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Everything posted by Kobymaru
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It's been a while since they actually changed any of the plantes meshes. I think the Developer who made it is even gone now. Not saying that it's impossible, but there are other things to work on. It's not that simple, and it's definitely not linear. I know it's what Companies/Managers like to think, but it's not the case. I explained why in the post above. It will take 7 money. Thousands of people have exploded for thousands of reasons and thousands of Krakens. There are other things that are more important to fix. Even if you think your problem is the most important of all, developers may not agree. You can rage all you want, but rage doesn't fix bugs. Be patient and don't put your orbit so low. Compared to other problems this game has, this is really minor.
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They have plenty of money, they came out at the top of the steam sales sometimes. What they lack is people who know the Game already. If they hire new ones, the new ones will be more of a burden then any help for the first 6 months, and then only *maybe* they will be helpful. You can't just "buy" a feature with Kickstarters, unfortunately. What you *could* do however, is provide very very precise instructions to reproducing and define all the conditions where it does and does not occur, pretty much the way Claw does it. I assume there's plenty of information on this bug already, though.
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What is the most HORRIBLE way one of your kerbals died
Kobymaru replied to 322997am's topic in KSP1 Discussion
I haven't had any deaths for a while now. Not because I'm so good - I just F9 everytime something really bad happens. I'm bad at accepting death :/ One of the first deaths I had, was a Kerbal who did a crash-landing on the mun (my first!). He survived, and later I decided to rescue him, so I landed a capsule "close" to him (about 10km away). I EVA'd, and started to Jetpack to the capsule. I accelerated, and accelerated - I wanted to get to there fast! For some reason, I did not consider that I'd have to slow down again. When I realized that I DID have to slow down, it was already too late. I crashed into the ground at 120 m/s and he went poof. Now he's a tiny little crater in the Mun, so close to the ship that would rescue him. -
Transferring Ore -Contract still counts?
Kobymaru replied to Kobymaru's topic in KSP1 Gameplay Questions and Tutorials
Maybe @Arsonide can help out with the question? -
Transferring Ore -Contract still counts?
Kobymaru replied to Kobymaru's topic in KSP1 Gameplay Questions and Tutorials
That was the idea, yes. Tanker docks to a lander in Gilly orbit, lander undocks, goes to Eve surface. Did you dock the tanker before or after you mined the Ore? If it was after and it still got completed, then I'll probably be safe. -
Hi! I have accepted a (what I thought) juicy contract of extracting Ore from Gilly and "bringing" it to Eve. Little did I know that it actually wanted me to *land* it on eve. I should really start reading the fine print, huh? Anyway, my plan is to make use of this contract to pay for my Gilly mining infrastructure, including a mining station and a lander. I want to land on Gilly, mine the Ore, transfer it to a tanker, rendezvous with a dedicated eve landing module, and transfer it to the landing module. My question is: does this still count? I mean techically it should, because it's still "the ore". But I have no idea how the contracts actually track it, since it's just a number in a config file. Will my plan work, or do I have to do that directly?
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The best way to check if you are "very polar" is how fast the navball flips its direction when you pass over the poles. If very fast, you are very polar. If not, you are not. I think that's about as precise as it's gonna get in stock. If you want numbers, you need either MechJeb or Kerbal Engineer Redux. If you are in the right altitude and you are in the correct orbit (please post a pic), it's probably a bug. The ressource scanning has been buggy in 1.0.5, I've read that your thing happens sometimes. Does the problem persist if you resart the game?
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Someone please explain this RAM limitation to me.
Kobymaru replied to Dafni's topic in KSP1 Discussion
Yeah, it's definitely not your machine. And at the moment, there is nothing you could do on your end to improve KSP performance, short of overclocking your CPU to 7 GHz and cool with liquid nitrogen. -
Someone please explain this RAM limitation to me.
Kobymaru replied to Dafni's topic in KSP1 Discussion
About RAM: Older computers had Processors with registers that were 32 bits wide. That also means, that all addresses can have 32 bits at most. 2^32 = 4294967295 bytes, which are 4 Gigabytes exactly. So 32-bit programs can have at most 4GB of memory. In windows, the OS shaves off another Gigabyte for the OS address space, so you are left with 3GB only. 64-bit programs can handle much more. I'm not going to do the math, but let's just say it will be enough for the ram of a few decades to come. The crashes come from the memory limit, see above. Now why your sons slower computer seems faster is because those games use the graphics card a lot, because the "hardest" thing that they do is the graphics. Usually, their physics aren't that pronounced or not there at all. That's because of the way how those parts are handled. In your sons game, you might have "a few hundred" things on the screen, but they are not fully-fledged physics objects, and they (mostly) don't interact. In a 200 part ship, you have many, many interactions between those parts. They can collide, they convay torque, they can convey force. This is all done on *one* core only, because it's hard to program for multiple cores. Unity 5 uses a new PhysX version, which a) performs better in general and b ) can use multiple cores in some situations. That should bring *some* alleviation, but you can't get rid of the principal problem of the many interactions of 200 parts. I fully understand that, and I agree. I hope they fix it as well. But I know some software development, and I know these things are hard, because: - You can't consider mods, because then you would have to deal with code you don't have control over that's often not well written or very different from your style. Since most memory problems get worse only with mods, the devs probably don't even SEE the crashes, because on their systems, in stock, it works fine most of the time. Bugs where the program works "most of the time" are the absolute worst, because it's often super hard to reproduce them. - KSP is written in C#, which is a "managed" language, that means that all Objects that you allocate get Garbage Collected. *IN THEORY*. In practice, the previous sentence is not much more than a marketing gag, and what it actually does is make your memory management really really hard to debug, because you might end up with dangling references left and right. That's why debugging memory problems is really, really hard. - People care about content. Eventually, they get pissed if the game crashes, but if they can keep playing most of the time they are happy. The devs know that, so they prioritize new Content (more or less linear development, with little surprises) over heavy bugfixing (very hard, time consuming and might even turn out to be impossible in some cases). Also, they have known that they will revamp some parts of the game (like the UI, the orbit lines...) for quite some time. It makes no sense to put in efforts into something that might "fix itself" in a few months. Now that should not be an excuse. I still hope that with the added magicians such as NathanKell and the UI-Rewrite, they can fix up some of the longstanding bugs. -
[old thread] Trajectories : atmospheric predictions
Kobymaru replied to Youen's topic in KSP1 Mod Releases
Yes, this is a known bug since 1.0.5 dropped. Unfortunately, all the devs that could fix it don't have time at the moment. Please be patient. -
[old thread] Trajectories : atmospheric predictions
Kobymaru replied to Youen's topic in KSP1 Mod Releases
I think that would be really hard to implement. You would need to copy the whole vessel part tree (not sure if that's even possible), locate the staging events, do a "simulated staging". And then, which "staged off" vessels would you actually use for calculation? There are often situations, where you stage and you have the "wrong" ship focussed. How would the simulation know? This sounds like a tremendous amount of work, for a feature. Personally, I'd rather Youen doesn't burn out and makes constant updates to this mod. Feel free to clone the repository, and start hacking on that, though! -
Pretty sure that's on their list. They gotta fix some other issues first, though. The reason is it's simpler to use! "works, has always worked why we need new stuff"... That's pretty much everyone who's afraid of change. If HTML would have been used when you were young and new to the internet, you would now say "why do we need BBCode, HTML has always worked, and near everyone that has used the internet in the last 10 years knows about it". BBCode is awkward and annoying, and hard to learn for beginners. Not everyone wants to write half-assed HTML in a forum. It's about removing entry barriers, and that's a good thing, believe it or not.
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Please post a picture of your craft in the VAB, and in flight with the F12-aero arrows enabled and a craft file. I encountered 2 "magic torque" situations before, but they were in older versions of the game An aerobrake in the cargo bay produced drag Symmetrically attached wings produce asymmetric lift, because of a bug It could be one of those. Anyway, post more info
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[1.12.x] USI Core (Reactors and Kontainers)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
For better help, please post your mod list. From experience, it's probably NearFutureElectrical. It doesn't work with 1.0.5. Get a hacked DLL here, if this is the case. -
You just quoted someone, which used to be a BB-Code. So I'd say it's already not all of them missing A bit more serious, what reason is there for BBCode, except from "I AM USED TO BBCODE AND CHANGE SCARES ME"?
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Then don't click the Facebook button.
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What do you think of the new Q&A format here?
Kobymaru replied to cantab's topic in KSP1 Gameplay Questions and Tutorials
I think the format is a great idea, simply for the reason that in the old format, it was too hard to actually *find* the answer, if the thread had one. Quite frankly, I grew tired of the whole "forum" thing because in every single thread, the few posts with crucial information is buried in hundreds of pages of thousands of posts, where a huge part are "useless". Well, why do you think that is? Have you tried actually looking for an answer to a question you had? The forum search was useless, and it was really hard to find good answers, because it was just masked with all of the noise (no idea how the new one is). I started to use Google for searching the forums. This is especially a problem in Mod threads. I have to admit I usually check the last 2-3 pages, and if they didn't have the same question as I had, I would just ask it again. It's just too hard to find what you are looking for. @Yakuzi: Why do you tag your posts? Is this what's gonna happen now, everyone Tags (at)KasperVlad (at)Dr_Turkey (at)HarvesteR (at)EveryoneAtSquad for every single request they have and think that their particular request is the most important one of all? -
Question about the 1.1 update
Kobymaru replied to Algiark's topic in KSP1 Suggestions & Development Discussion
[quote name='Red Iron Crown']I could not agree more. It's the KSP variant of [URL="https://en.wikipedia.org/wiki/Parkinson's_law"]Parkinson's Law[/URL]: Part count expands to consume available performance.[/QUOTE] Well, is that a bad thing? This shouldn't be a reason to not improve the part count. I think that people have twice as many parts available, they can do twice as awesome things. (Or 4x? or 1.414x? Or 7.389x? I don't really know how awesomeness scales) -
Nostalgia: Your Fondly Remembered Rocket Designs
Kobymaru replied to Vermil's topic in KSP1 Discussion
Technically not a rocket design... But this Cargo SSTO could fly 16t to Orbit, back in the .23 days. [imgur]gYmkR[/imgur] I was very proud of myself, even if I had to resort to serious intake-hogging. -
Question about the 1.1 update
Kobymaru replied to Algiark's topic in KSP1 Suggestions & Development Discussion
[quote name='parameciumkid']- Physics in Unity 5 has been massively improved under the hood, now supporting multi-threaded calculations, so situations with lots of parts on screen will generally have much better framerates. There is suspicion that this may not apply to large single vessels, but it hasn't been clearly confirmed one way or the other by SQUAD last I heard.[/QUOTE] Pretty sure that MaxMaps "confirmed" it on one of his Squadcasts, implying that it also applies to single vessels. Then again, MaxMaps was not a core dev, and I doubt he's a PhysX expert. So chances are, he just misunderstood something. -
[quote name='xEvilReeperx']Did you create a PlayerConnectionConfigFile inside <KSP>/KSP_Data with the contents from the OP?[/QUOTE] I did not! I created it in <KSP> itself. Thanks for the hint! Aw man, this stuff is awesome :D Proper debugging for Plugins has got to be the best thing that happened to the Modding community in a while. ps.: All the info is in the thread, but I feel that the OP needs some updating. [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] Maybe sarbian can use this updated text for debugging. I added the patching step with a download to the patching tool and one note about converting PDB files that come out of Visual Studio 2015 [spoiler="New text for OP"]As we all know debugging plugin in KSP is mostly done with endless spam of Debug.Log or a bunch of custom windows we have to build. We also have [URL="http://forum.kerbalspaceprogram.com/threads/73586"]angavrilov method[/URL] but it require to recompile the whole mono and is a bit scary. So here is the result of a couple of days of experiment on my side to get a simple method working. So how do we get debugging to work for KSP ? Simply by using the tool that unity provides us. Unity as a debugging system for game that runs in development mode, which is not the case of KSP by default. So here is how to get that (Linux and OSX use read that part and I will explain the difference for you further down) [SIZE=3][B]KSP[/B][/SIZE] - First you need a [URL="http://unity3d.com/get-unity/download/archive"]Unity installation[/URL] using the exact same version as your current KSP ( For 0.90 you need Unity 4.5.5f1). That version is in the first line of the output_log.txt/Player.log. - Go to your Unity install for that version ( "C:\Program Files (x86)\Unity\Editor" most likely) and then go in the "Data\PlaybackEngines\windowsstandalonesupport\Variations\win32_development" sub-directory. Copy the "player_win.exe" file to your KSP dev install (next to KSP.exe) - Rename your KSP.exe into something else (or delete it). Rename "player_win.exe" in "KSP.exe" - In KSP_Data create a text file named "PlayerConnectionConfigFile" (no extension !) and paste that line into it (it makes the mono debugger starts its listening port): [code]listen 803286173 1 1[/code] - Launch that KSP and check that you have "Developement Build" in your lower right corner - Your KSP will hang now with some errors, because you need to patch Mono.Cecil.dll. Close it, and download the current Patcher from [URL="https://github.com/seanmcdougall/KspDevModePatcher/releases"]here[/URL]. Unpack it and place KspDevModePatcher.exe into <KSP>/KSP_Data/Managed. Run the patcher from the command line. If the patching succeeded, your KSP should start up properly. - Compile your plugin in "Debug" configuration to get the "MyPlugin.dll" [B]AND[/B] the "MyPlugin.pdb" (for VS) or the "MyPlugin.dll.mdb" (MonoDevelop or mono cmd line) . Copy them in your usual GameData dir - If you compile with VS you have to generate the mono debug information. From a command line (edit the KSP path). [B]That cmd line must be run from the same dir as the dll[/B] : [code]"C:\Program Files\Unity\Editor\Data\MonoBleedingEdge\bin\cli.bat" "C:\Program Files\Unity\Editor\Data\MonoBleedingEdge\lib\mono\4.0\pdb2mdb.exe" MyPlugin.dll[/code] Note that if you use Visual Studio 2015, you need a newer version of the pdb2mdb executable than is provided in the Unity 4.6.4f1 (KSP 1.0.5) installation. For that, get a recent version of Mono from [URL="http://www.mono-project.com/download/"]here [/URL]and install it somewhere. The pdb executable will be in <MonoInstallDirector>\Mono\bin . - You will get a "MyPlugin.dll.mdb" file in next to your dll. We are now ready on KSP side. To make your life easier you should add the copy of the dll, pdb and generation of the mdb in your project post build script since they need to be refreshed for each build. [SIZE=3][B]Visual Studio [/B][/SIZE] You need a version that allows plugin. So either a 201x Pro or [URL="https://www.visualstudio.com/en-us/products/visual-studio-community-vs.aspx"]Visual Studio Community 2013[/URL] (it is free). You also have to install the [URL="http://unityvs.com/"]Unity VS[/URL] extension. It is free too. Get the one for your VS version and install it. Once you have that you will have a "Attach Unity Debugger" in the Debug menu. So launch KSP and use that menu to attach VS to it. You should get an orange bar at the bottom of VS and the context should switch to debugging. You now have all the usual debugging tools (breakpoint, step by step, watches)... [SIZE=3][B]MonoDevelop[/B][/SIZE] In the "Run" menu you have "Attach to Process". It opens a windows where you should have "Unity Debugger" selected on the lower part and you can select your KSP process to attach to. It should switch to the debugging context [SIZE=3][B]Profiling[/B][/SIZE] If you have a Unity Pro license you can attach the profiler to KSP. Unfortunately you can't attach the Unity 5 profiler (which is free) to a Unity 4.x process. Unless there is an other magic trick that I did not find. [SIZE=3][B]Linux and OSX[/B][/SIZE] The steps are the same. The only difference is the directory where you get the executable. If you are on Linux you will just need to copy some files, so use a VM to install Unity or ask a friend. - OSX : <Unity>/Data/PlaybackEngines/macstandalonesupport/ (here I have no idea if KSP is a universal or macosx32 binary. Try and report so I can edit) - Linux : <Unity>/Data/PlaybackEngines/linuxstandalonesupport/linux32_withgfx_development or linux64_withgfx_development. Get the LinuxPlayer file, copy it to your KSP install and rename it KSP.x86 or KSP.x86_64 depending on the directory you got it from and make sure you set it +x [SIZE=3][B]Missing Unity debugger for MonoDevelop (Custom install or Linux)[/B][/SIZE] If you installed MonoDevelop yourself you most likely do not have the Unity Debugger installed. Go in Tools->Addin Manager and install the Unity Soft Debugger addon (I did not test those steps so I would like some feedback)[/spoiler]
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Hey guys, I have followed the instructions and I managed to get my KSP into Devmode, patched the Mono.cecil, created an MDB file for my mod. However, when I start up KSP and Visual Studio 2015, I can not attach to the running Unity process. In VS2015 Debug->Attach Unity Debugger shows no Unity processes running. I can check with [CODE]netstat /b /a[/CODE], and indeed it shows that the KSP.exe process has a port in the "correct" range open (around 55000). But even if I add 127.0.0.1:<port> manually in the VS2015 dialog, the only thing that happens is that the mouse pointer turns into the waiting circle and then back to normal again. I don't really know where to look for errors here... Does anyone have Ideas how to fix that? ps.: What do the numbers in "PlayerConnectionConfigFile" mean? I have such a file in <KSP>/Launcher_Data, but the number is 792067676 instead of 803286173, like in the OP.
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
[quote name='Mortico']Though this mod says it is compatible with KSP 1.0.5, the reactors don't seem to work. They show as offline and there's no way to online them.[/QUOTE] [quote name='Mortico']GameData\NearFutureElectrical[/QUOTE] NearFutureElectrical has not yet been updated to 1.0.5. There is a hacked DLL to enable the reactor itself: [url]https://github.com/billkerbinsky/NearFutureElectrical/releases/tag/stopgap-1.0.5-1[/url] Note that core heating is not yet ported to the new thermo system and does not work at all. Maybe USI Reactors work without NearFutureElectrical as well, but I haven't tried.