-
Posts
7,378 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Lisias
-
I choose to move the convesation from the TweakScale to avoid derailing it with not exactly unrelated , but with huge potential to trigger a off-topic fest. From this post from TweakScale's Thread: Welcome. And thanks, dude. However, I still have some Legal Mambo Jambo work to do. Copyright laws here are somewhat different from USA's - and things can go down through the tubes pretty fast when money is involved. Our laws here have some resemblance with UK's on some aspects, i.e., the claimer can use the State to file a criminal complain on some situations and this makes things hairy for me. I don't want to scare anyone, besides ending up doing that - but I need to secure things to avoid risking what happened to "Octav1us Kitten" on YouTube. Accepting money for this can open this door around here - but granted, I don't know the legislation enough to be absolutely sure. Loopholes does exist. But yet, I choose to play safe on this. Again, thanks, dude. You are appreciated.
-
This is a patching problem. And once one of these is triggered, there's no way to know what should be dissbled or not. The simple cases are handled by TweakScale already - you will note a TweakScaleRogueDuplicate when loading crafts and savegames 'infected' that were created on a sick installment. But there are a huge amount of different ways to bork an installment, and it's a fool's errand to try to detect each one of them in order to code a workaround. The simple ones are already coded. However, there's only a very few ways to do things right. So it's way easier (not to mention feasible) to just scream when something weird is detected. It's what TweakScale does now. Damn. Perhaps a new glitch on different environments? I'm running on MacOS and did that stunt to use Windows libraries to compile against, as this is what works on Unity 5 and 2017. Thanks for the heads-up!
- 4,054 replies
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
TweakScale is also borking on KSP 1.8. But I'm unsure if it's KSP or Unity's fault - the only thing going kaput is the KSPField thingy, all the rest appears to work - you can even import a scaled craft from previous KSP and it works. S.a.v.e. is also working fine on the spot, not even a recompile is needed. I'm still researching the matter, I'll update you guys as soon as I realize what's really happening.
-
[1.10.0] S.A.V.E - automatic backup system - 1.10.0-3173
Lisias replied to Nereid's topic in KSP1 Mod Releases
This incredibly useful Add'On is working fine on KSP 1.8. The basic functionalities (backup everything, restore a savegame), at least, are flawless at the moment. -
That's the thing: I ran out of time before figuring out what's preventing TweakScale's UI to work. I managed to add the References to the new DLLs (as a lot of things changed on Unity 2019) and managed to build a binary - but no dice, the problem persists. It's interesting to note that the TweakScale's DLL was being loaded and executed (it executed the Sanity Checks, right?). Frankly, it is not that what is borking TweakScale's on the UI. there's something else. Perhaps an error on TweakScale itself (I was hinted about a mistake on the PartModule's event handling, but RL and some support ended up preventing me from tacking it up - and that thing was not bitting too much.. until now). The aftermath is that I choose to lock the current TweakScale from running on Unity 2019 for now. The weekend is coming, a lot of people is going to install KSP 1.8 and I don't want be the one breaking their games. I will try to negotiate with RL (aka, boss) some spare time to pursue this problem today, but work comes first - so I can't promise I will have a solution in time for the weekend party time. — EDIT : S.A.V.E. appears to work fine on KSP 1.8! Tested the basic functions, and no apparent flaw. Well…. ANNOUNCE. 2.4.3.8 (Lisias) for 1.4.1 <= KSP < 1.8 Lisias released this 26 minutes ago · 0 commits to master since this release This Release locks TweakScale to run only on KSP versions greater or equal 1.4.1 and less than 1.8 . Updated KSPe Light for TweakScale: Checking against incompatible Unity Versions And this thing worked fine on Unity 2019.2 ! Closing or reworking the following issues: #79 Prevent TweakScale from running on Incompatible Unity versions Warning This release breaks the TweakScale's long tradition of being compatible with multiple KSP versions. This release will work only for KSP releases before 1.8. This is not critical or mandatory if you are not planning to migrate your savegames to KSP 1.8, but newer installations should download this version and I need to prevent TweakScale from running on Unity 2019 for now. KSP 1.8 compatibility is already Work In Progress - but it will give me a bit more work than I though. This appears to be a bug on TweakScale, not a breakage on KSP or Unity. Yeah, I'm bitting my tongue. KSP 1.8 compatibility is already Work In Progress - but it will give me a bit more work than I though. It was confirmed that it's a bug on KSP on a very base feature used on UI, and some Add'Ons (TweakScale included) was relying on it. It's uncertain at this point if the best line of action if to wait for KSP 1.8.1 or just rework the UI. (I made a mistake by thinking I had made a mistake!! )
- 4,054 replies
-
- 8
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
Welll… "This is Halloween, this is halloween!" I just coded yet another Scaring Message for TweakScale today. This thing is still in beta, the code that pick the correct KSP versions for the Add'On is still work in progress, but it carry on the task as is. I'm releasing a BETA version of TweakScale for KSP 1.8 in the next hours. [Nope, run outa time. Sorry] (and yeah, typos. They will be fixed on the PRE-RELEASE. )
-
Kerbal Space Program 1.8: “Moar Boosters!!!” Grand Discussion Thread
Lisias replied to UomoCapra's topic in KSP1 Discussion
IT WORKS! Thanks, @SQUAD - this is one (vanity, I admit) feature I really enjoyed!- 274 replies
-
- 4
-
I think it will be same as the animated propellers on Firespitter: you register more than one mesh, and then switch them on runtime.
-
Official API Documentation KSP 1.12.0
Lisias replied to JPLRepo's topic in KSP1 C# Plugin Development Help and Support
There's a place where older versions of the API can be found? Unfortunately I lost more than some crafts on the beginning of the year on a stupid and tragic "delete the wrong backup" stunt. -
You had asked for a 1.3.1 working version of the thing. Well, it came in time to be overshadowed by a new release working on KSP 1.8, what I have to cook on the weekend! =D
-
To tell you the true, it's more os less the same impact. 1.3 to 1.4 switched Unity5 with Unity 2017, and Unity changed very used things on the API - as Texture Loading. KSPe managed to solve that by abstracting that API changes and dynamically calling the correct one by reflection. If you are on Unit5, "invoke this way", if you are on 2017 (and now 2019), "invoke this other way". It's simple at the end, the hard part is realizing the problem at first place. This new change must had some API changes as well, but perhaps a bit less dramatic. The ones I use most apparently didn't changed, so the code "survived". The current breakage is due a DLL reorganization on Unity's internals - what appears to be something similar to what they did on Mac OS version of the DLLs (see above). A DLL is just a indexed list of code structures on a file (at the very beginning, all we had was the index of the call - nowadays, the DLL has also metadata with the call's name and formal parameters - before that, we had to provide a HEADER file with that information too, so now we can link by name, what can allow some stunts by manipulating the DLLs on the deployment!), and the linking is done on loading time (not compile time) so you don't really need to recompile everything just because a new DLL came - unless they had changed the formal parameters of some of the used calls, or they had moved them out of the damn DLL. See the stunt about Mac's DLLs. They probably have something else that is not there on Windows and Linux, and once you compile against them, your code doesn't cope with the latter's DLLs due that missing thing. But once you compile on the latter, you can link them against the former's DLL because your code would not be trying to link that extra calls (inside the DLL, God Knows what happens!). Well… I will issue TweakScale 2.4.3.8 until the end of the day, with a dedicated compile to 1.8 so you guys can play. But I'm aiming to try to make again an "Universal" binary as fast as I can. By smartly manipulating the DLL search path, perhaps it would be possible to "fake" an Unity 2017 interface for old Add'Ons so they can run on 2019 without even a recompile? That would be epic!
- 4,054 replies
-
- 4
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
One very interesting thing that had bitten me hard in the SAS when I first published something I did was exactly these libraries stunt. Believe or not, if I compile my DLLs using the Mac's Unity libraries, the damn thing only works on Mac. Windows and Linux bork. If I compile the DLLs against the Windows libraries, everybody runs happy. Go figure it out. Well, I was victim of my own naiveness. I focused on the API changes and plain forgot this DLL stunt. Oh well - KSPe was Unity 2019 ready after all. If you plan to publish different binaries to each KSP version, yep. This is probably the wiser move as you will have access to the new CIL opcodes, better compiler optimisations et all. But, if you are willing to compromise by reusing the same binaries on less demanding Add'Ons (and TweakScale is very undemanding, it's essentially basic math running on a trigger using some very clever data structures!), sticking on 3.5 will make your deploying easier - if you manage to overcome that DLL linking problem. (What must be possible, see the Mac vs the World DLL stunt!)
- 4,054 replies
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
Unfortunately, somewhat accurate too. The Good News is that apparently I managed to keep KSPe (a bag of tricks I intend to use as a KSP abstraction layer and service provider for my Add'Ons) working on Unity 2019 - what's not exactly a surprise, as I could inspect the Unity's and .NET APIs in advance to see any problems. So, yeah. TweakScale is still whinny. And yes, this is TweakScale 2.4.3.7 , released on the last weekend. The interesting news is that Crafts you made on previous KSP versions appears to be scaling correctly when loading on KSP 1.8. Mass, fuel, etc, are still scaled after loading them on KSP 1.8. And the damn thing is working: And KSP 1.8 is apparently performing way better on my Mac Potato (and this thing is terrible!). So, yeah. I kinda of happy - besides what follows: The bad news is that the UI is kaput. You just can't edit any tweakscaled part on KSP 1.8, you must do the work on the KSP 1.7.3 and import the craft. I will tell you something: the UI breakage got me with my pants down. I was fearing some change on KSP guts due Unity 2019 changes, but that apparently is working fine. But I didn't expected borking on something simple as a UI widget. I will try to find time to check this before the weekend, but, frankly, don't hold your breath. We are on a very frantic rhythm on my work (black Friday is coming!), so I can't promise I will spend some time on it on the workdays. — — POST EDIT — — Apparently is something simple to fix, just add a dependency to the project and recompile. Or, perhaps I can cook some stunt that will make thins easier… Note to myself (it's way past the sleeping time here) <Reference Include="UnityEngine.CoreModule"> <HintPath>..\..\..\Managed\UnityEngine.CoreModule.dll</HintPath> </Reference>
- 4,054 replies
-
- 6
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
No, I didn't had any inside information - I just "knew" KSP 1.8 would be launched this week - call it a premonition or plain lucky shot, but I just knew it was imminent. Not by coincidence, I managed today to grab a better machine for me to complement my development needs, and of course, this will make things easier for KSP development too. The new machine will handle KSP somewhat better too - but I'm keeping the older machine around (I think I will end needing both), so I will test things on it too, and be able to respond on issues on highly restrained environments - that are still a lot of people out there. In a way or another, the download just finished. I'm firing up tests now, anything weird I will report here ASAP.
- 4,054 replies
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
I had some problems with javascript based apps in the past - Atom included. I'm a "heavy user" due my profession, my easiness on handling logs around here came directly by the fact that I'm doing that for years, from critical mission applications to servers that must be running 24/7 and any fix should be done with them "alive". Not for the faint of heart. I munch 100 or 200 megabytes sized reports on the break-fast - and when something goes wrong, more than once I had to load the entire freaking report on a decent editor for visual inspection ("why in hell my REGEX failed on that log entry?'"). Well, I kinda locked using Eclipse most of the time due that - big, enormous log files are something that this beast still handles fine. Remarlkable is a Python application, what's ends being a plus for me, as a large portion of my infra and high level applications rely on Python. - Old dog, new tricks. You got it.
- 4,054 replies
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
I was absolutely sure the @Exaxis entry would be selected 5 seconds after seeing it. I could not foresee any other one, because most of them were all absolutely fantastics - and I'm pretty happy I'm not the one that had to rule them out. But that one from the Exaxis, that one I just knew it would be one of them! Congrats, dude!
- 28 replies
-
- 2
-
- moar boosters
- winner
-
(and 3 more)
Tagged with:
-
My son asked for Rodina, and while I was searching about it, google gave me a video from ToxicTotal Time Waste (super colonization). At that time, I was still playing Orbiter, and got interested on how KSP can be interesting as a sandboxing game - beautifully failing is way more entertaining and fun, and since I'm kind of an anarchist KSP fitted better. It was almost two years before I got time to play with it, however. I was working as crazy at that time...
-
I don't really know if I'm going to play KSP2, but 60USD is not that much for a game. And I need to beta test some Add'Ons of mine on it the early I can. I'm also extremely curious about their new API.
-
Is it bad for CoM=CoL on my spaceplane?
Lisias replied to FinalFan's topic in KSP1 Gameplay Questions and Tutorials
Having the CoM ahead of the CoL helps on recovering from stalls. You stall on a butt heavy airplane, you are toast no matter the altitude. With the CoM above the CoL, the stall will make the aircraft's nose to go down, and if you have enough altitude, the situation is salvable by itself - the vessel will come naturally to an attitude where recovering is possible. You will need a heavy nose, also, to keep her stable on reeentry, otherwise she will flip - the heaviest end of the spaceplane is what Newton will try to face into the plasma stream, and it's usually the engine end.- 7 replies
-
- spaceplane
- balance
-
(and 2 more)
Tagged with:
-
On Mac, use MacDown. On Linux and Windows, there are so many I can even Remarkable. But, really, any text editor (from Notepad to VIM) will do. All you need to do is to associate it to notepade.exe using the context menu on most Operating Systems: https://www.computerhope.com/issues/ch000572.htm EDIT: found this one, typora. Looks promising, I'm giving it a shot!
- 4,054 replies
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
[Forum Game] One word to describe the avatar above you.
Lisias replied to ping111's topic in Forum Games!
Sticky -
I like blood. I don't need it, but it's comfortable to have some circulating on my body, together the coffee I have on my arteries.
-
MDK-11 Mk0 Maiden Flight Today is a very special day for L/Aerospace! Our first Regional Jet Airliner, able to transport 18 Kerbals and ~3 tons of cargo, had her maiden flight with crew and some happy and kourageous tourists, winners of the MDK-11 Maiden Flight Promotion (Life Insurance included!). Flight with us for a trip of luxury and jet fighter performance! This luxurious and expensive aircraft is targeted to the emergent élitized adventure tourism market, in expansion in the last years thanks to economical growth and the scientific advances pioneered by Kerbal Space Program, now made available for the free Entrepreneurs willing to venture into niche markets while the technologies are still too expensive for the mass market. The vessel specifications are still undisclosed, to be available on the end of the Promotional Flight (hey, we need to test the thing first, right?). Economical versions with cheaper and/or fewer engines will be available soon. Our first destination, Kerman Lake! Home of some of the best private researches of the Space Industry, are also available for visiting by a few, selected tourists willing to know, in situ and in advance, some of the most important scientific breaktroughs from the private sector. Located on the bottom of a crater, the airstrip is ideal for small aircrafts and is a bit challenging for bigger, faster jets as the MDK-11 . After an uneventful landing, as expected from a exquisitely crafted aircraft - already an characteristic of the L/Aerospace products, our guests line up for a promotional picture! The kourageous tourists will spend the rest of the day and the night - waiting for the morning and the new adventures that wait them in our next destination! Where? It's still a secret. More to come! We are the L Aerospace KSP Division - a new small company trying to venture into the Aerospace business without being blown up in the process. We came from nowhere and we don't know where we're going - but we know how to fly to there. We still have some landing surviving issues (we are working on that), but we offer an excellent life insurance for our workers and clients! Join us. We're (mysteriously) always hiring.
-
You too? It's a shame it's so hard to get the fruit, the beans are just too valious. Did you ever tasted Cacau (the fruit)? Delicious, but I have the same problem on getting the fruit. Try Cupuaçu if you ever get the chance. A bit acid, but tasteful.