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VITAS

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Everything posted by VITAS

  1. Someone could give my concept a try with an older ver of ksp. Because demand causes mod updates.
  2. my position is: if its not broken dont fix it. if i need to tune this dial because i run out of steam on the server im happy to ask you guys for help. SpaceDock isnt 10k simultanous user large (yet?). THe stats indicate that its userbase is more or less table and predictable. The only times i had problems in the past where releasetimes but im optimistic that is now fixed AND i asked to be informed 1-2 days before any release so i can e.g. deploy additional resources. But we will see how that goes when another majorksp version comes along. My main problem ATM is: i do: server stuff code on the new frontend do support fix bugs in the current prod code fight with abuse mails talk to mailproviders to not blacklist my mails deal with copycat sites manage the overall project organize new server resources (and set them up) GFX All that in the little spare time i have and after doing similar things for work all day. So what i realy, realy need is people to take over or help with parts of these tasks. Note: If you now think "i could admin your servers for you", you surely understand that giving away root to the server for someone to tweak settings is the last thing i want to do.
  3. ill redirect that question to thomas and ckan. If its on spacedocks end: youve the sources fix it :>
  4. sad. fix it! someone please! until then: i still want streamers to express interrest in this.
  5. isnt it supported or is it not working with 1.2?
  6. could be done but im not messing with the current prod code unless it has showstopping bugs. i devote my time to the new code. Btw @legoclone09 http://forum.kerbalspaceprogram.com/index.php?/topic/151880-for-all-streaming-folks
  7. DOnt just like it. request it. i want to try it!
  8. there are two versions: the current production version (based on kerbalstuff code and its a mess) and the new version (two parts backend in python by thomas and frontend in slim3&jquery by me) thats still WiP Im currently rsyncing the folders. So hopefully we will be ready to go for your mod in a couple of minutes have to restart the site :/ Site is up again and bug fixed. ( i took the liberty to publish your flightplan mod) also if you want to have some insigt in how i do things: because gunicorn wont propperly use all the cores (and now its even distribute among several servers) i used apaches loadbalancing function with sticky routes and session cookies (gunicorn nromaly should stick with one server per usersession) then i use reverse proxy to direct the app traffic to each server via openvpn (the mains erver and the app servers are in different locations) i also use xfiles and other tricks to serve static content without gunicorns help directly from apache. i also tried putting apache traffic server in front of it but it slowed down the site to much so im still runnign without caching server in front but i want to change that. To figure all of this out took me a year. Now the cpu of the main server is down to 30% with about 250 ppl on the site. But loadingtimes arent not where i want them to be. So the plan was to split front and backend to have the frontend (php,js,html...) run on cheap webspaces close to the users and do geoDNS (as weve done in the past with the modfiles). the backend will run in an similar setup as the site is now. Requests between the frontend and the backend will be done directly via ajax to the backend (the frotnends php framework serves only as routing and template engine) Side effect: ppl could donate a gig or two of php webspace and we could have a mirror there. (sadly there are next to none python/flask hosters) p.s.I proudly present to you a post youll never find on a minecraft forum
  9. Im old. no either i have menough memory to spare or gunicorn is a way larger problem. but i dont feel it. (but you still might be right)
  10. i dont feel forced. (how could you? "i dont visit apache served websites" ? )
  11. Found the problem (i think). will fix it as soon as possible. Ive to check some things first so i dont make it worse Complicated explanation: THe setup now is: Server with apache/db -> multiple servers with multiple gunicorn (app) instances i missed to sync the netkan folder between machines so if you switch servers while publishing a mod it doesnt find the netkan file it generates for ckan and errors out. Ive to sync all folders between each other before i can redirect them to one most up to date central share.
  12. ok so my guess is ive to see what the db says. (i assume the filesize is correct). Btw found an unrelated bug: i get 401 unauthorized when i try to publish your mod as admin Update: i created my own test mod and it went without a problem. Have you tried deleting and recreating your mods? also please creat some differently named test mod and try to publish it. If someone else created a mod in the last 3 days or so please tell me if you got the same error or not.
  13. @RealGecko So its a new mod? FlightPlan has 1.0? When did the error happen ( after uploading?)? i have: 17K Nov 12 00:52 FlightPlan-1.0.0.zip 328K Nov 12 00:53 FlightPlan-1478908406.4358277.png 5.2K Nov 12 01:22 thumb_FlightPlan-1478908406.4358277.png Ill check the db when i get home, but the file creaton dates are quite old (i dont know if the server uses your creaton date or does its own timestamp). If someone else created a mod in the last 3 days or so please tell me if you got the same error or not.
  14. thx. ill see what i can find later. I did divide the services between multiple servers in the past week so my guess is: i broke something in the process.
  15. interresting. are you sure the errocode is 500 and not 4xx? Im on my way to work now but ill take a look when im back. (if its 4xx forbidden ive to raise the connection limit i imposed due to the unintentional dos attack)
  16. Im afraid so.We COULD simply change the mod name in the db and rename the folder but i fear braking everything so i rather not. But ill think about adding forwarders. So you could put a mod into forward mode and it automaticly would lead you to another one. So you could transfer control, change name and so on. But either way: you would have to reupload all files.
  17. Problem beeing that mod links,stats and the storage folders contain the name. Changing it would cause massive problems. I can only suggest making a new mod and deliting the old one.
  18. Hi, as you might know theres a mod that enables you to view your vessels telemtry in a browser window: It starts an local webserver for that. I just thought: wouldnt it be cool for you streamers (e.g. on Twitch) to offer their viewers to monitor the filghts telemtry in their browsers while watching your stream? Because im well aware that normal Internet connections are at their limits with streaming video im willing to offer proxying the local server trough my server. All that is needed is: telemachus port forwarding a dyndns domain contacting me with streaming name / site, dyndns domain and port i would then send you the url where users can watch your stream (note you could also display other information like donation links on that site) And what do i get out of it? Fun (and you are always free to donate to spacedock)
  19. I would have thought it switches to some different model depending on the hight e.g. skybox like plane on the ground and then load a more lowres sphere the future you move away from it.
  20. ah ok because the planet is treated as some object in a scene. so you are saying that if im close to the surface is keept in memory? what a waste!
  21. Hello thank you for your input (and a detailed one at that). Ive some Points: 1.) It shouldnt load all the fine details no matter what the altitude or distance (LOD) 2.) Neither the RAM nor the VRAM has to hold all data at all times (how fast can you reach the opposite side of the earth and therfore need its most detailed textures and objects?) 3.) its not about ripping data out of MS flight sim its only an example. You COULD use bing/google maps as live source for images and models (you would need an internet connection for that) 4.) all computer and especialy game models of real life enviroments have to sacrefice detail so i would be happy with non realistic distribution of houses, trees and some blurryness here and there. 5.) you cant model every fine dietail (even ms couldnt) so you would need algorythemns for that (e.g. its a redential area so scatter arround some houses out of a finite pool of buildings and only add important landmarks at their propper locations) 6.) things like openstreetmap could provide a basic street layout and the areas mentioned above (they even map powerlines) but all of those idears are just suggestions and because ive no time to make this happen i can only offer these suggestions to anyone wanting to attempt such a thing. p.s. ive enough of a background to know that no home computer today could handle rendering all the earthes features/vegitation/objects at once
  22. Not only stock solar system but having real in depth hight data, sat images as textures, real airports to land on and at leqast some landmark 3d buildings. Im baiscly imagineing mircosoft flight sim with kerbal vessels and the ability to go into space if desired
  23. Hi, would it be possible to have a mod that imports MS flightsim worlddata or even $maps satilite images and 3d buildings into ksp to have some sort of realistic Earth to fly over?
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