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JohnWittle

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Everything posted by JohnWittle

  1. Man. I sure love it when people host on their own server, instead of on kerbalstuff or what have you. It's just awesome, downloading things at one fifth of dialup. Waiting hours and hours to play KSP. You know, if you quit CKAN mid-download it can mess all sorts of things up, so you can't just say "screw it, I'll play with the old version" without a great deal of risk. If you'd like some higher speed hosting, I'll give you a gig on one of my 1Gb/s boxes. Shoot me a PM. Edit: Oops, your server timed out on me, causing an exception in CKAN and all of the updates to revert to the old version. Just saying, man. If it's just a matter of wanting controllable hosting, I'll give you a full unix account if you want. If it's just a matter of having some kind of hosting at all, why not github or kerbalstuff or spacedock?
  2. Can you please, please, please find a new host for the releases? Anything other than spacedock? The download speeds are atrocious because spacedock's network speed is atrocious and the KSPI binary is enormous relative to the speed of the host. Or maybe just also release a 'diff' upgrade, something where if the user has the previous version they need only download the .diff and use gnu patch? I dunno, it seems like a lot of work compared to finding a new host with an upload speed faster than 100kb/s I have a server with a 1Gb/s upload speed, if you would like free hosting. It would be pretty easy; just stick to your current naming schema, scp or sftp new releases up, and update the ckan file. I'm sure it would be identical to whatever process you use now, except that it would not take me fifteen minutes to update KSPI for no reason 94 kilobits per second! it's about 1.5x the speed of dialup!
  3. Excellent! Thank you so much! Any plan on whipping up a quick .ckan entry?
  4. Yes, MJ can do that as well. SURF -> SURF. I usually launch rockets by starting at 90/90 and pressing the "minus" key to subtract 1 from the pitch, slowly executing my gravity turn. It is far, far superior to RT's flight computer. Can be seen in the bottom right in this screenshot:
  5. Could you post your output_log.txt? It's inside the "KSP_Data" or "KSP_x64_Data" folder, depending on which version of KSP you are running. Try to post everything after you load the launch pad or runway scene if you can, but ideally upload the whole log. Just as a tip, wheels in KSP 1.1.x do not work very well at all; the updated wheel physics in 1.1 improved things but it's still a sad situation. The "Stock Bug Fix Modules & Stock Plus" mod by Claw (one of the KSP developers) does a pretty good job at getting wheels to sort of work well enough to be usable; I recommend you install it and select the Wheels module (actually, all of the modules are good and generally make the game a much smoother experience, the mod is meant to fix the problems which the KSP team feels aren't worth putting out a whole new release to fix, or where the fix code is haphazard and they want to wait for a better solution before pushing it to stock). Who knows? It might fix your problem on its own.
  6. He said that Protractor is more or less working in build 01532, without mentioning 1.2 at all. Not trying to offend or anything, it's just really irritating to watch two people misunderstand each other when you can see exactly what the misunderstanding was lol
  7. You say you are still having problems when people try to connect; what exactly is the problem? Do they get a "timeout" error, or a "connection refused" error, or something else? If the first, it means they literally *cannot connect* to your computer. If the latter, it means that they *can* connect, but that the connection is getting refused. If you set up port forwarding on your router, then the connection is probably getting refused at your *computer*. (In keeping with the "ocean port" analogy above, if you are the President and you go out to Ellis Island and say "anybody coming from France should be let in immediately, no questions asked, even if they don't have their papers", then some Frenchmen come to Ellis Island and get sent to Manhattan because you "forwarded" the port to "manhattan" [your computer], but you forgot to let the Manhattan port authority [your *computer*'s, as opposed to your *router*'s, firewall] know about the arrangement wrt Frenchmen, so they get rejected.) If you are on a Windows machine, your firewall is called "Windows Firewall". You will want to open it (start menu, type "windows firewall"), go to "Advanced Settings", go to "Inbound Rules", click "Port" (rather than Program, since Windows probably doesn't know about DMB you must select the port instead), then type in the Port which DMB uses (not sure, probably in DMB documentation), then click "Allow" or "Enable" or whatever. You have to make sure the incoming traffic can get past *both* your router *and* your computer's firewall! This is why people rent servers and hosting services, rather than try to run websites and things on their home computer. It is a pain in the butt. Sometimes your ISP won't even allow incoming traffic to reach you at all, so that you'll have to buy *their* hosting service. You might check on your ISP's policy with regarding to hosting services.
  8. Only if the specific port you are opening is associated with an application which is vulnerable. For instance, if you open port 80 (to let apache or nginx or some such serve webpages), and then run, say, Wordpress, then it is possible that some exploit exists for the current version of Wordpress which allows people to get into your system.
  9. Hey, so... [x] science is bringing me out of warp on biome change whether or not I have science to collect and whether or not the Here and Now window is open. Is this behavior intended? It makes it a poodle to navigate kerbin, or any science-depleted system, as there seems to be no way to turn off the dewarping functionality.
  10. I have a question. What is everyone else using for fuel tanks for nuclear engine propellants? I find the Interstellar Liquid Fuel Tanks aren't quite varied enough to meet my needs... what I'd really like is the ability to put, say, hydrogen, into a Procedural Tank. Is there any way to do that?
  11. Is there really even a functional difference between RCS versus an engine? With the lesser RCS thrusters and the low-sensitivity control setting, I can also easily get my orbital periods within 1/1000th of a second of where I want them. Example: https://i.sli.mg/eEpS33.jpg And it's way easier than mucking about with the thrust limiter on an engine.
  12. Eh, the DMZ would help if DMP used port 80, but I seriously doubt that. @InfiniteAtom: No, your players do not need to do anything, only the host. And not the host machine, at that, just the router. First, a brief explanation of ports. Imagine your computer is a city with a harbor connection. It has a bunch of ports. Each port only allows a very specific kind of cargo to unload there. Port 80, for instance, only allows website cargo, while Port 6667 only allows IRC server related cargo. Your computer can open various ports to the wild, while keeping others closed. Think of it this way. There are three kinds of connections: incoming, outgoing, and ongoing. When you go to google.com, first you open an outgoing connection to your DNS server, requesting the IP address for google.com. From then on, the conversation between your computer and your DNS server is an ongoing connection, so your router allows incoming traffic from the DNS server until the conversation is over. Then, once you get the IP address for google.com, your computer opens an outgoing connection to google's server, and then google's server sends you back the html, javascript, etc for the front page of google, which your router allows through because, again, it's an ongoing connection which you started. But your router does *not* allow connections which other people try to start. If it did, you would be bombarded with Port 80 requests from hackers and bots, looking for vulnerabilities in websites. Bombarded with port 22 requests, looking for ssh vulnerabilities, etc. In our port analogy, the Port Authority for Port 80 only allows website cargo to arrive if the cargo ship has a document, signed by your computer, saying that it specifically requested this cargo. However! If you are trying to host a game server, then other people need to be able to open new connections to your computer. They need to be able to show up at your harbor and be accepted, even if the port authority didn't know about them in advance. Of course, you only want to open one port, the port which DMB uses. Your firewall is like the actual port authority. However, your router is like Ellis Island: it filters out traffic before it even reaches your computer, based on what port that traffic is bound for and whether they have signed documents stating that your computer actually requested that cargo. Both your firewall and your router's firewall work exactly the same way, except that your router also manages the traffic for all of the other computers on your network as well. So if you want to open the port which DMB uses, you not only have to make an exception in the router's firewall for that port (not sure which one), but you also need to specifically tell the router that traffic coming for this port should be send to your computer. Otherwise it won't know what to do with it. Some routers allow you to set this up based on your computers' MAC address: i.e. "Send all incoming Port 80 traffic to the computer with such-and-such MAC address". This is called port forwarding, because it's literally forwarding all of the traffic which arrives at a given port to your computer. Hope this explanation helps!
  13. Your router doesn't allow incoming connections on the port that DMP uses (not sure which). Most routers block all incoming connections by default. You need to 1) find out which port DMP uses and 2) find instructions for your specific router model to forward that port to your computer. Nothing to do with KSP.
  14. If you have Mechjeb installed, turn on the "Orbit Info" window. It will show your orbital period, i.e. the time to complete 1 orbit. Instead of trying to get all of your orbits perfectly aligned, with identical apoapses and periapses, you can just get them kind of close and then use RCS to get the orbital periods to be exact. It'll look a little messy, what with the unaligned orbits in the tracker, but it's far more reliable.
  15. It depends on the mod. You can test by making a copy of your savefile (in the "saves" folder in your ksp dir). If something goes wrong, just go back to the old savefile.
  16. (Reposting here since this post shows up in Google searches for the problem) So it turns out that people are aware of this bug and have a much better idea of what's going on and how to fix it; those people just don't come into this forum. But if you read the "Common Issues" thread, it turns out this bug has nothing to do with any mods. The problem is with the ShieldedPart function, which gets called on parts that are A) inside a fairing or B) inside an engine shroud. If a crewed capsule starts inside a fairing, then EVAd kerbals will bug out. If a docking ring starts inside a fairing, it will bug out. If an engine starts inside a shroud, it will bug out (I assume your separatrons were inside the Lander's fairing?). The Stock Bug Fixes mod fixes the issue for stock fairings and engine shrouds, but not modded fairings. The devs are aware of the bug and intend to fix it in an upcoming patch. Until then, install the Stock Bug Fixes mod and use only stock fairings and stock engines (except for unshrouded egines), and, if I have understood things correctly (always a chancy proposition), it will work. Source:
  17. So it turns out that people are aware of this bug and have a much better idea of what's going on and how to fix it; those people just don't come into this forum. But if you read the "Common Issues" thread, it turns out this bug has nothing to do with any mods. The problem is with the ShieldedPart function, which gets called on parts that are A) inside a fairing or B) inside an engine shroud. If a crewed capsule starts inside a fairing, then EVAd kerbals will bug out. If a docking ring starts inside a fairing, it will bug out. If an engine starts inside a shroud, it will bug out. The Stock Bug Fixes mod fixes the issue for stock fairings and engine shrouds, but not modded fairings. The devs are aware of the bug and intend to fix it in an upcoming patch. Until then, install the Stock Bug Fixes mod and use only stock fairings and stock engines (except for unshrouded egines), and, if I have understood things correctly (always a chancy proposition), it will work. Source:
  18. Oh, no offense taken. I know the bug has something to do with the ShieldedPart functionality, which is why it only happens with fairings and engine shrouds. I had assumed your bugfix tampered with the function which causes the parts to become shielded and unshielded, in which case any fairing mod would slso be fixed. I thought that would be easier on the code, since I assume there's only one 'shielded part' function but many stock parts which *create* a shield. My inquiry was as to whether this was the case, or if instead your bugfix actually tampered with the actual shielding parts themselves (stock fairings, shrouds), etc. Do you think you could explain the nature of the bug to me? There are about a billion threads about it in both the Modded and Unmodded Tech Support forums and nobody is really sure of the actual technical details.
  19. Hey, so, I had the "EVA'd Kerbals Stuck on Ladders, Basically All Parts Orphaned, Lots of Problems, etc., After Fairing/EngineShroud Decouple" bug, and was extremely thankful to see that these bug fixes claimed to fix it. So I loaded it up and off I went. And it didn't fix anything at all. All of my parts are still orphaned (empty context menus), when I tried to reboard my log claimed to be "Switching to Vessel: Jebediah Kerman" (with the exemplary warning "Warning: Jebediah Kerman has crew but no interior model!" lol). I'm using Procedural Fairings. I guess I had assumed that the bugfix fixed whatever ShieldedParts bug was going on... but now I'm guessing that actually it just fixed the problem on the actual fairing part end of things? And because I'm not using stock fairings, I still have the bug?
  20. There are dozens of threads talking about this exact issue, in both the "modded" and "unmodded" sections. :/ Anyone have a solution that doesn't involve reinstalling?
  21. I found a work-around. When I notice the parts go missing from PartCommander, I quicksave and reload that save. When the game is reloaded, the parts are back on the list and the output_log.txt spam is gone. This also works to prevent the almost-certainly-related missing-crew bug. But if you don't have PartCommander then you can't know when you're in a bugged state. So, for now, just quicksave + quickload right before you send someone out on an EVA, *every single time*. Scratch that. It worked once... at least, I think it worked once. But I just tried it again and this time, when I reloaded, everything was so bugged it was unbelievable. On my navball, the prograde, normal, and radial icons were all aligned on top of each other, my orbital speed was 0m/s, and I couldn't change the state of anything at all. Log here: http://john.soupwhale.com/output_log2 @JPLRepo, did you look over the first log at all? Any ideas?
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