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KSP2 Release Notes
Everything posted by Lisias
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Nops, @Iapetus7342 has a point. CKAN's metadata is lacking on Planet Packs. Kerbol Origins, for example, is flagged to work only to KSP 1.8.1 on SpaceDock, and this information is replicated on CKAN. But it was confirmed that it works fine on KSP 1.12.5: So the user have to tell CKAN to consider KSP 1.8.1 to be compatible to KSP 1.12.5 to have it installed. But not everything that works on 1.8.1 will work on 1.12.5, subjecting the user to the risk of install incompatible or troubled add'ons that are known not to work on 1.12.5 at all - sometimes unattended due the Recommendations and Suggestions. So, yeah. @Iapetus7342 is right. It's best to install the Planet Packs by hand, letting CKAN handling the other dependencies without using the somewhat unaccurate KSP compatibility flags.
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One sentence you could say to annoy an entire fan base?
Lisias replied to Fr8monkey's topic in Forum Games!
The early bird gets the worm; the second mouse gets the cheese. And I used two sentences (three now). -
I plain forgot. I think we are getting similar issues on DayJob©, besides with different results - and the aftermath is that I'm not getting enough sleep for some days already. I got similar issue from my side. The Forum link tree is circular, with lots and lots of pages linking each other. A dumb scraping tool (like my initial version) would unavoidably reach the same problem. Solution could not be simpler: keep track of the URLs and don't scrap them again during a moratorium period - I set mine to one month (redis to the rescue). And, of course, I limited my hits to way more reasonable values (about 30 to 45/minute nowadays). As we can see, Artificial Intelligence is an oxymoron. === == = POST EDIT = == === However, this doesn't means that Forum's software (Invision, I think) could not be doing a better job... This is the very oldest still visible thread on this Forum: https://forum.kerbalspaceprogram.com/topic/2-ksp-forums-is-now-online/ And this is two HTTP HEAD for it, issued with 60 seconds from each other: curl -v --head https://forum.kerbalspaceprogram.com/topic/2-ksp-forums-is-now-online/ | pbcopy HTTP/2 200 date: Tue, 10 Sep 2024 16:12:08 GMT content-type: text/html;charset=UTF-8 cf-ray: 8c10b29fbca34ed1-GRU cf-cache-status: DYNAMIC cache-control: no-cache="Set-Cookie", max-age=180, public, s-maxage=180, stale-while-revalidate, stale-if-error expires: Tue, 10 Sep 2024 16:14:13 GMT last-modified: Tue, 10 Sep 2024 16:11:13 GMT set-cookie: ips4_IPSSessionFront=cni456csa2af36r30h8fmvpo0h; path=/; secure; HttpOnly vary: Cookie, Accept-Encoding cf-apo-via: origin,host content-security-policy: frame-ancestors 'self' referrer-policy: strict-origin-when-cross-origin set-cookie: AWSELB=997D7B590A5AD5B3A7BEBA69831746FDCBBFA28BFFB6AF9BC62DD5BDE535C0A4EDDFB5D8584901B237423519EF2DA8736BDDD877EC1746EE7F33AD352C8B5A095E21920F898533440F3B0CDDFCA739EBCDEA44BAE2A26BC6473FFD5A65BDABE61775AE7992;PATH=/;SECURE;HTTPONLY x-content-security-policy: frame-ancestors 'self' x-frame-options: sameorigin x-ips-loggedin: 0 x-powered-by: PHP/8.1.19 x-xss-protection: 0 server: cloudflare and 60 seconds later: HTTP/2 200 date: Tue, 10 Sep 2024 16:13:17 GMT content-type: text/html;charset=UTF-8 cf-ray: 8c10b44d4cec4edd-GRU cf-cache-status: DYNAMIC cache-control: no-cache="Set-Cookie", max-age=180, public, s-maxage=180, stale-while-revalidate, stale-if-error expires: Tue, 10 Sep 2024 16:15:21 GMT last-modified: Tue, 10 Sep 2024 16:12:21 GMT set-cookie: ips4_IPSSessionFront=pdktt2g34l2cip15i3n1jf7d0g; path=/; secure; HttpOnly vary: Cookie, Accept-Encoding cf-apo-via: origin,host content-security-policy: frame-ancestors 'self' referrer-policy: strict-origin-when-cross-origin set-cookie: AWSELB=997D7B590A5AD5B3A7BEBA69831746FDCBBFA28BFFB6AF9BC62DD5BDE535C0A4EDDFB5D85845D5C3EC116C11401E6BA78D080408321746EE7F33AD352C8B5A095E21920F898533440F3B0CDDFCA739EBCDEA44BAE2A26BC6473FFD5A65BDABE61775AE7992;PATH=/;SECURE;HTTPONLY x-content-security-policy: frame-ancestors 'self' x-frame-options: sameorigin x-ips-loggedin: 0 x-powered-by: PHP/8.1.19 x-xss-protection: 0 server: cloudflare The interesting bits are the last-modified: header: last-modified: Tue, 10 Sep 2024 16:11:13 GMT last-modified: Tue, 10 Sep 2024 16:12:21 GMT The last-modified header is essentially the timestamp the resource were accessed, meaning that Invision (I'm right?) is rendering the page every single time it's accessed no matter the content were changed or not. And this specific page is essentially binary equal on both GET requests I did in parallel. So my attempts to ask the page's HEAD to avoid scraping an unchanged Forum's page was fruitless. Since I keep track of the last time I scraped something, I could just ask for the page's header and see if it had changed since them, saving Forum's bandwidth and CPU juice when not. And this would not only help me on my efforts. It would allow a full blown page caching system that would benefit everybody. squid is still there. This rant is towards Invision (I'm right?), not Forum. I think.
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The Rest In Peace thread: Bob Uecker, David Lynch, January 16, 2025
Lisias replied to StrandedonEarth's topic in The Lounge
He owns the Riddle of the Steel now. -
Yes, it is. Because it's exactly how consumers will compare them. A310 is a crappy GPU - but yet the other 2 games performed relatively well on it. Welcome to the Desert of the Real. We finally reached an agreement. There's no point on arguing with illogical people. Obviously, one of us is failing to cope with reality. Let's give time to time and see who.
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Agreed. But consumers do expect that. And since they are the ones with the guns money, I suggest to pay attention to them. You see, KSP2 was the only game tested that they considered unplayable at Low settings. See the whole video. How Low is Low enough? Clearly, KSP2 missed that sweet spot - by a mile. On the bright side... Did anyone noticed that Linus, besides never had played KSP before, could built a simple rocket and launch it? Did anyone noticed how they were laughing and having fun? I choose to publish that video on purpose. They show both some of the most miserable failures on KSP2, but also where it excelled!! Stop covering your arses and start learning from your mistakes. Life can be simple like that sometimes.
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Not willing to beat a dead horse, but I found this on my feed today: 'This was essentially a two-week long DDoS attack': Game UI Database slowdown caused by relentless OpenAI scraping https://www.gamedeveloper.com/business/-this-was-essentially-a-two-week-long-ddos-attack-game-ui-database-slowdown-caused-by-openai-scraping Personal scrapers weren't the problem, as the Bad Gateways kept happening and happening even when the scraper were imposing themself temporary moratoria (or plain stopped doing it at all some weeks). The real cause was left unchecked.
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Colloquial conversation usually doesn't differentiate Responsibility from "Guilt". There're a lot of things in which Nate is in "fault", because he was responsible for that outcome. And there are others because he actively made the decision that leaded to the problem and, so, he was "guilty" for them. Calling Nate "guilty" of things he was only responsible servers only to mask the real guilty party for some problems. Blame Nate for his own mistakes, and let other people be responsibility by the ones they did themselves. Nate is/was responsible for a lot of decisions on game design that revealed themselves problematic as features were being piling up, but definitively he wasn't responsible for the technical decisions made on code. This is the Technical leadership responsibility - not rarely, also the Software Architect's too. Being entitled to an opinion doesn't means such opinion is right - or even just. There're a lot of unjust opinions around. You are still entitled of such opinion, no doubt. But you are also responsible for the impact of such opinion on other's people reputation too. If you are going to openly formulate a strong opinion, it's your best interest to have them backed up with some facts - or, at least, some good evidences to support it. (Trying to give you an advise the most friendly I'm able using a non native language for me - please don't take it as harsh criticism, it's really a friendly advice that aims to help you better uphold your opinions) Agreed. The difference between an Opinion and a Fact is called evidence. Nate could be responsible for the code if by any reason he had some final saying about how things should be done there. It's the difference being telling someone "I think this is the best way, try it and see what happens" (the responsibility belongs to whom accepted the suggestion) and "I know better. Do as I say" (the responsibility lies on whom gave the order). As far as I know, there's no evidence on any of them on Nate about code.
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There's this fantastic video from a Russian pilot getting screwed by a malfuction on his SU-35 Fly by Wire system. TL;DR. the damned thing could not be flew into level flight because something kicked in firewalling the engine and pushing her nose up. In the end, the pilot managed to go into a controlled spiral descending into the airstrip and activated the drag chutes over it to force the craft into a (very low) altitude stall, almost trying to kill the tarmac with the craft's landing gears. Kraken knows how many landings I did using the chutes like that! I would love to link the video here, but the pilot exercised some coloured verbiage during the event and the video didn't cut the audio out on these occurrences (nice opportunity to learn how to curse in Russian, by the way). But you can find the video easily on Youtube by using the phrase "Pilot Saves Crippled Su-35 (FCS Failure)" If anyone speaking Russian finds a Forum friendly video for this stunt, please advise!
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DO you have Firespitter (or at least the FS Core) installed? If not, install it and these parts will work.
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NEWS FROM THE FRONT Scraping is progressing slowly, but consistently. I didn't scraped the whole week, spent most of the time working on progress reports and data managing, but still did some new work. The reports I wrote tells me that: We have 1.456.167 URLs recorded images, posts, redirects, you name it. as long is hosted by Forum or its AWS's basket. We have 98.32420180964789% of the Forum's topics recorded at least once (using the bizeehdee's dataset as reference) We have 36.66643980126591% of the Forum's profiles recorded at least once (ditto) I had consolidated the week's result into a "partial" warc file and I will update the IA's torrent with it - if anything happens, at least the job already done is preserved. As it's being usual, early next moth the data will be properly consolidated and republished. I will update this post when the IA's torrent is ready. Ready: https://archive.org/details/KSP-Forum-Preservation-Project
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One sentence you could say to annoy an entire fan base?
Lisias replied to Fr8monkey's topic in Forum Games!
I will post this here, and then run for my life! -
I stand corrected. Sorry for the mistake. === == = POST EDIT = == === No, I was right and @JadeOfMaar was equivocated on telling otherwise. I updated the original post with the gory details, but TL;DR: While the Patch Extraction phase, the :NEEDS clause is evaluated before the patch even being compiled. Unsatisfied :NEEDS patches are just not compiled at all Later the compiled patches are applied as needed. Since there's no compiled patches with an unsatisfied :NEEDS clause, we have less patches to evaluate at this time if we would not use it. So, yeah. Using :AFTER and :BEFORE when the target add'on is not installed is less efficient if you don't use :NEEDS too. Interestingly enough, I just remembered a previous interaction between us about this subject, at that time another Fellow Kerbonaut had stepped up to confirm my results! At that time, :FOR was the focus of the discussion, but the Fellow Kerbonaut also corroborated my thesis that :NEEDS is also beneficial for :AFTER and :BEFORE. So, yeah. Sleeping every night makes wonders for one's memory!
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I suggest to keep both. Besides AFTER does imply NEEDS, the presence of the NEEDS makes patching faster for people that don't have the VABOrganizer installed, as it eliminates the patch pretty early in the process. === == = POST EDIT = == == nope. I'm getting senile, as it appears... the behaviour I was worrying about was fixed already - for years. (sigh) === == = POST POST EDIT = == === I'm rolling back my rollback. I just checked the MM source code, puzzled about my mistake. It happened I was right at first place - but since I'm prone to make mistakes when I'm tired, and tired I was, I wrongly concluded it was the case. This is how MM does things (ignore any documentation saying otherwise). First, MM extracts all the patches from the GameDatabase here. On this phase, the patches are extracted using this code, and this is where the :NEEDS is handled - at the very, very begging of the patching process! See here If the :NEEDS is unsatisfied at this point, the whole patch is thrown away on the spot, preventing further processing. Otherwise, the patch is "compiled" here. Now MM runs the patches that survived the compiling phase. And since the unsatisfied :NEEDS patches were prevented from being compiled, we had saved some processing by using it by now.
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I'm alive and kicking - more of the later than the former, given this crappy week I had! There're some old schools around, like @theJesuit?
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Historical and legal purposes. The code is only part of the solution, why the code was written that way is yet more important than the code, because this knowledge will allow to make a better code without breaking whatever is already published. And we have a lot of IP transfer happening here. Without the legal proof that the IP was transferred to the new maintainer, you can bet your booster than half the add'ons published around here will be considered piracy. End users only see 20% of the total efforts spent on developing software. Forum has the other 80%. If this forum collapses tomorrow, the Mod Scene will sink into a nietzschean dystopia where the end users, as usual, will be in the receiving end. Make no mistake, the only thing preventing end users from being abused are the licenses we use around here - but these licenses demands legal evidences to be valid, and some of these evidences are here on Forum, and not on Reddit et all. === == = POST EDIT = == == Of course, I didn't mentioned (and I should had did it) the importance of Forum as a tool to gather people and maintain a Community. The long running threads (like what did you do today) is a nearly unique feature on this Forum. You need a past to acquire the sense of belonging. People became friends here, and friendship is forged over memories.
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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
IMHO, CKAN is missing a very important feature: specifying the compatible KSP versions oveerride add'on by add'on. This huge, global setting we have now does more damage than good. As time passes, we know which old add'ons can be used on modern add'ons and which ones cannot. We should be able to override the KSP lock on the add'on level... Anyway. There's no such a thing as "too much RAM" !!- 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
Hi. I had run your KSP.log on some of my tools, beside you probably had already realized the problem. I was intending to do a full report, but these procedures are still manual on my toolchain and so I will just leave this here: You see, you have installed add'ons meant to be run on KSP 1.0.5, like Kosmodrome. While parts only add'ons will probably work, the ones with Assemblies will almost surely screw up your life for good. The CKAN import file I generated can be downloaded here. For my future reference, this is the full diagnosis. Cheers, and good luck!- 633 replies
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totm march 2020 So what song is stuck in your head today?
Lisias replied to SmileyTRex's topic in The Lounge
Someone mentioned Fantasia on Reddit today. Immediately, this came to my mind: Night on Bald Mountain Fantasia, Modest Mussorgsky. -
NEWS FROM THE FRONT Deliverables for August 2024 available now on IA's Torrent. https://archive.org/details/KSP-Forum-Preservation-Project https://github.com/net-lisias-ksp/KSP-Forum-Preservation-Project I will stop scraping for a week to reevaluate some approaches. Not everything gone as I would like this month, I could had did a lot more. Cheers. --- -- - UPDATE - -- --- Found and fixed a mistake on the redis dump.
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I completely agree, being the reason I suggest to prototype the more primitive versions of KSP first, literally walking up the ladder the same they did, but... With new code. Regressions will be easier to cope, because we would handle them on the exact time they were discovered (one of the worst problems on KSP - technical debits lingering for numerous releases, with new features built over them). I think you are right about the physics engine, but not necessarily - starting low profile with very simple KSP versions, but with the knowledge we have nowadays, may allow us to wet our feet on different things, perhaps even an attempt to migrate to Godot - a Unity simulation layer (like they did on WINE over the Windows API) will probably be a hell of a work, but... heck... Someone started WINE, didn't he? Very nice side projects can born from the stunt. Sometimes the path is bigger than the goal. Speaking frankly, I would prefer a more "easier" path. The one on my signature. I'm pragmatic - fixing the already messy codebase may not end up being so good as our idea, but it's way more feasible. BUT... I would not hold my breath on it, so I'm open to alternatives. This may be one of them. That's where I respectfully think you are wrong - or not right enough, more probably - facts of life, I usually got screwed in Real Life by doing things "right", and most of the successful cases I was involved where things not that right (or even wrong) that ended up being "good enough" at that time, and the stunt stuck. Anyway... Money talks. A Business Model will dictate how much we can afford to work on the thing without risking getting our personal lives screwed. Bills will still need to be paid, after all. It's exactly why most ideas die at first place, as stated by @LHACK4142 above. See... We don't need to have a huge profit. We don't need even to have any profit at all - a Business Model is not about profit, is about business, and you can have a Non Profit Business Model. As a matter of fact, Internet Archive, Mozilla, GNU, and many others shows us that yes, you can have a Business Model without aiming profits. Money changes everything, though. But still, Money is what moves the World in a way or another - we still have bills to pay. I completely agree. Most of people's ideas that are tried fail, some miserably. But... All ideas not tried fails for sure. Logic suggests that no matter how crazy is the idea, it's better to try it than not - a small chance of success is better than the absolute certainty of failure. The sweet spot is trying the idea without getting bankrupt in the process - you know, the richest men I know all of them failed miserably a lot of times, the magic is learning to which point you can fail without getting screwed in the process, so you can survive to try a new idea tomorrow.
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You know, we have available every single KSP version ever released on Steam. One possible way to run the project is to implement the thing using the original KSP versions are milestones: we get a working engine form KSP 0.17, do a code review on the final result, try to work out known issues that we know will screw up things in "future", clean out the gambiarras from the code, etc. And then we have a deliverable, a fully replacement for KSP 0.17. Now we start to backport the engine into newer KSPs until we find the point in which we will need to refactor the thing, do the refactoring, make a deliverable, then code review et all again in a somewhat development model similar to RUP Sooner or later we will reach KSP 1.12 and then we will have a feature complete, bugless, optimized engine that will be able to be further expanded to KSP2 - and since everbody knows where the project is going since the beginning, the whole codebase will be architected to have replaceable components that could allow such stunt. IMHO the worst part will be the transition from KSP 1.3.1. to 1.4.x - exactly because this was also one of the worst times for KSP at all - lots of things broke badly, and a lot of the new components have bugs (or bad architectural decisions) that plagued the game for the rest of its life. IMHO this is perfectly doable - I don't see any problem on the Development Model. Again, I'm failing to see how to fund this project, I'm currently unable to foresee a Business Model that would allow us to fulfill these objectives without compromises that would end up with another messed codebase.
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One sentence you could say to annoy an entire fan base?
Lisias replied to Fr8monkey's topic in Forum Games!
Use to enjoy playing the predecessor when young!