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Lisias

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Everything posted by Lisias

  1. From these, there's basically 2 types of errors that are on TweakScale's shoulders: Empty Config files that I leaked on an Add'On I contributed (already fixed on an accepted Pull Request, pending a new release). @Russekof71You can safely ignore these ones, they will vanish as the add'ons are updated. But I know they are annoying, sorry for that. Clashes while registering HotKeys. @Russekof71 I will fix this as RL allows. Other than more annoyances (and losing the access to the feature), you can also ignore these ones. The remaining errors are due 3rd parties. There're some borderlines situations that I couldn't find a (always) safe way to handle, so they are logged for reference [most of them as WARNINGS, not errors - I forgot I had adjusted them already)]. When something else borks, and the borking part is also mentioned on one of these borderline errors, I know where to look first and this saves me a lot of time on diagnosing some problems.
  2. Dude, I use that thing for almost 4 years, maintain TweakScale for more then 3, and I just realised they wrote logic to detect when TweakScale is default because you told me. (You should had seen my face when it happened… ). Selective Memory, Thinking Bias, you name it. Everyone of us are subject to these mishaps - and this is the reason rubber ducking works! Cheers (and thanks again, @JebIsDeadBaby, @Krazy1and @ColdJ)!!
  3. ANNOUNCE Release 2.4.5.7 is available for downloading, with the following changes: Better compatibility with 3rd Party Add'Ons when Decluttering. Thanks, @JebIsDeadBaby, for the report! Closes Issues: #201 The Decluttering Feature from 2.5.4.4 is breaking KCT See OP for the links. — — — — — This Release will be published using the following Schedule: GitHub. Right Now. CurseForge. Right now. SpaceDock. Right now. (Done right this time!!!) Begin a bugfix release, all Distribution Channels were updated at once.
  4. Do you know I never realised that? Essentially everything here or uses TweakScale, or doesn't have it installed at all… I always (or at least, as far as I remember - my first uploads surely didn't) had clean up vessels before updating (including when I have AtmosphereAutopilot installed, as it renames one of the stock modules). The problem with that brute force approach is that Kerbal-X needs to know how TweakScale works in order to perceive when it's there and it's not being used - what will be a problem on the next interactions as new features will be created and will probably break some assumptions… So, by implementing these features before this one, I would break anyone relying on the current rules for realising if TweakScale is active && enabled or not... Not exactly. The UpgradePipeline thingy kicks in and fill the gaps before something would be caught with its pant's down. Also, keep in mind that the absense of a module does not triggers any exception on loading time - that modules will just not be loaded. [Not exactly on the context at hands]. What triggers exceptions is mentioning modules not installed on the installment - not mentioning existing modules is essentially doing nothing, and nothing happens (what can be a problem when someone renames stock modules and then export the crafts). [TweakScale does the second approach: it removes data from the Node in order to make it an empty node, a situation I know KSP handles fine for years already. I learnt that by inspecting tons and tons of craft and log files sent to me while doing support - there's a lot of config files around with empty nodes on the wild!] This is the tricky part - editing manually the craft file. I'm a developer, with years of experience on the field - and I was messing up something now and then before creating this feature earlier this year. What do say about the average user? On the other hand… You gave me an idea, I wish we had this exchange before - I would had made the feature right at first try! (Thanks for the rubber ducking!!)
  5. Confirmed. The Exception always happens by clicking on the Launch Button (Green Button, Top-Right). https://github.com/net-lisias-ksp/TweakScale/issues/201 Rolling back to 2.4.5.2 is a viable workaround - you will not lose anything, as this is the only feature implemented by 2.4.5.4 . I'm studying the problem to see if I cook a solution that doesn't involves deactivating the feature by default. Stay tuned!
  6. Just to avoid confusion, you are talking this one, right? Well… I had a Companion for it almost done before that utter <insert your favorite non forum compliant expletive here> from Apple that screwed up two of my 1Tb HDs. But 50% of the job was salvageable, so not a total loss. Since there's a customer asking for it, I will priorize this one. Stay tuned!
  7. Please send me the full KSP.log so I can rule out any other 3rd party, but on a first glance the changes on the latest TS release caught KCT with its pants down. But I need to see exactly where it borked. After sending me the KSP.log, rollback to 2.4.3.2 for while. I'm cooking the fix in the mean time. — — POST EDIT — — I REALLY NEED your KSP.log. In full. It's my understanding that the craft stunt is only applied while saving the craft on the Editor. The only situation I see where this can affect KCT is if it is calling TS's OnSave from inside the Editor, situation where TS will think it's being saved into a file...
  8. You need to register an event handler on the icon. Not that hard, but a bit convoluted. Check this code: It starts on every Editor (you can define in which scenes you want your buttons on the KSPAddon thingy. Then the Awake method is called by Unity, and the code hooks it up to be called when the Launcher App (the KSP code than handles the thingy) is ready. Then the Start method is called by Unity, that effectivelly creates the button for your application. Check how it defines when it will be displayed (VAB? SPH? Somewhere else?) Check how it defines the method to be called when you click on the icon (useToolbarButton on this example) Your code must decide if your window is to be displayed on every Update(). If yes, draw it (it's done on every frame) Don't forget to release and destroy anything you had allocated or created on OnDestroy() !! There's probably cleaner codes around to do the task, but this one is the one I recalled from heart (as I had played a bit with it on my rookie times!). Cheers!
  9. Some others add'ons have hard dependencies on Scale_Redist to support TweakScale, besides having no hard dependencies on TweakScale itself. It was the way it was found to allow TweakScale to be optional at that time. With the TweakScale Companion Program, at least in theory, the Scale_Redist is redundant - but yet, there're some 3rd parties add'ons relying on Scale_Redist out there, so it's here to stay. If you don't have TweakScale installed, the WatchDog will not bother you - it will just ignore this check. But on the exact instant you install TweakScale, then the WatchDog will bark on duplicates (as well the location and the exact name of the 999_Scale_Redist.dll file). ERRATA: The WatchDog will not bother you if you don't have any of the known clients of Scale_Redist installed (TweakScale is only one of them - it may be the provider of the service, but from the point of view of the WatchDog, it's just one of the known Client of Scale_Redist). The current list of known clients for Scale_Redist is available here. ADDENDUM: You are not required to have WatchDog installed, other than pesky you about known potential problems, it doesn't add any feature needed by TweakScale (or anything else). You can safely remove the file WatchDogForScaleRedist.dll from GameData/ModuleManagerWatchdog/Plugins/ . This will kill the feature for good, no side effects - [other than having the potential problems due uncontrolled DLLs on your rig]...
  10. Yes. There can be only one. Delete all redundant DLLs, leave only the 999_Scale_Redist.dll one on GameData.
  11. I decided to do a passenger plane that would reflect how I see KSP nowadays. Sounds legit. Moar pictures. Craft on KerbalX.
  12. There're good days, and there're bad days on a bomber. Mine usually look like one of these:
  13. Locate the KSP on your Library, right-click on it and select Properties. Then Select the BETA tab, and search for the version you want to use: From now on, your Steam maintained KSP copy will be downgraded to that version. I strongly suggest that you do a copy of the KSP installment to some other place before modding it - modding installments handled by Steam is a source of head aches, trust me on this. Cheers.
  14. One possible reason is having an old rig. I play KSP since the 1.4.0, and on 1.4.3 with the new PQS system KSP started to overtax a bit my older rig (mobile i5 sandy-bridge and HD3000 gpu). The difference were significative, but not enough to prevent me from playing 1.4.5 for a lot of time (I essentially jumped all the 1.5 and 1.6 and gone straight to 1.7.3). However, the 1.4 series broke a lot of add'ons, mainly due the change from Unity 5 to 2017, and so there's little incentive to play KSP 1.4.1, 1.4.2 or 1.4.3 (1.4.0 was terribly buggy). But since only 1.4.5 is available for downloading nowadays (what I think it's a mistake - KSP 1.4.3 with Making History is very playable on my older rig), 1.3.1 ends up being the best (if not the only) choice.
  15. The B-52 takes almost an hour to startup normally due the amount of support equipment needed. On scramble, however, they can start up the engines in 10 minutes by… exploding small charges on it. Source. I already knew that Special Cartridges were used to startup heavy old engines (try to crank your way out of a heavy agricultural tractor!): And, of course, I watched the Flight of the Phoenix, so I also knew they were used on airplanes: (And yes, I love the sound of that engine!) But I didn't knew they were used on "modern" aircrafts!!! (including the Canberra…): Using explosives to start up engines. So lovely Kerbal… — — POST EDIT — — Just found a video of the complete process on Canberra on reddit!
  16. They found it on a trash bin????
  17. ANNOUNCE KSP Recall 0.2.0.6 is on the Wild, featuring: Fixes for the already published fixes: #26 Kerbal going on EVA on Kerbin without helmet instantly dies #25 ChillingOut apparently is screwing up KSPIE Both issues were related to the same feature, ChillingOut, besides having different causes. In both cases, less than ideal implementations ended up causing undesired collateral effects. Thanks to @ss8913 and @rawhide_k for their reports. About the Future Given the current state of affairs on Forum, I think the best line of action for KSP-Recall is to stop pursuing work-arounds for KSP 1.12.x and let others do the job. So I decided that no KSP 1.12.x specific bugs will be handled by KSP-Recall as it’s becoming increasingly harder to diagnose and code fixes relying only on Clean Room Design approaches, and recent events suggest that trying different methods can be legally risky (even by, at least in theory, being perfectly legal on USA, Europe and most other countries). The current Workarounds will be actively maintained and eventual workarounds for KSP versions up to 1.11.2 (including very old ones, as 1.2.2 and 1.3.1 - I’m still playing on 1.7.3!!) can be considered - mainly because these codebases are very well known already and there’s no one else considering supporting them. There’re alternatives for KSP-Recall available on Forum for KSP 1.12.x users, so this is not exactly a settle back - it can be even an improvement, as some of the alternatives are willing to go trought paths I’m not. As usual, anything going wrong or weird can still be reported here: if it’s something on KSP-Recall, it will be fixed. If it affects some older KSP version still in use, we can study a workaround or perhaps a fix (these versions will not change for sure anymore!). For problems on KSP 1.12.x, at least some preliminary diagnosing can be carry out, making easier for some third-party to code a fix. But no implementation will be carried out. — — — — — This Release will be published using the following Schedule: GitHub, reaching manual installers and users of KSP-AVC first. Right now. CurseForge. Right now. SpaceDock (and CKAN users) Right now The reasoning is to gradually distribute the Release to easily monitor the deployment and cope with eventual mishaps.
  18. "Do what you do, Jeb, DO NOT EJECT!!"
  19. ZELL. The Luftwaffe's project to launch F-104 Starfighters with a booster attached on its… humm… tail. Source. For people preferring English!
  20. ANNOUNCE Release 2.4.5.4 is available for downloading, with the following changes: Declutters craft files, preventing TweakScale MODULE nodes from being written on it when the part is not scaled or it's deactivated. Now your unscaled crafts can be shared on KerbalX et all without being tagged as using TweakScale. And you can play Challenges where TweakScale is not allowed without deinstalling TweakScale - or creating a new installment just because of it. Updates ModuleManagerWatchDog to 1.0.1.0. Copes with KSP 1.12.x DLL loading new behaviours Add sanity checks for 999_Scale_Redist.dll Add sanity checks for Interstallar_Redist.dll Closes Issues: #85 Clean TweakScale's Module from unchanged parts on save See OP for the links. Highlights Selective persistence on saving craft files From 2.4.5.4, a long time wished feature (the task was created on late 2019!!) is finally reaching the mainstream after being tested inhouse for half the year: TweakScale now omits its data on parts with default settings when saving craft files. This new (and unexpected) feature is meant to declutter your craft files from unnecessary TweakScale sections, preventing your crafts from being flagged as using TweakScale when all your parts are plain vanilla sized! This will save you from creating special KSP installments when participating of challenges where TweakScale is not allowed. Now you just can save the file normally and publish it without that pesky TweakScale config sections lingering on the file without doing anything useful. This feature works on every KSP that have that Upgrade Pipeline thingy that will recreate the default TweakScale data from the prefab when it doesn't find it on loading. TweakScale does not activate this feature for KSP versions without this thingy for obvious reasons. Even users of older TweakScale versions will be able to load the craft files (the heavy lifting is done by the Pipeline) - so this feature is 100% retro-compatible. There's a proof of concept on Kerbal-X where a craft with all parts unescaled (but the miniFulelage) is available for downloading. By inspecting the craft, you will see that only miniFuselage has a TweakScale section - but, yet, the craft will load fine on your KSP 1.12.2. There's another version made on KSP 1.4.5 that you can use to test the feature on previous KSP versions (make the Pipeline sweat!). Click on the "Version 1 of 2" thingy on the upper left part of the page. TweakScaleExperimental support for parts and modules From 2.4.5.2, TweakScale is starting to support, as possible, all KSP modules - and not only the most visible ones, as well parts. In order to pursue that goal without risking your ongoing savegames (as changing Exponents will unbalance your designs, potentially ruining your crafts), some parts and modules scaling are only available on Experimental mode. Such mode will patch almost all KSP parts and modules (but Serenity/Breaking Ground as this one will be tackled down later, see the backlog for more information), including some that I'm unsure should be scaled - not to mention Exponents that I'm pretty sure will need some rebalancing. In order to toy with these parts and modules, you need to create a directory called TweakScaleExperimental in your GameData. The directory may be empty, it's enough to have it on GameData so Module Manager will register it, satisfying the :NEEDS that enable such patches and Exponents. Please only enable these patches on disposable or non valuable KSP installments. These patches are going to change for sure in the near future, and these changes will be incompatible with savagames created with the previous set of Experimental patches. Standard mechanism to control TweakScale availability From 2.4.5.0 and up, it's possible to deactivate TweakScale on some (or even all) parts by patching or on the user interface without affecting living crafts on the savegame (or even already existent craft files). A patching only feature can lock up TweakScale on the current state, making easier to create artefacts to automatically reconfigure a savegame for Challenges with specific rules. Again, without affecting existent crafts or savegames - once the craft is launched, it's not affected by these options. See the Documentation for details. Formal support for KSP from 1.4.4 to 1.12.2 KSP 1.12 didn't introduced any changes that break TweakScale, so it's formally supported. However, in order to proper support Variants, the minimal KSP version supported by now is 1.4.4 . Sorry for that. TweakScale 2.5 aims to bring back support for KSP down to 1.2.2 (exactly how, is still work in progress, but it's feasible as being demonstrated by some Unofficial forks of mine). Parts with Variants Variants that change Cost and/or Nass are now fully supported, but TweakScale is struggling to support Parts with Variants that changes Attachment Nodes. I had planned to withdraw TweakScale support from such parts as I did in the past, but then I realised that most Version 2 parts from already scalable parts (as Terrier...) would had TweakScale withdrawn, and this would render some crafts and savegames corrupted. Since most of these parts didn't misbehave on a noticeable way, I decided to just let it go as is for while. Just a few stock parts are misbehaving into a noticeable way, and these parts are (until the moment): The Mastodon engine The Structural Tubes T-12 T-18 T-25 T-37 T-50 And probably more, as Add'Ons starts to use such feature. The only workaround at the moment is to descale these parts before applying the variant and then scaling them again. Alternatively, just detach and reattach the misbehaving parts. A proper fix is Work in Progress, and is expected to be released on 2.4.4.1. Deprecating Patches Support for all non Squad parts are on a deprecating status and will be definitively removed on TweakScale 2.5. The TweakScale Companion Program will be the source for supporting third-parties add'ons. It's advised to install the needed Companions as they reach Gold status. Sanity Checks Parts using Firespitter's FSbuoyancy needs the latest TweakScale Companion for Firespitter, as only the Companion has the specific code that knows how to handle it. Overrules A overrule, as the name says, is a patch the overrules TweakScale (and anything else) in order to make things "broken" in a deterministic way. A complete essay can be found here. Hot Fixes A Hot Fix is a hand crafted patch that fixes by brute force patching problems, forcing the original intended result for a given KSP installment. The difference from an overrule is that Hot Fixes don't break compatibility with sane installments, so you can start new savegames and share your crafts without worries. A complete essay can be found here. New Scaling Behaviour A new TWEAKSCALEBEHAVIOUR, ModuleGeneratorExtended , is available for parts using ModuleGenerator that wants to scale the INPUT_RESOURCES too. This feature wasn't introduced directly into the ModuleGenerator's TWEAKSCALEEXPONENTS to prevent damage on Add'Ons (and savegames) that rely on the current behaviour (scaling only the output), as suddenly the resource consumption would increase on already stablished bases and crafts. Just add the lines as the example below (the output resources scaling is still inherited from the default patch!). @PART[my_resource_converter]:NEEDS[TweakScale] { #@TWEAKSCALEBEHAVIOR[ModuleGeneratorExtended]/MODULE[TweakScale] { } %MODULE[TweakScale] { type = free } } WARNINGS Keep an eye on the Known Issues file. — — — — — This Release will be published using the following Schedule: GitHub, reaching first manual installers and users of KSP-AVC. Right now. CurseForge. Right now. SpaceDock (and CKAN users). Right now. The reasoning is to gradually distribute the Release to easily monitor the deployment and cope with eventual mishaps.
  21. Geez!! Now someone need to implement tunnels on KSP, so we can do it too!!!! And also, this one!!
  22. By some reason, this reminds me from the golden days of the Amiga Modules. ProTracker, Octamed, FastTracker, Impulse Tracker.... Some of that music were very impressive (Brian Eno came from this Scene, IIRC). On the hands of a skilled musician, beauties like this could be made in the late 80's - decades before any other affordable computer to be used at home!
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