kcs123
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
kcs123 replied to politas's topic in KSP1 Mod Releases
That is long waited feature. Hopefully it will help to impove detection of faulty installs. Kudos to @HebaruSan and @DasSkelett for that one. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
kcs123 replied to SpinkAkron's topic in KSP1 Mod Releases
Yep, at first it was OFF by default when CustomBarnKit.cfg was changing prices, noticing users about it in OP, but in last version it is ON by default on purpose when changes are only to increase part numbers for level one VAB/SPH limits. So, patch to increase allowed part numbers for level one VAB/SPH and for other levels as you think it is apropriate for Bureaucracy should work fine if you include both, UKS and Bureaucracy in NEEDS MM command. More info about it is burried somewhere in this thread several pages back. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
kcs123 replied to SpinkAkron's topic in KSP1 Mod Releases
1.1. version is released before 1.0.8 therefor is slight confusion with manual downloads from Spacedock, while CKAN properly handle it. At first, legacy support for older KSP versions is added with different name, but to avoid confusion and allow CKAN to better handle all mod versions, it was given same name but with lower version number. It may take a while until SpinkAkron respond and make changes, so until then you can use patch in spoiler section. Initially, for gamebalance reasons prices were swaped for launchpad/VAB, but after my proposal, instead of changing prices, number of allowed parts in VAB/SPH is increased slightly because UnKerballedStart require crafts with more parts in early career game for the same milestones compared to vanilla game. So, it might be good to include your own configs for UKS if it conflicts with Bureaucracy, but keep in mind why it is set in UKS for gamebalance reasons like it is, to keep idea and goals of UKS. -
[1.8.x-1.12.x] - RasterPropMonitor (adopted)
kcs123 replied to JonnyOThan's topic in KSP1 Mod Releases
It might worth to try posting stock issue on SQUAD bugtracker. Just stock game and stock craft with reliable reproducing steps. It may take a while until SQUAD fix that in next updates, but regardless, it is higher chance to be fixed, especially if that bug is tied to other issues with claw part. EDIT: https://bugs.kerbalspaceprogram.com/projects/ksp/issues -
That is very strange and new one. I never even tried science mode game, for me is always sandbox or full career mode on almost hardest settings (I keep ability for quicksaves and reloading mostly to be kraken safe). So, can't tell much about it, but have no idea how that can influence any mod around to behave strange like described. In sandbox and career game I was never have issues with install or uninstall IR. I have oftren upgraded and tested IR mod on same savegame file without issues. This is something new to keep on mind when comes to bugs.
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You may have same issue as JSArrakis. Just couples of posts above: Provide a bit more info, so we can narrow down what might be issue on your side.
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Maybe to ask author about it ? @SpannerMonkey(smce) seems to be more active on forums recently. Hopefully his health is improved as well. "Recently" is about month old news, though, I just noticed few posts in other threads: I don't know if he is going to return to moding, or he would allow someone else to continue work. A lot of folks miss him and his work and respect wishes to remove mods due to minority who was not respected someone free time burned into making those.
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Yep, morse code is something that I was always wanted to learn, but never found enough willpower to start learning it, despite being envolved in radio communication at some point where it could actually be useful. And I wish that I will never need to learn Braille code. I hope that my guess is correct on above post, what it is. Could not decode flag part, though. Jokes aside, @Maxi-Mio, people here are mostly willing to help, despite language used, but moderators does not aprove usage of other languages out of dedicated forum. https://forum.kerbalspaceprogram.com/index.php?/forum/19-international/ On all other threads, English is prefered language, so everyone can paticipate in communication.
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[1.9+] ReCoupler Release Thread - Monocouple your bicouplers! (v1.3.5)
kcs123 replied to Booots's topic in KSP1 Mod Releases
Most probably already is compatible with 1.7.3. sionce even forum title say that is 1.7.x compatible. Quite a lot mods that does not require any changes were not updated at all. CKAN on the other hand rally on info inside version file. And in lot of cases it is not worth the developer time to update mod just for version file if everythnig else works. To overcome that issue, you have option in CKAN to mark 1.7.2. mod versions to be compatible with KSP 1.7.3. and you will got option to install mod trough CKAN.- 98 replies
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Inserting version number into craft file would certainly help in future migration. Transition for proper craft files should not be much of issue. Problems might arise, though, with old craft files that contain parts with already built in broken TS patches. So, itm might be good idea to develop procedure how to detect already broken craft files within saved games and warn users about it, so savegame can be repaired before it become broken even more. Can similar method as it is used on starting KSP, to detect broken MM patches on startup, to use it to detect broken craft files, inside savegame and standalone craft files ? Once you got "patch revision 1" within craft files, any possible issue would be known and most probably method how to fix them, so that possibly can be automatic on "patch revision 2". But, "patch revision 0" can contain almost any kind of bug that is solved long time ago and it will be much harder to detect and fix. Regardless, TS version number within craft files and savegame files would help a lot in any future attempt to salvage old career savegames. Just few thoughts about it, not sure how feasible is idea of detecting broken MM patches within savegame and craft files.
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It may be harmless or already known issue. But it can also be something entirely new. It is hard to tell you good advice until exact content of warning message is known. So, sending full log would not hurt and it will definitely help to know what is going on, to help you resolve any doubts and issue sooner, rather than later.
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I think that any stock part that have animation event also trigger FAR updates. Robotic parts, IIRC use mesh transform or something similar, can't recall exact term from top of my head, that can't be used for trigger for proper update. I think that is only way to see when voxel calculations happen is trough log files or if you have opened console window all time. For more accurate and detail answer you will have to ask @dkavolis for it. This is much as I know and can recall right now.
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Stock robotic parts(rotatrons) would not properly work with FAR because stock robotic parts does not update necessary FAR functions on physics tick on time. It may work with IR rotatrons + wings/control surfaces that have proper FAR configs. I say "may", because IR rotatrons have low rotation speed that might not be enough for lift off. AFAIK, stock propelers don't have proper FAR configs, so it would not work with any combination of propeler + rotatron part, being from IR or stock. Variable wing craft with IR parts can work, but have to keep wing load light and you my want to use some trick with locking/unlocking joints to reduce wobling. I'm not 100% sure if necessary updates for FAR are executed for each IR part. Meaning, I'm not sure if it will work with combination of uncontroled IR part + stock robotic part, it might be necessary to have at least one powered IR part for proper trigger for FAR. There is no unexpected kraken-like issues with FAR + robotic parts that would cause things to explode. Issue that you may got is that you don't have proper lift/drag forces calculations and therefore craft may not work as expected. Can't tell anything about fairings, I didn't tested those much from other mods, but stock fairings work properly for me. Sorry, don't have any decent aircraft example for latest KSP versions, those that I have are made long time ago for KSP 1.2.x up to 1.4.x.
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[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
kcs123 replied to SpinkAkron's topic in KSP1 Mod Releases
You can build any kind of ground vehicles if you unlock required parts trough career game. UBM have made tiny rover wheels available from start. Now, those are pushed slightly up in tech tree, so you will need to unlock some tech tree nodes first. Or you can build improvised vehicle with parts on disposal. Otherwise, you may want to create your own MM patches to put those rover wheels in earlier tech tree nodes. Or, you may use GAP mod that offer certain parts from the begining as "experimental" for a small fee. Those contracts work with any tech tree, not just UKS. -
That is main issue. And it is not only with FAR. Quite a lot of mods does not work properly with scenarios. It is being like that since first KSP release. At least it was with tutorials and such. Can't tell much about mission history DLC, though. Your best bet is to play stock only game and pass trough scenarios. After that try mods and fun with sandbox and career game. And, welcome to forums,btw.
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It is not a problem because CKAN would not allow user to install such mod if it is not already installed or it force installing dependency mod prior to installing desired mod. Of course, it is always possible that user mess things with manula installs, but it is less likely if he use only CKAN installs. Well, on current state of KSP development and add-on development (all always moving target) it is impossible to create everything to be completely foolproof. At some point of development you have to draw a line somewhere, how much time you possible can to spend on working on something, you can't postpone some decisions forever. Otherwise you will burn yourself out very quickly. But, with some colaboration between CKAN staff and other developers of add-ons (both, main developer and developer of TS patches for such mod), possible damage can be minimised. You can also start showing warning messages trough TS plugin that patches for other mods will be removed soon, so user can know what will going to happen in near future and be prepared for it.
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Non ideal but similar solution already exist in CKAN. Trough recommeded or optional(suggests) mod install. For example, look at "Automated Screenshots & Saves 0.8.4.3" in CKAN on Relationships tab page. That add-on or mod have hard dependency(can't work without it) on ToolbarController and Click TroughBlocker mods. There is also recommended mod "The Janitor's Closet 0.3.5.1". Automated Screenshots & Saves mod will work just fine without it. However, if you choose to install The Janitor's Closet, it is also hard depended on Click TroughBlocker (can also be any other mod) and CKAN will install it if it is not installed previously by any other mod. The Janitor's Closet again recommed additional mods and it's possible dependencies. So, in case of NF patches, solution would be to create separate mod or add-on archive to download and in CKAN metadata files such mod need to have hard dependency on tweakscale mod and NF mod. Therefore it can be installed as standalone mod trough CKAN. At the same time some changes have to be made on NF metadata too, to include new NF tweakscale patches as recommended mod. People who use CKAN for installs would most likely also install offered recommended additions, so possible "damage" on ongoing saved games will be minimal. Just have to coordinate separation of NF patches from TS with main NF mod metadata files. CKAN staff will most likely help you with all this stunts and recommend best option how to do it. I thing that it might be even possible to separate NF patches in that way even before removing those from main TS install if new NF patches go to same folder as it is now, but have to ask someone of CKAN maintainers about details.
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I'm aware of this issue and I understand why you are creating this mod in the first place. But, let say that your mod is done with all delete/copy of new files. After that, user might need to update some mod trough CKAN that also have MiniAVC as dependency (old version and name). Let say that in mod folder exist new file version " MiniAVC-v2.dll" becasue CKAN was unable to remove it trough uninstall. After update, you will get again broken "MiniAVC.dll" along with new "MiniAVC-v2.dll". On the next run old MiniAVC.dll still can create havoc on loading and break things. So, each mod developer or CKAN staff need to update metadata files to use new version of MiniAVC with new filename to avoid this. There is also issue with mods that don't need update and it will install old MiniAVC version due to old metadata files. In case of manual install there is also possible that older mod will have bundled MiniAVC within archive. Users might also copy older file again without realising it. In case of just removal of mod trough CKAN, after uninstall there will be leftover of mod with empty folder and only "MiniAVC-v2.dll" in it. That can mess up MM patches on the next run if some other mod use uninstalled mod as dependency. Users need to be warned about this. It was several verions of CKAN, but IIRC I was having exceptions in CKAN because of missing files. It was long time ago and I may be wrong about it and also that might be fixed in latest CKAN. Therefore was my concerns and warning about it. Just wanted to point out of possible issues, there is no easy way to make all this foolproof for each possible issue that migt arise. Anyhow, I appreciate all your work, not only for this new mod, but also for all other mods that you maintain.
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Well, that is unpleasant, but sooner or later it will be necessary to bite a bullet and do necessary changes. IMHO, better to do this sooner than later and dedicate free time to more fun parts of development. Just anounce when breaking changes will happen, so players can remove affected crafts from career saved game playtrough. Or maybe to create procedure how to edit savegame files and hopefully fix crafts with broken parts. If it is even possible, of course.
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Nope. Almost all of cases of faulty installs comes becasue CKAN don't delete new files that are made after install with CKAN. For example, if some mod write custom xml or config file with user presets for mod on the first run in game. Such mod is not properly uninstalled, folder with mentioned xml file will remain, leaving (almost) empty folder and only xml file. That messes up further MM patches if user does not manualy delete whole folder. FAR is example that comes from top of my head, but there is quite a lot of other mods with similar behaviour. Same file overwritting policy is for any other file, including DLL plugin or any other user created file made without CKAN knowladge. You might want to check with @politas or @HebaruSan to confirm or deny this, but AFAIK this was not changed in a long time and CKAN will not delete either, new file or same but renamed file outside of CKAN install process. And there is also possibility that I have missinterprated quoted sentance, since I'm not native english speaker. If I understand your new mod behaviour, CKAN would know only about " MiniAVC.dll" file trough install. Your mod would delete that file and copy new " MiniAVC-v2.dll" in same folder. CKAN would not be aware of new " MiniAVC-v2.dll" file as it is not caught in CKAN cache file trough install. Better option would be that you delete obsolete " MiniAVC.dll" file and overwrite it with new version, but with same name "MiniAVC.dll". Sorry for being slightly offtopic, but that new WIP mod might affect a lot of users who rally only on CKAN to do things for them, without knowladge what is going on behind scene. I also understand your desire for such mod, to quickly fix KSP installs by removing obsolete plugin that may do more harm than any good. Just have to consider all options before going public with this new mod.
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[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
kcs123 replied to SpinkAkron's topic in KSP1 Mod Releases
Yes, it works. This mod only contain MM patches, does not use any plugin DLL file, so it will work just fine. For CKAN, it need only version file to be updated, but you can also set in CKAN configuration to accept mods made for KSP 1.8.0, so you don't need to install this manualy. -
Would not that cause issues with CKAN installs ? If you rename files, CKAN will not be able to delete those on next mod update or on uninstall of unwanted mod. Might be better idea to check file version and overwrite same file name with newer version. For manual installs should not be issue if user knows what he is doing.
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KJR* is not depended on prebuilding craft in SPH/VAB like mods with parts. So, yes, it is safe to install/uninstall KJR in the middle of playtrough, it will not going to break saved games. Make a backup just to be safe if KJR does not help in your case or if it introduce even stranger behaviour.
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Well, the thing is that, whenever somone reported that he have issue and asked that he provide logs, reproducing steps etc. There is no second response after that to help him to narrow down issue. I have no doubt that people have problems with KJRn, but I can only guess what can be root of issues. It can be bad install, strange interaction with some other mod, can be specific part from some mod or certain craft designs. But how to help anyone when there is no response on any additional question that can help to narrow down issue ? I was having issue with early version of KJRn that was happening only on my machine and Rudolf was unable to reproduce bug on his side. But, with cooperation from testing KJRn on my machine and additional changes/logging in KJRn we have narrowed down issue and it is solved for all newer KJRn since that one. Can only say that Rudolf is very supportive to help you solving issues that you may have, but also any user who ask for support have to also give some amount of cooperation so that developer can help him and possibly any other user with same problems. Saying only that KJRn is not working without any additional info is useless to any developer. There is dedicated post how to ask for help for a reason:
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
kcs123 replied to politas's topic in KSP1 Mod Releases
What you have on picture is archive file names that CKAN downloaded. It extract those in folder "..\KSP\Gamedata\" where each mod should be installed. CKAN does not extract those files in same folder as it downloads them. Have you checked your "..\KSP\Gamedata\" folder after you have clicked on apply button ?