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KSP2 Release Notes
Everything posted by micha
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That's what I do: S:\KSP\NEOS\OrbitalMaterialScience\Plugin\NE_Science\bin\Debug>"C:\Program Files\Unity_2019.2.2f1\Editor\Data\MonoBleedingEdge\bin\mono.exe" "C:\Program Files\Unity_2019.2.2f1\Editor\Data\Mono\lib\mono\2.0\pdb2mdb.exe" "S:\KSP\NEOS\OrbitalMaterialScience\Plugin\NE_Science\bin\Debug\NE_Science.dll" S:\KSP\NEOS\OrbitalMaterialScience\Plugin\NE_Science\bin\Debug>dir Volume in drive S is Data Volume Serial Number is B4D4-1AFF Directory of S:\KSP\NEOS\OrbitalMaterialScience\Plugin\NE_Science\bin\Debug 20/10/2019 21:34 <DIR> . 20/10/2019 21:34 <DIR> .. 20/10/2019 19:28 173,568 NE_Science.dll 20/10/2019 19:28 448,000 NE_Science.pdb 2 File(s) 621,568 bytes 2 Dir(s) 68,200,980,480 bytes free
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Hmm, so I can't get this working properly. the new pdb2mdb just returns: Mono pdb to mdb debug symbol store converter Usage: pdb2mdb assembly And yes, I provide the fully-qualified name to the DLL. I've also tried running it via mono.exe (fully-qualified names for all paths) and then it returns: Fatal error: Microsoft.Cci.Pdb.PdbDebugException: Unknown custom metadata item kind: 6 at Microsoft.Cci.Pdb.PdbFunction.ReadCustomMetadata (Microsoft.Cci.Pdb.BitAccess bits) [0x000bf] in <f671d8dd00dc40a1a91abc0ef8451f08>:0 at Microsoft.Cci.Pdb.PdbFunction..ctor (System.String module, Microsoft.Cci.Pdb.ManProcSym proc, Microsoft.Cci.Pdb.BitAccess bits) [0x00213] in <f671d8dd00dc40a1a91abc0ef8451f08>:0 at Microsoft.Cci.Pdb.PdbFunction.LoadManagedFunctions (System.String module, Microsoft.Cci.Pdb.BitAccess bits, System.UInt32 limit, System.Boolean readStrings) [0x001e7] in <f671d8dd00dc40a1a91abc0ef8451f08>:0 at Microsoft.Cci.Pdb.PdbFile.LoadFuncsFromDbiModule (Microsoft.Cci.Pdb.BitAccess bits, Microsoft.Cci.Pdb.DbiModuleInfo info, Microsoft.Cci.Pdb.IntHashTable names, System.Collections.ArrayList funcList, System.Boolean readStrings, Microsoft.Cci.Pdb.MsfDirectory dir, System.Collections.Generic.Dictionary`2[TKey,TValue] nameIndex, Microsoft.Cci.Pdb.PdbReader reader) [0x00039] in <f671d8dd00dc40a1a91abc0ef8451f08>:0 at Microsoft.Cci.Pdb.PdbFile.LoadFunctions (System.IO.Stream read, Microsoft.Cci.Pdb.BitAccess bits, System.Boolean readAllStrings) [0x000c8] in <f671d8dd00dc40a1a91abc0ef8451f08>:0 at Microsoft.Cci.Pdb.PdbFile.LoadFunctions (System.IO.Stream read, System.Boolean readAllStrings) [0x0000b] in <f671d8dd00dc40a1a91abc0ef8451f08>:0 at Pdb2Mdb.Driver.Convert (Mono.Cecil.AssemblyDefinition assembly, System.IO.Stream pdb, Mono.CompilerServices.SymbolWriter.MonoSymbolWriter mdb) [0x00000] in <f671d8dd00dc40a1a91abc0ef8451f08>:0 There's some very old information about this error but nothing current. All suggestions seem to be to use a standalone pdb2mdb program (which is the one I was using up to now). But using that one I can't set breakpoints so I'm guessing something has changed. I eventually had some luck creating an MDB with this tool: https://github.com/shravan2x/Pdb2Mdb-GUI/releases Looking at the code, it should be easy enough to create a command-line utility based on it. However, it is now ridiculously slow to attach/debug, with pauses up to 10+ minutes. Not sure if others are seeing this, if not, any suggestions on what I should look at? I have tried both VS2017 and 2019. PS. for the game exe, you must rename WindowsPlayer.exe and/or rename/symlink KSP_x64_Data appropriately as before.
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[1.11 - 1.12.x] KDEX Continued [v2.0.2][2021-07-05]
micha replied to micha's topic in KSP1 Mod Releases
Marked KDex compatible with KSP1.8; should show up in CKAN "soon". -
Initial testing seems to indicate Corvus_CF 1.3.4 works fine with KSP1.8.0. If anybody finds any issues, please raise a bug on GitHub or post here. Happy flying
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Kerbal Space Program 1.8: “Moar Boosters!!!” Grand Discussion Thread
micha replied to UomoCapra's topic in KSP1 Discussion
WOW! Awesome news Looks like an absolutely flabbergastingly humungous update there; wasn't expecting it for a while yet! Scuba diving just got cancelled this (long) weekend due to weather, so now I know what I'll be doing! Yup: Updating mods LOL.- 274 replies
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[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
No it's not. OSS was created before the current Science Lab functionality was added so it might be unbalanced. Also, all OSS experiments are designed to be returned back to Kerbin. For processing (and potentially cleaning for reuse) in a Science Lab I'd need to rework it a bit; not even sure if it's possible. But it would fundamentally change the premise of how OSS works. Not necessarily bad per se, but different to how the original author intended it to work and so far I've tried to keep as close to the original premise as possible while maintaining the functionality. As for cleaning; I've managed to stop the Science Result dialog from offering a "reset" for OSS experiments; I'll look to see if I can do the same for the Science Lab. -
[1.11 - 1.12.x] KDEX Continued [v2.0.2][2021-07-05]
micha replied to micha's topic in KSP1 Mod Releases
I did just push a change through CKAN so it _might_ show up there Soon(tm) too. -
[1.11 - 1.12.x] KDEX Continued [v2.0.2][2021-07-05]
micha replied to micha's topic in KSP1 Mod Releases
Ah, right. I didn't create a separate ZIP as it's literally the last version just with an updated "version" file to mark it compatible. I didn't want people to have to download it again. CKAN "should" have just worked though; hmm. I'll look into it. but you can just use the last version. Edit the "version" file if AVC complains that the mod's not compatible (it is) and you don't like the warning. -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
Probably not; thanks for the report I'll take a look. Hopefully this weekend. In the meantime, logs, other mods, savegame, etc which may help diagnose this? -
There's practically no native code in a Unity game. Mostly it's just recompile and deploy. So development costs are very low to support additional desktop platforms. Agreed there'd be some additional support costs, but historically Linux users tend to fix their own issues without resorting to official support channels. There's far more difference between Desktop Windows and PlayStation than between Desktop Windows and Desktop Linux - not from a Unity perspective, but from a UI/game design perspective requiring additional design and development effort. For sure, there's a bigger potential market and hence a bigger incentive. Anyway, I've made my point. It looks great, and I hope for everybody that it will be and that it continues the spirit of KSP on to greater things, but, for me, I'll wait and see what happens as far as Linux support goes.
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Given it's Unity-based it should be fairly trivial to make it multi-platform. Which is a benefit beyond slightly expanding your customer base since cross-platform development generally exposes far more issues and results in a much better code base.
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Looks fantastic, but no Linux support no purchase from me. Very VERY disappointed that consoles are at a higher priority; KSP is not really a game for consoles. Interface is just too complex. Kudos for actually making it work, but far more enjoyable using a PC. Given these priorities it's obvious that Epic is just following the money. Gutted. At least @SQUAD are still maintaining and building on KSP1. Have bought all the DLC, not particularly because I wanted it, but because they are one of the few companies to support gaming on Linux. On top of that no DRM. So in my books they deserve my full support.
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[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
Apologies for how long it took to resolve, but NEOS v0.8.2 is out now fixing the KEES issue. Would have been resolved MUCH quicker if somebody would have provided a log file earlier, the error was immediately obvious. Just saying. Fly safe! -
Undocking bug has returned
micha replied to Ron Devu's topic in KSP1 Gameplay Questions and Tutorials
Had undocking bug first time ever the other day too (and been playing since 0.23 or thereabouts). 2 craft assembled in VAB, docked to each other (via Corvus nose cones). Launched, undocked, redocked, then couldn't undock again (no undock buttons on either craft). There may have been a load/save between the docking and the attempted second undocking. I did manage to get an undock button back after a reload, which worked, so no need to resort to save-file editing. There may or may not have been autostrutting. Will see if I have a save/autosave from before the docking to repro. -
[1.11 - 1.12.x] KDEX Continued [v2.0.2][2021-07-05]
micha replied to micha's topic in KSP1 Mod Releases
Looks like Chandrayaan2 is flying a version of KDEX: -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
Lol - ditto. I have a handful of mods which I install before even starting any version of KSP for the first time.. KAC is amongst them. Although I'll now make sure to have a "clean" install on hand for testing NEOS on its own... -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
Thank to @killwort (via Github issue tracker) who sent some logs etc and also figured out a workaround for the KEES-experiments-not-working issue. I haven't had a chance to look yet, but apparently the issue has to do with the Kerbal Alarm Clock integration. Specifically, the experiments don't work without KAC installed. So until I fix it, a workaround is to install KAC. -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
Oh, there's a log in AppData too? I mostly play on Linux so forgot about that one. But yeah, no need now thanks - would only be of interest when the issue occurs. But it's a really odd issue. But when you got the issue, did you upgrade from an earlier version of NEOS, or was it a first time installing it (for that savegame)? -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
"wrong log"? The primary one is the one in the same folder as the game.. The thing is, you might not see anything of note, but at the very least it tells _me_ what mods you have installed and things like that. Anyway, glad it's working for you now! ---- @kirkz47 Try reinstalling; seems it worked for someone else. Otherwise, PLEASE provide more information, as has been requested numerous times here now. -
KSP should still be able to run at 60fps even with mods. Discuss.
micha replied to TimKerbin's topic in KSP1 Discussion
Simple Rockets 2 doesn't have high part counts. As far as I can tell it effectively "welds" a rocket into a single part for flight mode. Even during construction you tweak parts to the sizes you need instead of lego-building your craft as in KSP keeping part counts low. -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
Hmm, that's interesting. It's a real shame nobody can be bothered to submit log files when they get this issue. I really want to try to figure out how it can occur and then fix it. FWIW, I also play with a copy pulled from CKAN so that in and of itself cannot be the issue. CKAN also pulls the mod from GitHub so again, it can't be due to a bad upload to another site. To answer your question what sorts of mod could cause issues: * Mods which interfere with the science system in some way (auto-collect science etc) * Mods which interfere with the way resources flow in some way (NEOS experiments use the KSP resource system to run) Again, getting a log file would let me see which mods you have installed. Anyway, hope you're having fun with NEOS And thanks again @Brigadier for the support! -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
Well, without further information, such as logs, savegames, etc, as has been requested, there's not much I can do to troubleshoot. The exposure time should visibly start incrementing after a few minutes at the latest, although it will take several orbits to complete. -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
No, guessing a copy-paste error. The current version is 0.8.1 and is a should be a release build, which means that the "Debug Dump" button is should not be visible. Turns out this "feature" seems to be enabled. Hmm. (For those interested, it just writes the current status of the KEES experiment into the game log file). Regardless, the experiments work. They take time though, which is clearly stated in the docs and the KSPedia. KEES - Running Experiments : "Go and perform other missions or have a cup of tea!") - argh! I completely forgot my tea! It's been brewing for 2 hours or so now! *sigh* Anyway, I just tested on a brand new install and it all works (excepting the "Debug dump" button being enabled for KEES).