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pjf

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Everything posted by pjf

  1. Just back to say: 1. Hakan and Ippo are my heroes. Thank you both so much! 2. I'm still around! February is all earmarked for me doing company tax and KSP-related work, so I hope to be catching up on all things CKAN as part of that. Expect me to have lots of questions! 3. You are all wonderful people. ~ pjf
  2. Just a quick note that the `given key not in the registry` error is fixed. It was a problem with the metadata which I've reverted, but I have no idea *why* that particular commit is causing problems. (It's also 4:30am in Australia, so my ability to debug is impaired right now.) Restart your client and all should be well. ~ pjf
  3. We deal with the ancient horror that lies between the stars, that which has existed before the first fish crawled from the oceans, and which shall exist when the world has turned to dust. We make it palatable, so those who see it may not be driven insane; we paint it with gloss and pretend it fair. Yet even without the eldritch markings, the skin of the wayfarers conjure those dark memories: the immortal beings that once fared between the stars, of which this world is but a mere rest stop in their terrible journey. For it is true, at the time of festival the nature of space distorts, ripe and fertile to receive the ancient rituals, those glimpsed in dreams where the angles are wrong, and where sounds that no human could make echo from the depths that no mortal may fathom. In ages part the rites were performed in darkness and snow, with blood and fire; in time the rituals have changed, yet they are still unmistakeable for what they are, causing depthless horror to fill the breasts of all those who look upon them. And yet, the world still stands, the sky still hangs above us, the rituals have passed. Be it that the stars themselves are not yet ready, or the eldritch files were not placed correctly in that unconscionable pattern demanded of old, the world remains unaware of what has passed; counting it as little more than the frivolities of those who worship the beings of malachite form who plumb the depths of space. As it was once, so it is still. Next year, the festival may awaken that which is sleeping, and our work upon this earth shall be done. Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.
  4. Just a modest request, can the version number on KerbalStuff be changed to "v8.1"? Right now it's "8.1" and the CKAN indexing bot gets terribly confused with the change in version format¹, as the previous one was "v8.0". (Besides changing the version number, no other changes are required.) Many thanks, ~ Paul ¹ Technically it's just fine with the version format, but we use the Debian version comparison routine, which means "v8" is greater than just "8".
  5. Alas, we've found a bug whereby older clients will barf on some forms of new metadata, even when they *should* ignore them. We've diagnosed the issue, and I'm working on a fix, but alas this won't help with the existing clients, so it's recommended everyone upgrade to v1.5.0. ~ Paul
  6. v1.5.0 aka O'Neill cylinder has been released. The new client can read an extended spec which allows the find keyword in the install metadata. This means we can now do things like this: "install" : [ { "find" : "KerbalAlarmClock", "install_to" : "GameData/TriggerTech" } ] For everyone who's found a mod that installed to the wrong location, or found the zipfile had a different top-level directory for each release, these problems are now solved. For those of you crafting metadata, you'll need to set your spec_version to v1.4 to enable this feature. Note that older clients will simply ignore mods which use the new metadata format. This means if you want to make sure you're able to get the most complete and up-to-date list of mods, you'll want to be grabbing the v1.5.0 upgrade now. All the best, ~ Paul
  7. No. However v1.3.8 (aka Stanford Torus) is being compiled by our magical team of space elves right now, and includes fixes to how the GUI selects which instance to use. Can you give it a whirl and see if that helps? (It may take a few minutes before the space elves attach the relevant .exe files, they like to perform extensive pre-flight checks first.) ~ Paul
  8. I'm awake, and so it's time for another round of me trying to answer as many things as I can. This has mostly been covered, but I want to mention that if your zipfile contains a valid KSP-AVC file, we can inspect that to determine the target KSP version. This is much nicer than updating the netkan file itself, as it means that we're not relying upon a human flipping the version number on a new release. If you pop "$vref" : "#/ckan/ksp-avc" as a field in the netkan file, our bot will automatically go searching for a .version file for version information. Nope. The CKAN goal can be summarised as "consistency and correctness", and if something is marked as incompatible then it would certainly not be correct to install it. If the mod is compatible, but the metadata just hasn't been updated, then we'd encourage you send us a pull-request with the update. Having said that, you could download the .ckan file for the mod itself, edit the version information inside it, and then install it from the command line with `ckan.exe -c YourHackedFile.ckan`. If your install breaks, then you get to keep both pieces. Yes please. Ah! Our gotcha here is that the path inside the zip file changes each release. That's not something we support yet, but there are plans. In this case, a PR against the file in the NetKAN directory would be grand. Although traversing version-dependent zipfiles is actually implemented internally in ckan.dll, it's just not hooked into the metadata spec yet. If my clients don't find any bugs in the system we've been testing today, then I'll try and take a stab at coding this in. You're awesome. Right now we only use the KSP version information in the AVC files; although we'd happily use more given a PR that implements it. Technically you *can* put a fully inflated .ckan file inside the zip files themselves. This was part of the original plan, but it was found to be very error-prone, and having to release a new version of a mod just to fix a spelling mistake or other minor issue is a right pain. So yes, updating the netkan files is recommended, and our bot automatically reindexes when it spots a file has been updated (because nlight is amazing). You do; except for dependency and conflict resolution, we don't touch pre-installed mods at all. There have been numerous discussions on ways that the CKAN client might take over a pre-installed mod, but they're all fraught with peril of one sort or another, and none of them are trivial. That sounds perfect. Thank you so much. ~ Paul
  9. So, I'm still catching up on everything, so apologies that this post will be a lot of responses together. Oh drat. So I was going to say that we didn't fork anything, but it looks like I did exact that. Marce, I doubly apologise. I honestly thought that we had just indexed the file directly from your site. Doing a repack and indexing that absolutely breaks good etiquette, and having that come from me is particularly bad form. I am so sorry. You rock. I'm so glad you reported this, because I know exactly what this is. I'll open an issue now, and with luck we'll get it fixed by the next release. In the meantime, the command-line shouldn't have these timeout issues (although it's not as easy to use). That was originally due to CKAN and travis being great friends, and them both having very particular ideas about what CKAN version numbers should look like, and that they must start with a v. They did the right thing when a build was accidentally created which was missing this. (We use the build internally for a number of things, including figuring out which spec files to read.) However they were just plain stubborn when a release was made with the correctly formatted version number, but sharing the same commit ID as the malformed number. (The solution here is to manually remove the oopsed tag and get travis to restart the build, but we've only had to do that once.) Oh drat, 04:30am in Australia! I'm going to have to dash again. Thank you all for your support and bug reports, you all rock! ~ Paul
  10. CIT-Util? That would be me. I absolutely take responsibility for this. The CIT Utils are a dependency of other mods, notably many by RoverDude. One thing we try not to do is use bundled mods, it breaks our consistency model, and it means if a mod author releases an update, players can access that update immediately. What's more, making sure that a mod has its own metadata means that the author gets proper attribution for the work in question; players can visit the mod homepage and source repository, view the license and author, and otherwise see information which is more obscured when the mod is bundled. Unfortunately, this was during a time when we were gearing up for launch. At approximately ~300 hours into development, with a growing team of developers, and myself being chronically low on sleep to make sure that our system worked, I certainly can and did make slip-ups. Not contacting you was impolite of me, and I wholeheartedly and unreservedly apologise for that. I am sorry. Oh dear, I don't suppose you can tell me which ones? There's really no reason to be doing this, and if they're already on github then we can index them from there, and if they're not we can always do a manual index. I've been off the net for a few days for mental health reasons, and it looks like we've had a huge influx in contributions, so I've got quite a CKAN backlog to catch up on. I've noticed a few tickets from you so I'll be prioritising those first. Thank you so much for bringing this to my attention. ~ Paul
  11. In RP-0 (which uses the CTT with many custom part placements) we use the recycling node for the TACLS and US air and water recyclers.
  12. I started off with a 0.5 science gain multiplier, and then popped it up to 1.0 because I found science returns were too scarce. I know Nathan adjusted the science costs of some of the nodes, but I don't know if that made them harder or easier. Having said that, I managed to get some reasonable science returns with the mystery goo to flying low and flying high, neither of which requires a heatshield. Once the Science Jr unlocks it can also be used in similar situations. But yes, I'm also concerned starting science might be a bit thin, especially for players like myself who want to get through the early tech relatively quickly so we can reach the more interested things like orbital science labs and moon colonies. There's a discussion of adding a Geiger counter to starting tech (requires FASA installed) and *integrating* a geiger counter into all probes if FASA is not installed (so you don't *have* to have FASA for balance). I know Nathan and OtherBarry have been discussing early science experiments quite a bit, although I've been looking more at DMagic's Orbital Science for later-game experiments. (If nothing else because all the parts look awesome, and DMagic is awesome to work with.) ~ Paul
  13. Just a quick favour to ask, can you pop a link back to here in your KerbalStuff homepage field? That means folks using the CKAN can bring up the forum page with a single click. Many, many thanks! ~ Paul
  14. If it's with the client itself, then here. If it's with a mod we index automatically, then here. Although in your particular case, I've just updated the metadata, so you'll see that fixed shortly after it passes code review. Thank you so much for reporting it! ~ Paul
  15. We've had kOS metadata for longer than we've had ckan.exe, indeed in our 1,172 commit history, kOS was commit number 17! That pre-dates the v0.01 release of the client. Right now you can install any version from 0.14 through to 0.15.3.0, as they've all been indexed, so if you're running 0.24.2 or 0.25, you're golden. If you're running 0.90, then our bot hasn't indexed the latest kOS release because it's still marked as a "pre-release", and indeed isn't updated on KerbalStuff either. Since we've currently got our feed set to KerbalStuff, the easiest solution would be to ask erendrake or Dunbaratu nicely to upload the 0.90 release there when they're happy with it, and one of our bots will have it indexed within a matter of hours. (Faster if you hop on IRC and ask nice for us to do a bot-bump.) ~ Paul
  16. So, I made the code much faster, and also stopped it from mucking around in places like the ATM cache where it has no business being in. We can also show the user which files will be pruned before doing the operation (although right now we just display a summary.) The side-effect is that all rules are now taken to be *prefixes* into GameData, and are no longer counted as regular expressions, avoiding all the future bugs where folks think that '.' is a dot, but is actually a wildcard. For future versions it might be worth having different types of rules (eg: FILE: Thumbs.db or FILE: MiniAVC.dll to find and remove all files with a given name, along with PREFIX: FASA/Mercury/Fairings to prune everything with a certain prefix), but I think my current changes (if you like them) provide more predictable behaviour and faster operation. ~ Paul
  17. If you're using 0.25, then everything should work great. We won't see a 0.90 release of RP-0 until the mods we depend upon all support 0.90, and they don't yet. The latest CKAN release (v1.3.5) fixes a few 0.25 vs 0.90 bugs, so I'd recommend grabbing that if you haven't already done so.
  18. Or you can send us updated metadata for the mod. One of the reasons we've had such a huge success with the CKAN project is the incredible number of volunteers who have taken the time to index their favourite mods. Although in the case of 6S Compartment Tubes, I've just updated the metadata now, so it should now install happily on any recent KSP as long we've indexed Firespitter.dll for that KSP (which we have for both 0.25 and 0.90). ~ Paul
  19. This is me jumping in very quickly to say that we've found and fixed a bug where, in some circumstances, the CKAN client may suggest or even try to install the wrong version of a mod for your KSP. This is something that we never want to happen (it breaks our core promise of consistency), so it is recommended that all users please upgrade to v1.3.5 (neutrino) or later. If you've ended up with the wrong version of a module due to this bug, you can safely un-install and re-install the mod using the CKAN client and all will be fine. Many thanks, ~ Paul
  20. DOWNLOAD HERE I'm very happpy to say that the Comprehensive Kerbal Archive Network v1.3.0 client (aka Fermi Paradox) has been released. Our GUI is now not only supported under all operating systems, but is also much faster than the experimental one. The first 0.90 mods are already being indexed, and CKAN v1.3.0 is a recommended upgrade for all users. For those wondering about the 0.90 release of KSP, the CKAN spec has had strong version metadata built into it from the very start; it knows which version of a mod it should install for your particular version of KSP. Right now there are 236 mods indexed for 0.25, and we hope to see the 0.90 mods indexed as soon as authors are finished building them. For those who need pictures, here's a screenshot: As a reminder to those on Linux and Mac, this is a mono application, so you may need to run mono ckan.exe to execute. Besides from mono, there are absolutely no dependencies Changes since v1.1.3 (Puffy Planet) include: GUI: Faster changing of module filters Better reporting on certificate errors Better reporting of errors in general Columns are more likely to remain the size you set them Mod descriptions have better wrapping The "update all" button will grey out if no updates are available An awesomenew CKAN icon Non-visible tabs will no longer have their contents updated Much faster CmdLine: Some error messages are less terrible on download failure ckan remove can now take a list of mods. add, uninstall and use are aliases for install, remove and ksp default respectively. Overall: Transaction timeouts should be less common Less likely to fail hard when directories are renamed v1.2 CKAN metadata is supported, allowing for more modules to be installed Lots of code-clean up and extra testing internally Special thanks goes to all our amazing contributors, in particular RichardLake, who has been pouring in an incredible amount of effort to make this release happen. DOWNLOAD HERE
  21. Welcome to Realistic Progression Zero, the lightweight career add-on for Kerbal Space Program's Realism Overhaul. RP-0 is a career mode for RealismOverhaul with minimal install requirements, and fair and balanced gameplay. Our aim is to allow players to enjoy RealismOverhaul in career mode, without installing a huge number of modules on top of those required by RealismOverhaul itself. However we also wish to ensure that RP-0 works with as many additional mods as possible; we use the Community Tech Tree for the basis of career progression, and try to place as many parts from other mods as possible in a balanced fashion without them being requirements. When starting the game, the balance should be similar to KSP's normal career, so we recommend "Moderate" or "Hard" settings. If playing without part unlock costs, it's recommended you drop contract funds payouts to 20% to maintain balance, since in real life the research programs and the setting up of factories cost much more than serial production. We recommend installing via the CKAN, ckan.exe install RP-0 on the command line, or just look for "Realistic Progression Zero" in the GUI. To install manually, install all required mods, then grab the latest release from the releases page and extract the stuff in the GameData folder in the zip into your KSP/GameData folder (and overwrite as needed). RP-0 is a community effort, and your contributions are appreciated. You can report issues on our issues page, and access the source code on github. The tech tree itself is designed to be particularly easy for humans to edit. This top-post is jointly maintained by pjf and NathanKell. Releases Page (however, we recommend using CKAN; if installing manually be sure to install all requirements first) Source (Github) License: CC-BY-NC-SA-4.0 Requirements (RP-0 will not work without this): - Realism Overhaul and all its required and recommended (NOT SUGGESTED) mods - Real Solar System - Community Tech Tree - Lack's SXT (although only the engines have RO configs as of yet) - Ven's Stock Part Revamp - Contract Configurator - Custom Barn Kit Recommended (RP-0 will not play right without these; note in addition to RO's recommended mods): - Deadly Reentry - Kerbal Renamer - TestFlight - Procedural Fairings - Procedural Parts - B9 Procedural Wings - Kerbal Construction Time - Taerobee - Adjustable Landing Gear (NOTE: Not for 1.1 yet, alas, but RP-0 is playable without it) - SCANsat Supported (to varying extents, in rough order of completeness of support) - BobCat's Soviet Engines - FASA - Raidernick's mods - Habitat Pack (Bigelow habitats) - Starshine Merlin engines - Universal Storage - DMagic's Orbital Science - AIES (engines, mainly) - Mk2 Lightning Cockpit - B9 Aerospace - Space Shuttle - KAS/KIS - Infernal Robotics Note that more effort has gone into balancing earlier nodes than later nodes. Your feedback and assistance in balancing all nodes is appreciated! Changelog Tutorial Campaign in RP-0 (YouTube) Eye-candy from existing RP-0 games: NathanKell's very realistic career: pjf's IronDoge RP-0 career:
  22. I may have launched the CKAN, but it's the amazing team who are putting it into orbit. Finding that all the answers on the thread have been answered, all the pull-requests on github reviewed, or the bug reported last night has been fixed are all making my day, and very much making our users' days. Thank you all so much! ~ Paul
  23. Aye, I was going to say, please use our metadata. It's all under a CC-0 license and has absolutely no restrictions. If you're looking at doing any sort of mod indexing, we already have a wealth of data to get you started. The metadata repo can be found here: https://github.com/KSP-CKAN/CKAN-meta
  24. Try grabbing one of our newer releases. The older GUI versions would recognise when there's a conflict, but wouldn't tell you what the conflict was. The newer ones should be much better at this. (I'm guessing that FASA already includes the launch clamps and towers, so installing them both at the same time would cause overwrites.) ~ Paul
  25. Just a quick note, v1.2.0-PRE1 aka Ergosphere has been released. This contains a lot of bugfixes to the GUI, and supports the new metadata v1.2 standard, which some mods require to install correctly. This is still a pre-release, so we know it's got some bugs, but they should all be relatively minor ones. As always, you can get it from our release page, which also has changelogs and pictures you can click on to learn more about space.
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