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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
ANNOUNCE KSP Recall 0.0.5.0 in on the Wild, featuring: Better coping with KSP 1.11 Driftless is not needed on KSP 1.11, and my findings suggests it's undesired on it. So it will not install itself on KSP 1.11.x and above. There're, however, some opportunities for improvement - some research is needed, however, to understand how "Anchoring" works and how to enhance it without breaking it. Good Luck! This Release will be published using the following Schedule: GitHub, reaching manual installers first and users of KSP-AVC. Right now. CurseForge, Right now. SpaceDock (and CKAN users), Right now.- 633 replies
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The problem is that, this time, they messed up on the Consoles. People pays premium for Consoles for a reason, and they broke the expectation. Worse, they dragged Microsoft and Sony to their problem, without coordinating with them first. They should not had mentioned refunds before talking to them first. Microsoft and Sony had their hands forced on this issue, and they will respond in kind and make them an example, otherwise they will fall hostage from the remaining publishers. They also rigged the reviews, inducing console players to buy a product that was not up to the reviews published (from PC version). Things are way worse than it appears... This can end pretty bad... On a side note, a friend of mine bought the game. His impression? The game is fantastic, he is going to play it with or without bugs (but will be be sad by applying updates). The tragedy of the history is essentially this: they would had way less bad press if they delayed the game again, or even launched only the PC Version explaining that they need more time to trim down problems on Consoles (and offering a treat to everyone on Console that had bought the game and choose to wait, or even a early access program for people willing to help - believe me, most of them would). But... You are right. however... Once the money stops to flow and jobs start to burn, no leader or manager will take money from their pockets to pay the developer's bills. Every time I hear some manager saying "I take full responsibility", all what I see is a P/R stunt. They already have responsibility for the problem, it's on their job description - trying to wave it would render a law suit. And, as I said before, "full responsibility" is just a P/R stunt - when the worst happens, not a single one of them will be prosecuted and have their personal assets to pay the developer's salary, the developers will be fired, the consumers will be left high and dry and that's it.
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Check this thread: And see if it's the same thing happening to you.
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Read the Warning. It's saying that, at that time I had compiled the binary, it was not known if TweakScale will work with KSP 1.11 . This doesn't means that it will not work, it means that was not known if it will work. Well, today I determined that yes, it works fine on 1.11 . So you can hit Cancel to dismiss the Dialog (as hitting OK will close KSP to avoiding damage if the worst case scenario happens). Current TweakScale is working with KSP 1.11. So the ETA is 0, all you have to do is click Cancel and let KSP run. The next release will be taught that it works fine on 1.11, and so don't need to panic on it. --- Post Edit --h And you need to install Module Manager! I think that nowadays you wil want this file.
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It's always a management problem. However, leadership != management. What's also a management problem. What I think it happened is that someone, facing some serious financial constraints due the current affairs in the World, decided to force the pre sale of the product in order to have some cash and avoid having to take harsh decisions - and by doing it, trowed the hot potato to someone else's hands. The idiot intended to earn the benefits from the stunt while letting someone else getting the heat for the problems/consequences. However, now and then the weak side of the equation is not able to save the day, and so.... 1 Bi USD evaporates form the stockholder's pockets. This is a problem extremely hard to dismiss and let someone else handle it. It' not different from how Software is developed nowadays - with everybody taking the easiest path without regarding the consequences for everybody else - what's make sense, since usually managers are promoted from the working-force.
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0. It's already there. The ETA is for a update que will eliminate the warning on running on KSP 1.11, and to publish some of the features I implemented in the past months. I think 2 or 3 days, but Murphy is around making a fool of me every time I publish a deadline so take it with a grain of (Himalayan) salt
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METAR No misbehaviour was found on the scaling process, Squad implemented the new feature (see here) in a way that didn't affected TweakScale. The whole story is on #Issue 147 if you are curious. SO... I'm reducing the scope of the 2.4.4 release to allow it to be on the wild sooner (right now, I'm struggling to handle symmetry on scaled parts with variants that change Attachment Points, so I will get this out of the initial 2.4.4.0 release). 2.4.4.0 will get rid of the pesky Advise about TS 2.4.3 not being known to run fine on KSP 1.11 , will get Parts with Variants with mass and/or cost scaled correctly (eliminating some Warnings), but will not allow scaling parts with Variants that changes attachment points yet (so some Warnings will linger for some time yet). Cheers!
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The anchoring needs to be applied to the torque vectors too!
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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
METAR I found some time to test KSP Recall's Driftless on KSP 1.11. TL;DR: KSP-Recall Driftless is not needed on KSP 1.11, but it's still useful on borderline situations. I will not prevent it from installing itself on KSP 1.11. WITHOUT Driftless: WITH Driftless: On the other hand, since Drfitless can still be useful on KSP 1.11, I think it is a good idea to further investigate if there's a way to still act when the physics engine is overloaded. Moar screenshots (but not necessarily more info) on Issue #10.- 633 replies
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TLA_DEBUG_STACK_LEAK
Lisias replied to Commodore_32's topic in KSP1 Technical Support (PC, modded installs)
If by any chance I'm right about this, unless Squad had deactivated the sparks on the VAB/SPH, KSP 1.11.0 is still prone to this problem, as it still uses the bugged Unity version! Mono path[0] = '/.users/lisias/Workspaces/KSP/runtime/1.10.1/KSP.app/Contents/Resources/Data/Managed' Mono config path = '/.users/lisias/Workspaces/KSP/runtime/1.10.1/KSP.app/Contents/Frameworks/MonoBleedingEdge/etc' Initialize engine version: 2019.2.2f1 (ab112815d860) [XR] Discovering subsystems at path /.users/lisias/Workspaces/KSP/runtime/1.10.1/KSP.app/Contents/Resources/Data/UnitySubsystems GfxDevice: creating device client; threaded=1 Renderer: Intel HD Graphics 4000 OpenGL Engine Vendor: Intel Inc. Version: 4.1 INTEL-12.10.22 GLES: 0 GL_ARB_blend_func_extended GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader5 GL_ARB_instanced_arr ays GL_ARB_internalformat_query GL_ARB_occlusion_query2 GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_subroutine GL_ARB_sha ding_language_include GL_ARB_tessellation_shader GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_query_lod GL_ARB_texture_rgb10_a2ui GL_ARB_ texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_vertex_attrib_64bit GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_sRGB_decode GL_APPLE_client_st orage GL_APPLE_container_object_shareable GL_APPLE_fl ush_render GL_APPLE_object_purgeable GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_texture_range GL_ATI_texture_mirror_once GL_NV_texture_barrier OPENGL LOG: Creating OpenGL 4.1 graphics device ; Context level <OpenGL 4.1> ; Context handle 1066118144 Begin MonoManager ReloadAssembly - Completed reload, in 1.413 seconds WARNING: RGBA Compressed BC7 UNorm format is not supported, decompressing texture UnloadTime: 1.818800 ms Release Build Please advise if this still happens, as none of my rigs have a newer GPU that supports whatever is the Unity code that triggers this crash! -
METAR KSP 1.11.0 just arrived with some changes on how Kerbals handle their mass. Since the mass of the Kerbal is not included anymore on the crewed parts on the prefab, TweakScale will render such parts sensibly lighter now (as the part will be scaled with the "kerbaless mass", and not with "kerbalful mass" as it was being done before). Additionally, since the craft will lose mass as Kerbals go to EVA, and will earn mass as Kerbals come back (including materials collected too!), how it will cope with TweakScaled parts is still unknown. I hope the engine use the living part's mass data, and not the prefab's data (as it happened once), otherwise TweakScale will be seriously affected. In a way or another, it could be a good idea to postpone updating to KSP 1.11.0 until I finish downloading it in order to test these things. And, as always, please use S.A.V.E. (just in case).... -- POST EDIT -- SteamClient is downloading KSP for me at ~150KB/s... So I think this is going to take a while... =/ -- POST POST EDIT -- SteamClient just closed for updating on me, and I had to restart the download_depot command. (sigh). I will go to bed and check this on the morning! Scale Safe!
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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
METAR KSP 1.11.0 arrived and the need for Driftless :NEEDS to be reevaluated. Currently, Driftless is installed on anything equal or bigger than 1.8.0, so it will be installed on 1.11.0 too, being needed or not. I don't thing this will cause any collateral effect, but just in case, please use S.A.V.E. (just in case). Resourceful will not affect 1.11, it only installs itself on KSP 1.9.x. Please report anything weird.- 633 replies
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Hi! Welcome back! You didn't cleaned up older TweakScale files before installing the new one! [LOG 23:13:39.272] Config(@PART[KIS_Container1]) TweakScale/Deprecating/patches/KIS_TweakScale/@PART[KIS_Container1] [LOG 23:13:39.279] Config(@PART[KIS_Container1]) TweakScale/patches/KIS_TweakScale/@PART[KIS_Container1] Completely remove all TweakScale files from your installment, them reinstall the latest TweakScale. This will fix your issue for sure. Cheers!
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Yes, and this happens automatically. From .21 and forward, the Warnings are only displayed when MM rebuilds the cache (to tell you the true, the Warnings go away when the current time is 1 hour later than the timestamp from the MM ConfigCache file). If the Warnings are not going away after one hour of the Cache rebuild, you have error(s) on some third party patch(es) that are preventing MM from building the cache at first place, and the only solution is to hunt and fix that errors so MM can build the cache - and then TweakScale will suppress the Warnings one hour after.
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Use the one that works on KSP 1.8. That one works for KSP >= 1.8, i.e., it will work fine on 1.8.0, 1.8.1, 1.9.0, 1.9.1, 1.10.0 and 1.10.1 . Cheers!
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You need to install Module Manager! If you are on KSP >= 1.8, download this one. If you are on KSP <= 1.7.3, download this other one. Algo, keep in mind that you need to install 999_Scale_Redist.dll on the GameData too, otherwise TweakScale will not work neither. Cheers!
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Welcome. And use S.A.V.E. . Believe me, this is a SAS saver.
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Stable. CKAN, SpaceDock and CurseForge only publish stable releases. You need to dig to find the TweakScale Beta releases, they are intentionally not easily found. About the modlets, download then, unzip them and move the files to the GameData. There's a INSTALL.md file on each zip file with hints about how to install them.
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On TS Beta, yes. But TS Beta is still beta for a reason, you risk solving a problem and getting something new in exchange (right now, scaling parts mirrored is problematic, working on it). On current TS, scaling itself will be affected because All Tweak likes a linear, percentual scaling (0 to 100%) while most parts on TweakScale use "hard", discrete scaling (1.25m, 2.5m, etc). So, suddenly, something being scaled to 25% will be scaled as 0.25m. And vice versa.
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It's the other way around. All Tweak was... "tweaked" ... to only patch parts without TweakScale support. What can happen is that once you install All Tweak, and then install one of the Companions, All Tweak will respect the current patching and will not change what's already patched, what's a really good thing. However... There's a gotcha. Since KSP since 1.5 more or less (I detected the behaviour on 1.6) tries to update savegames on loading to the current status quo, the following sequence of events can be problematic: You install All Tweak You fire up KSP and start a game Later you instal something (not only the Companions) that adds proper TweakScale support Now you fire up KSP again All Tweak notices that some parts that previously were patched by it are now already patched for TweakScale, and avoid overriding the current patch (this is the right thing to do) Once you open a SaveGame, KSP will notice that some living parts have different TweakScale rules from what's on the prefab now, and tries to "fix them". (not necessarily bad for everyone, but for TweakScale it was way less then desirable) Now you have some parts that were scaled using All Tweak being now scaled using different rules, and so parts will have different sizes, weight and capacities than you expect. And this is really bad. Current TweakScale (2.4.3.21) doesn't know how to cope with this mess. Current TweakScale Beta (2.5.0.29) knows a bit better, and tries to fix the size of the parts - but the weight, cost, etc, are out of its reach , your crafts will get unbalanced no matter what. Soo... If you use All Tweak, only install new add'ons with TweakScale support (not only the Companions) to start new savegames, unless you are willing to fix some things on your current ones.
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Welcome back! CKAN is planned, but I delayed it due some conflicts one of the Companions suffered with third-parties. So most of them had to be reworked to be more resilient. All-tweak is a quick&dirty solution to blindly (and somehwhat bluntly) patch parts without a TweakScale patch using a generic patch, without too much thinking on balance or plausibility. It also doesn't adds Exponents to new modules, so some third-part parts scales improperly (as gaining cost, size and weight, but keeping the standard numbers for custom features). It's a nice hack to be used as last resort, though. The Companions, on the other hand, are carefully curated (what doesn't means they are flawless, mistakes can pass through now and then, being the reason most of them are still in Beta) to scale things properly using quadratic, cubic or even fractional exponents coping with the "kind" of the part being scaled (wings? engine? crewed parts? etc). They often relies on custom code to cope with some add'ons (as KIS , KAS, FS, etc), and so on. TL;DR: You really should use the respective Companion instead of relying only on All Tweak.
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This is how we turn on an engine!
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If all you want is the drift fix, remove the resourceful.cfg file from your installment. This will prevent Recall to handle the resources, and only the drifting will be fixed. If this was the problem with ARP (don't know yet, probably will try it tomorrow), it will allow you to use ARP with Recall. S.A.V.E. does beyound it. It does full backups before KSP loads and (at worst case) mangles it. By the time KAC saves something for you, the savegame is already doomed.