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KSP2 Release Notes
Everything posted by Lisias
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Lisias replied to Lisias's topic in KSP1 Mod Releases
Of course it's a ugly hack. I have no access to KSP's code, I can't fix it properly. You proposition, if right, implies inner knowledge of KSP internals - something I'm not allowed to have due Forum Rules (See Legal Boundaries). I have no (forum compliant) means to know what the error on the code really is, so I choose to counter act the misbehaviour this way. Given the time constraints I had (and still have), this ugly hack it's the best a non Dev Team member can cook: It solves the problem Can be audited by 3rd parties As I don't have knowledge about what really is going on inside KSP's guts, I can't claim this will solve every problem, so doing this way will help people to find any missing use case And anyone can double check it, not only developers It don't get on the way of how KSP is doing things know, as I'm (ab)using a standard mechanism It allows me to use reflection only on an artefact I have control, instead of risking changing someone else's code Of course I have no special love for this stunt, something better (and Forum Rules compliant) is shown to me, I will throw this stunt on the bin can on the spot. But until there, I think it's safer (besides uglier) doing this way,- 633 replies
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And that, my friend, it's why the GameData should be considered sacred land. No user configuration or editable data should be there, only readonly files . (I have a single use case of a fix I'm cooking where the original file was so messed up that I had to replace it - but this is still bugging me, I'm trying hard to find an alternative)
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What's not working anymore... Send me the KSP.log in PVT. Chances are that I already had diagnosed it for someone else. Cheers!
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[1.8+] KSPBugReport : Easy issue/bug reporting plugin
Lisias replied to Gotmachine's topic in KSP1 Mod Releases
Point taken... That it's used only by KSP. Unity still uses the original handler - so any problems inside Unity are only logged on the Player.log . But your argument that crashes renders your plugin useless is right - anything really needing the Player.log would be better handled externally, as on CKAN perhaps. -
[1.8+] KSPBugReport : Easy issue/bug reporting plugin
Lisias replied to Gotmachine's topic in KSP1 Mod Releases
Yes. KSP.log is the.. .KSP's log. The Player.log is where Unity does its logging. Crashes and other inner problems are only logged on the Player.log. Granted, it's not needed every time. Perhaps as an option? -
[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Lisias replied to Lisias's topic in KSP1 Mod Releases
There's a thingy somewhere setting the Resource as hidden or something, but RL pressures prevented me to spend more time researching the matter and I launched Recall with I had on hands. Going back to this is already scheduled for my next KSP modding time window - it should be something extremely simple, by the way.- 633 replies
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Lisias replied to girka2k's topic in KSP1 Mod Releases
Yes. In order to avoid stomping on the mainstream toes, I make every effort to avoid confusion by not using the same places and files when possible. (and user editable/serviceable data on GameData is a terrible idea anyway). -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Lisias replied to cybutek's topic in KSP1 Mod Releases
Not necessarily. You can enable transparent file compression on Windows. it saves a lot of space, and on spinning disks even make the loading faster. If you are on Linux/BTRFS ou Apple/APFS you can use also Copy-On-Write - a thingy were two different copies of the same file shares the same space on disk until some of them changes, and then only the change will written on disk. This is a HUGE space saver, you can have two copies of the same KSP instalment taking only 5 to 10% of the space of a single copy. Unfortunately, ReFS (the new Windows file system) will be available only on Windows Server and Windows Pro Workstation, so end-users cannot use COW on Windows -at least, for while. -
JNSQ? Humm... Nice idea! I will give it a try!
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Ouch... Big Sur screwed up some keys, as it appears - I'm running Mojave (they will take it from me only from my dead fingers), and it works fine. Try sudo xattr -rd com.apple.quarantine ~/Applications/KSP/KSP.app where ~/Applications/KSP is where you installed the game. There's also this trick: sudo chmod -R 755 ~/Applications/KSP/KSP.app try the xattr stunt again after doing this one. Good luck!
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TL;DR: WE HAVE A .2 RELEASE, PEOPLE! JOY UP! Not only that, it's a x.y.2 release - they listened to us. And this makes me very happy (at the same time I'm still angry due the other problems - these are not mutually exclusive options! Being a KSP enthusiast is an exercise on Schizophrenia, apparently... ). I don't know details about the costs, but building a release involve some on big companies - so, it's understandable when a company try to reduce the releases to a minimum. But when that nice pieces of paper hits the turbofan, someone have to concede - and hopefully we are going the 1.7.x way: incremental releases, tackling down the worst bugs and rushing up releases as the worst are fixed or worked around. (Fail early, fail often - but always fail forward) - the 1.7 releases are the best from the Unity 2017 era, almost as good as the 1.3 ones (being "goodness" that sweet spot where bugs from KSP and bugs from Add'Ons co-live together without screwing up the gameplay). It's not ideal, of course - ideally, there should be no bugs at all. But we don't live on an ideal World, Squad is not an Ideal Company and frankly, we are not Ideal Customers neither. So we need to find a compromise - they burn the Midnight Oil hunting the show stopper bugs, early adopters do the same testing the thing for bugs (or fixes), common users wait a bit while the others do their trick.
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Say Hello to The Rep Grand Group! [07/19/16 UPDATE!]
Lisias replied to Endersmens's topic in Kerbal Network
The first 500 is the hard part. Then something kinda snap and things start to happen by itself, I think.. The secret appears to be stupidly awesome on the screenshots and awesomely stupid on the jokes, I think.- 929 replies
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As a matter of fact, you just reminded me that now I can write a Companion for IR, doing things my way...
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I made this gizmo tested it on 1.7.3, 1.10.1, 1.11.1 and 1.11.2: And ALT_Copying worked as expected on all of them. Well, not an obvious bug on TweakScale as it appears. But since you are using Infernal Robotics, I'm sufficiently confident that the problem may lay on the Infernal Robotics itself. You see, IR have to cope with some of the problems TweakScale had to cope too, as it also resizes parts and, so, need to replace attachments nodes - and if the parent part borks on resizing its nodes, TweakScale will reposition the nodes wrongly too - Garbage In, Garbage Out. It's less than optimal, but had you considered to use a scaled down Tube? Two T-12, two cubic truss (as I could not attach the solar panel directly on the tube) and you are set. Cheers!
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So it's not safe to just update to 1.11.2, you need to make sure to have the latest Kopernicus installed first! You see, it's not necessarily a demerit to break on a new KSP release - KSP has bugs too, and these bugs ends up inducing add'ons to bork. And the more complex is the add'on, the most likely it will bork when something change abruptly on KSP. One example of that it's TweakScale. Scaling parts on symmetry was working fine until 1.11.1, and now on 1.11.2 something has gone kaput - some code that fixed a bug on KSP just created a new one that is somehow affecting TweakScale in the end. And this is precisely the reason why, now, I show an "Advise" when TweakScale is running on a untested new KSP explaining that some new bugs can happen and strongly advising to install S.A.V.E. to keep things backed up automatically. And, in the end, TweakScale is working fine (just made the final test, while writing this post). Another Add'On was messing up its attachment nodes on KSP 1.11.2 - and then TweakScale used the messed up attachment nodes to scale things and got borked. Garbage In, Garbage Out. (what does not means TweakScale is fully functional on KSP 1.11.2 yet - there're a ton of tests to be made before being sure).
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Lisias replied to Lisias's topic in KSP1 Mod Releases
I'm still playing on 1.7.3 - never did anything meaningful on 1.8.0 and newer. Just don't worth the trouble. What's heartbreaking - because there're pretty good things on the newer KSPs - but by every good thing implemented, there're something else that broke (sometimes pretty important as this last one), and some of that things that broke I just can't fix without breaking Forum Rules (See 8. Legal boundaries). It's a catch 22 situation, sooner or later some people will be coerced to stop publishing add'ons here on Forum.- 633 replies
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Lisias replied to Lisias's topic in KSP1 Mod Releases
NOTAM KSP-Recall is still needed on KSP 1.11.2 , and it appears to be working fine. Happy Refundings!- 633 replies
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So, let't talk parabola. Let't pretend that one small but famous texan car maker just released a new model on the market, and it was a huge success o March 2021. It sold very well on New York, and even one Argentinian that lives on Patagonia bought one - it arrived on his home at May. And everybody was happy driving their cars - but on June, the one in Patagonia suddenly lost power and had to be towed back home and it didn't worked again for days. The owner, that liked the car very much, decided to diagnose himself the problem as he wasn't willing to ship the car overseas - he loved his car, he wanted it fixed fast. He managed to realize that the engine was shutting down when the weather gets below -10º C and it's snowing. He opened a bug report and asked urgency on the fix. However, the manufacturer noticed that that problem had only 3 votes (the Patagonian owner, his wife and son), so they didn't bothered to fix the problem, as they had thousands on votes no bugs complaining about the paint-job that wasn't shining as advertised. In December, all the 90000 cars sold to New York stopped working on Christmas.
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It's not working for everybody, check this post on this thread some pages ago: I stand by what I said, your mileage will vary. Make a full backup of your rig, then update and check how things are. Do not risk your savegames on an update without a full backup so you can roll back things if anything bad happens to you. Different features of a mod are affected differently - it's perfectly possible that your instalment don't have something else using the Kopernicus feature that broke @Solitude Aerospace's one. Or it may be a 3rd party that it's at fault, and Kopernicus just borked due that fault. In a way or another, it's not safe to just update to KSP 1.11.2 - do backups and make sure you can rollback if anything bad happens.
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No. At least Kopernicus broke on 1.11.2, it's reasonable to think that it may affect some others too - but your mileage will vary. Make a full backup of your installation (modern file systems have a thing called copy-on-write, also known as file cloning - this saves a lot of space, check how to do it on your Operating System), then update to 1.11.2 and play for a day or two. If nothing bad happens, you are probably safe to keep going, but anything weird happens, report on the appropriate thread and roll back until the problem is fixed. [snip]
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Unfortunately, TweakScale can't change the crew's capacity this way. This worked way before (probably when parts had no IVA yet), then it broke, and when I was doing some tests to reimplement it, SQUAD shut the door for it by hardcoding an Exception preventing me from changing the crew capacity of a part (what essentially prevents me from even changing it by brute force using Reflection, as on the launch KSP will detect the change and reset it) on KSP 1.8.0. The problem is fully described here. Interestingly, you can scale down the crew size, only scaling up is locked by KSP. So you can cook a really big part with lots of crew, and then scale it down to the desired size.
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The problem with the IPartCostModifier is already fixed on master, no need for further diagnosing!
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What in hell??? PZL M-15 Belphegor. Source.