Varsi
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Posts posted by Varsi
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9 hours ago, VolcanoINC said:
I actually tested this. Loading a quicksave with a craft in orbit in a DMP server doesn't put the craft on the server - other players can't see it, and rejoining (and thus re-syncing the crafts with the server) causes it to disappear. The server syncs science (and all other stats) in the same way, but doesn't verify if an action taken by the player could actually have been legitimate.
The server knows when I take measurements, when I recover vessels and how much science I get from that. It should keep count as well, and in that way it would be easily possible to detect if the player has tampered with their stats. Every properly made multiplayer game verifies client messages on the server to make sure clients aren't cheating.
KSP isn't a multiplayer game tho.
One of the strengths of KSP is the freedom to do pretty much whatever you want in the game. Limiting things wouldn't be good for everyone. Of course it could be configurable if the server check or not, but there are way worse things to fix right now.
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19 hours ago, Shadriss said:
From a realism standpoint, I agree with you. From the standpoint of cleaning up the spaghetti, not so much.
Realism: Single-point failures are bad. Having only a single satellite as the link to all the others is, as you put it, asking for trouble, as if it gets disabled for any reason, the rest of the constellation would, in essence, go dark, rendering it completely useless for it's intended purpose.
Spaghetti: Single-point comms would clean up the lines around Kerbin substantially, which is more or less the point of this mod (among others).
Compromise: Set two or possibly three members of a group to talk to Kerbin, meeting the goals of both problems.
Having just one satellite means you'll lose connection once in a while even if everything is working. Can't avoid occlusion problems without another sat. While the connection loss might be short and rare it will still happen just as you are about to land a probe or something
Maybe at some point we could have lines only for some primary route to KSC and others, while still connected, would be hidden.
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16 minutes ago, The-Doctor said:
You're trying to kill RemoteTech aren't you?
Like some sort of a double agent? Infiltrated Remote Tech team to kill it from within.
Will definitely need to test this when I get home.
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14 hours ago, Krakatoa said:
Assuming you have both of them, get a kerbal with a screw gun equipped up to the part, hold g, click it, then attach it where you need it like normal. Just gotta keep your kerbal in range.
hold H to attach I think.
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4 hours ago, dlrk said:
Is there a setting I can change to allow carriable items to be stored in a seat's inventory? Not sure why this isn't allowed
I'm not sure what you mean but did you know seats in command pods don't have inventories. The inventory you see for seats is the inventory of the kerbal that sits there. If there's no kerbal then the items won't be there either.
At least that's how it used to be. I haven't been following things too close lately.
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1 hour ago, Kenny Kerman said:
(Is there a way to put a Stayputnik in orbit and hear it pass and make bips in a ground radio...? )
This would have been a great easter egg.
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41 minutes ago, FutureLeak said:
Howdy, I could of sworn that KSP included some sort of "basic Remote-tech" am I mistaken?
Stock KSP does have relay antennae and link cutting due to planets in the way and such now. Differences have been discussed earlier in this thread.
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3 hours ago, overkill13 said:
I'll start with the obvious question, is your TAC-LS up to date. This is exactly what happened to me several weeks ago during a rescue and recover, with no issues for regular orbital rescues. Accept the contract, leave Mission Control and the life support loads and you get a warning indicating depletion. Kerbal dies in 3 hours from lack of oxygen or power. I reported it and, as per my testing last night, it seems to have been fixed.
Edit: See my next post. EnigmaG's posted save did cause an error for me.
Yep. 0.12.9.0.
Since you mentioned random glitches in the next message it reminded me that I did once get warning about my station running out of supplies as well. This seemed odd since the station had like 17 years of supplies (other than ec). Everything was fine after loading the station.
Will have to keep an eye on this and check logs if it happens again for some craft.
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I had the issue with a surface rescue Kerbal being out of supplies and dying immediately when he came in loading range. Couldn't switch to him so he shouldn't have been loaded at any point. Unfortunately I don't have save or anything to share of it. I just disabled TAC when I went to save him.
I'm not quite sure what triggered it but TAC did warn about him being out of supplies way before I went to save him. Hasn't happened with any others.
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8 hours ago, Tomstah said:
[19:53:24][DEBUG] : Removing kerbal Kevin Kerman from A monkey guy
[19:53:25][DEBUG] : Removing kerbal Donbles Kerman from A monkey guy
[19:53:26][DEBUG] : Removing kerbal Urtrice Kerman from A monkey guy
[19:53:26][DEBUG] : Removing kerbal Rongar Kerman from A monkey guy
[19:53:26][DEBUG] : Removing kerbal Geofsby Kerman from A monkey guy
[19:53:26][DEBUG] : Removing kerbal Tanbella Kerman from A monkey guy
[19:53:29][DEBUG] : Removing kerbal Thomdock Kerman from A monkey guy
[19:53:29][DEBUG] : Removing kerbal Samnand Kerman from A monkey guy
[19:53:29][DEBUG] : Removing kerbal Patris Kerman from A monkey guy
[19:53:31][DEBUG] : Removing kerbal Leasan Kerman from A monkey guy
[19:53:31][DEBUG] : Removing kerbal Karrys Kerman from A monkey guy
[19:53:31][DEBUG] : Removing kerbal Adgun Kerman from A monkey guy
[19:53:31][DEBUG] : Removing kerbal Geofdun Kerman from A monkey guy
[19:53:31][DEBUG] : Removing kerbal Mitgard Kerman from A monkey guy
[19:53:31][DEBUG] : Removing kerbal Frogel Kerman from A monkey guyAlso another problem is this ^. Someone spammed accept and decline a contract and they had enough money to spam it. It crashed the server for everyone for a bit. A slight delay between accept/decline would probably fix it.
You seriously need friends who agree not to do this stuff
KSP was never designed to prevent cheating.
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8 hours ago, Tomstah said:
I host a private server for my friends but they're always cheating. Is it possible to ban every single mod except Dark Multiplayer. Also they can still use the mod+f12 menu, I have cheats disabled. But I can't just figure it out.
Can't check how it went but you should be able to whitelist what mods are allowed. Don't remember if this prevented player logging in if they have mods that are not in the list or did it just prevent launching vessels.
There was a way to generate the list of mods in game somehow... A bit vague help but maybe you'll manage
Other way would be to get friends who don't cheat
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1 hour ago, NCommander said:
Maybe I'm loosing my mind, but I can't seem to get KIS parts to stack any more. I've got USI/MKS installed, and containers with more than ample space, but I can only seem to put a single stuct in a given inventory space; the context menu simply says "No Action". This is also true for things like lights and such. I'm on Linux/x64 so maybe its a key modifider issue, but I'm going slightly mad over it. I checked the debug log but nothing useful. Ideas on where to start debugging this?
Some other mods may cause parts to not be stackable. Tweakscale for example maybe? I remember seeing a MM patch that helped with this.
I'm guessing here tho. Could be something else too.
//edit:
Check the post on earlier page
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1 hour ago, Ginlucks said:
Well, good luck so and thank you for your work!
If I can I would suggest a feature for next release: it would be nice if a probe or vessel could store a command to send then to another probe. This would permit to send instructions and pilot the second probe even when both have not a link with command centre!
If the probes have link between them and either of them does have link to command center then they both are controllable.
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14 hours ago, fly_high91 said:
hello everyone,
I'm trying to do a LAN party... Unfortunately every request sent to the hosting machine cannot be approved( well I don't see any request to approve).
here's the step i follow:
-open KSP (with both machine)
-the hosting machine start a game
-the client machine enter the needed infos in the mod window.
(
name: not too sure here, i use a random name
local IP: 192.168.0.x dont worry i dont put an ''X'' in there. ;p
port: 6702
)
then, the connection look like it want to work but on the bottom of the mod window on the client side, it's telling me that the host havn't accept the request.
am i supposed to have the mod window on the host side too?(because it's not there)THANKS FOR HELPING ME
AND STAY SAFE UPTHERE
BTW sorry for the bad english ;^pTo many variables to say for sure what the problem is.
1. Is the server set up correctly. No mod window on host sounds worrying. Even the one playing on the host computer (if there is no dedicated server) will need to connect to the server on that same computer.
2. Usually connection problems are caused by firewall blocking incoming connection on the host computer.
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5 minutes ago, Jiraiyah said:
the thing is that, on my side, even the 'r' key is not working !
Somewhat different results then. Same thing with SAS too btw. After installing RT I can't toggle it with mouse either but for me it works thru shortcut.
//edit (after a bit more testing)
Those do work with a manned craft so the problem is with probes.
It was easy enough to reproduce but here's output_log.txt anyway if that helps. Had clean install and just added RT and module manager.
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1 hour ago, Jiraiyah said:
That cube thing is my own mod, but i tried remote tech + stock ksp and it's the same, you can easily reproduce the problem :
1- use a sat core (anyone you like)
2- put stock RCS tanks
3- put any stock rcs
4- you can use antena for orbit or because the prob core has internal antena, you can try it on the launch pad
5- launch the vessel as it is
6- try activating and using the rcs, it will fail
because it happens in stock + rt, reproducing it is really easy and because my instance of the game is heavily modded, i don't think that log file would be as easy as you guys trying this on the stock yourself !
also that wierd cube thing, is my mod called JSat, only a part mod u know
Well. There's definitely something that RT breaks there. The RCS does work but only with shortcut key 'r'. Can't toggle it from UI with mouse.
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16 minutes ago, Nobody6 said:
Yesterday I found this one:
Now I'm wondering about the compatibility with RT, because:
- all bodies have been replaced (no Kerbin an no Sun)
- the system is about 6 times the size (antenna range, speed of light)
Has anyone tested this already?
It's a safe bet that you'll have problems. Read back this thread a bit and you'll notice what sort of trouble people have with RT and copernicus for example. I'm sure you can fix it yourself but will need to figure ID for Gael and use that as bodyID for the ground station.
Antenna ranges would of course need to be tweaked as well unless you want to be really hardcore (There probably are configs for 6X solar system somewhere).
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3 minutes ago, Errol said:
I'm testing out an older kopernicus config called Harder Solar System. It can be found here:
It is supposed to add a few ground stations for RT, as as moving the KSC. The KSC and tracking station appear to move just fine, but I don't see any of the other ground stations in the tracking center on a sandbox game.
Here is the relevant bit of the .cfg// Needed for RemoteTech Compatibility. No data from stevehead's version is changed. Testing in progress. RemoteTechSettings { ConsumptionMultiplier = 1 RangeMultiplier = 1 ActiveVesselGuid = 35b89a0d664c43c6bec8d0840afc97b2 SpeedOfLight = 3E+08 MapFilter = Omni, Dish, Path EnableSignalDelay = True RangeModelType = Standard MultipleAntennaMultiplier = 0 ThrottleTimeWarp = True ThrottleZeroOnNoConnection = True HideGroundStationsBehindBody = False DishConnectionColor = 0.9960784,0.7019608,0.03137255,1 OmniConnectionColor = 0.5529412,0.5176471,0.4078431,1 ActiveConnectionColor = 0.6588235,1,0.01568628,1 GroundStations { STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc488 Name = Mission Control Latitude = 28.608389 Longitude = -19.7 Height = 75 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc489 Name = DSN 1 Latitude = 0.1538 Longitude = 40.4517 Height = 1300 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 1E+12 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc48a Name = DSN 2 Latitude = -10.4810 Longitude = 160.3784 Height = 400 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 1E+12 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc48b Name = DSN 3 Latitude = 7.3389 Longitude = -69.7412 Height = 200 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 1E+12 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc48c Name = Polar Launch Station Latitude = -42.1875 Longitude = -18.8965 Height = 600 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 1E+06 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc48d Name = Eastward Launch Station Latitude = 29.0698 Longitude = 12.6123 Height = 1200 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 1E+06 } } } } }
Does anyone have any clues as to why this isn't working?
"Body = 1" might not work if planet pack moves planets around.
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9 hours ago, paul23 said:
Hey I feel I am missing something, but I have a satellite network at geostationairy orbit - with 4 satellites connecting fine and having an extra antenna on "active vesssel". Now I launched a second vessel, however I am unable to connect with it - other than constantly switching to the correct satellite in the GEO orbit, it won't connect automatically to the closest.
Now I don't have an omni directional antenna on this satellite, since I didn't "need" it. - So how would I make this happen with the reflecton KR 7?
You answered it yourself. Even if those commsats automatically point their antenna at you (active vessel), you still need to target them as well. It's much easier to just have those commsats low enough and use omnidirectional antennas.
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1 hour ago, hab136 said:
My understanding was that you could still use SAS to point at the node and do 100% / 0% thrust to execute it.
Maybe if you don't prevent that with difficulty settings. I had no control on something that was in shadow. Couldn't use SAS or anything. This was with the first probe core that has pro/retrograde SAS options.
1.2 patch sure caused a lot trouble for Remote Tech. New possibilities as well but definitely a lot of work needed.
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I do like the signal strength display in 1.2 KerbNet. I wonder if that could be used with Remote Tech too? Maybe rather than single range attribute on antennae it could be more of a curve and too low signal would cause trouble like extra signal delay, packet loss (maybe complete loss of some commands on early probe cores while later ones would have better protocols) or limiting available commands.
Of course I'd rather first see RT working on 1.2 once it's out.
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12 hours ago, tjt said:
Thanks for the feedback and the write-up of improvements. Your explanations will help me when I go interplanetary.
How does NASA do deep space comms with our probes? Do they have dedicated satellites for each probe or do they use an Active Vessel model? (my guess is it's likely a hybrid because it's been 5 decades, but just wondering what their prevailing thought is on it.) If there's a good article on it that I should read I'd love that too.
They have Deep Space Network on Earth. Usually all communications with probes is done via ground stations.
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On 6/29/2016 at 8:35 PM, popos1 said:
Hello,
I have a little question:
Sometimes when i was revert flight and after reconnect i see a duplicated ship, i'm doing something wrong in config or something else?Don't revert flights. That isn't a good idea with DMP.
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10 hours ago, Nightmare said:
Don't nail me but I think somwhere goodarklight wrote something about that reverting is playing havoc with the server, so better play without it.... it does not work very well and since i play dmp it never did nore does.
I've had similar experiences. Just play like a man and stop reverting
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
in KSP1 Mod Releases
Posted
Mark Watney was an engineer as well as a botanist so of course he could do all that.
Maybe really experienced Kerbals could train another skillset? Would definitely be out of scope for this mod tho.