. It's an All-Rights-Reserved mod, so I'd err on the side of caution and say you shouldn't distribute a modified version of KER. I've got KSP 1.3.1 for now and there's a bunch of other mods I'm waiting on for 1.4.1 versions. There's also MechJeb and VOID, which I think will be updated sooner. EDIT: I really made a mistake above. Checking the first post. @cybutek licenced KER under the GPL v3. Which is about as far as possible from ARR as you can get. @Warezcrawler, my apologies. -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Jacke replied to Galileo's topic in KSP1 Mod Releases
[ Caught me halfway through editting me last post. ] @theonegalen, I'm suspecting you've got a smaller amount of memory and a Windows computer that, like all versions of Windows, uses its swap file far too much. So KSP is loading into "memory" but some of that "memory" is virtual in the swap file, so while KSP and its mods load, there's a lot of back-and-forth between memory and the swap file while the files are loaded into memory, classic computer storage thrashing. An SSD would help, but that level of use of the swap file will still be slower and can seriously eat into the life of the SSD. Yeah, that's it. Assuming you've got Windows, that 8GB can easily all be in use before you even launch KSP. From the task manager, even without KSP running, my 24GB on Windows 10 1607 is currently 41% in use, or more than 9GB allocated. (And yes, Windows will still use the swap file in a non-trivial way even with that much free memory. ) All operating systems will work hard to keep a bit of the memory free continuously by pushing out the least-recently used memory to the swap, but at that point that's just to prevent the computer from crashing. Thus 45-minute program loads. One of the bigger memory and processing hogs is the modern browser. On my machine the latest Firefox has 7 processes for 3 windows and several tabs and about 5.5GB of that 9GB of memory and almost all of the processing cycles. It can be helpful to be able to alt-tab to a browser for information while playing KSP, but unfortunately there's two big programs that can get in each others' way. One way that might work is to close the browser, launch KSP, then alt-tab out and relaunch the browser and limit its use to just get the info you need. If it's possible and you can afford it, I'd suggest upgrading the memory to as much as your computer can take. As well, you could prune your mods to reduce the size of loaded KSP; parts mods and older mods that haven't been thoroughly updated for the latest graphics standards for KSP are candidates there.- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Jacke replied to Galileo's topic in KSP1 Mod Releases
That's not the HDD slowing things down. I've run hundreds of mods on a 5400rpm 2.5in HDD and it's taken at most a minute or two (and usually far less) to load and that's without ModuleManager using its cache from a previous load. But I've got 24GB of memory and since the 64-bit client became stock I've only used it. There's something else going on.- 1,019 replies
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Jacke replied to cybutek's topic in KSP1 Mod Releases
I've got great programming skills and have done things like craft complex make files. But I haven't mastered setting up and using the IDE for cranking out KSP mods, so recompiling a mod from source for a new KSP version is an very non-trivial task. This isn't like Debian where doing something like producing compiled packages from the source triplets has been thoroughly documented and made as simple as possible. I wouldn't expect an average forum user to be able to do so. Especially when even if they get things set up, they're far too likely to run into compile bugs due to the changes in the new KSP version that they won't be able to resolve. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Jacke replied to cybutek's topic in KSP1 Mod Releases
Please be patient. @cybutek is still logging into the KSP forums, but he's posted before he's had some real life issues that prevent him from spending the time he wishes on his mods. I'm sure he'll address this as soon as he can. It's against forum policy to pester mod writers when an update will be done. They write mods in their spare time for the love of KSP and wanting to make it better. Every moment they spend modding is one they can't spend playing KSP. Real life and other demands often prevent them from modding and even playing KSP. Adapting a mod to a new KSP version takes time. I consider KSP not worth playing without a few key mods, like the engineering mods including KER. This usually takes a month or two. I keep a copy of the previous KSP which I mod and play until the mods catch up. There's also the other two engineering mods, MechJeb and VOID. I use all 3 (KER especially for its window in the VAB, VOID for its HUDs, and MechJeb for its customizable windows in flight mode) partly so I can shift between them. Both MechJeb and VOID don't have a KSP 1.4.1 version out, but their authors are working on that and they will be available as soon as possible. Yes we do. I'm surprised so many vital and simple things like delta-V haven't been included in stock KSP by now. -
Hey, thanks, @Avera9eJoe, for posting. I'm in the same position. I'd like to make a new career mod for KSP that improves on it, especially with a career more like the historical progress of space exploration. Not quite as BTSM did it, but some features would be similar. I have a number of ideas. But the tools aren't quite there to implement my ideas. My programming skills are strong but there's quite a steep learning curve to getting a setup to actually turn out KSP mods. And I haven't have the time free to progress with this. And it appears that SETI Unmanned Before Manned is effectively unsupported. As far as I can tell from its topic, it's reported as still working. But it's an ARR mod and its author @Yemo hasn't been on the KSP forums since last September.
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I based my comment about 1.4.1 having no changes (besides being a version bump at the same time as the release of Making History) upon a post, which of course I can't find now, by a reputable source, to the best of my recollection a Squad staff member. Considering what the others here posted above, that's obviously wrong. Wonderful. Forgot to "Trust, but verify." EDIT: Found the post. JPLRepo said in this post "The code base between 1.4.0 and 1.4.1 will not be very different." and I misinterpreted that as no difference between 1.4 and 1.4.1 except the option of having the DLC Making History. The Devil's in the details.
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Squad said there's no changes from 1.4 to 1.4.1 if you don't have Making History. So technically it isn't a patch. It's a version number change simultaneous with the release of Making History. And Making History can be bought and included with KSP from version 1.4.1 on. But it comes down to Making History still changes KSP. It can have side effects (especially from any bugs it has) and mod writers will have to vet their mods to be sure they work with Making History. Or mod writers won't vet their mods with respect to Making History. But that doesn't remove the possibility of side effects, especially with mods added.
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Making History isn't just addon content, it's a new version. It's KSP 1.4.1, which is identical to KSP 1.4 if you don't have Making History. As @Geonovast said, many mods don't support 1.4 yet. And you can't be sure that what Making History does to KSP won't break some mods. I've written enough software meself that "just added content" often has ramifications beyond what you think. And as @Temeter said, it has bugs that need to be addressed.
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Well, how about that. Looks like the spider from the Internet Archive dug down a few links, like what it did to get the 5 pages after the first one. And its capture of the end pages show each of them as the last page, so it did so over a few days. As you can see, after BTSM wasn't available for the current KSP, my activity on the forums here fell off. BTSM was the way I played KSP and I never found a good enough way to do so after KSP 1.0.5 came out. And with BTSM no longer current, its community drifted away. So many of the common posters appear to have left KSP entirely. Some are still active, besides @5thHorseman. A few, like @Avera9eJoe, @Beetlecat, @mindstalker, @Renegrade, and @xEvilReeperx are still around. That's a whole lot of BTSM and KSP skill and experience there. Hopefully, they can chime in about BTSM too.