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KSP2 Release Notes
Everything posted by Lisias
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I'm a bit jumpy due some Real Life Job issues. Sorry if I sounded harsh, sometimes I let RL leak into the Forum. In a way or another, as soon as RL allows, 2.4.3.1 will be released for everybody. Gradually, just in case.
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I need the KSP.log. output_log.txt helps when KSP crashes or does something unexpected. To diagnose Add'Ons (and TweakScale), we need KSP.log too. The KSP.log lists every troublemaker part, and you want to detect and fix the parts mentioned with "**FATA**" on the log. Not this one. 2.4.3.1 will be released on the CKAN, the problem that triggers the **FATAL** Pop Dialog are far more spread than I though, and the absence of the "Cancel" button would make havoc around here. A better cooked version is on the way. In the mean time, use "S.A.V.E.". Keep using it], by the way. Yes, let make this perfectly clear. There's no fix on TweakScale for #34 because it's not a TweakScale problem. It's a patch problem. People borks. And since people that writes patches are people, they bork too. Fell free to join the rogue patches hunt. It will be fixed when people start to help detecting problems on the patches, TweakScale's job is to warn about the problematic patches, and this is what it's being done. Issue #34 is closed, by the way. The current TweakScale version is the one you have access to.
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It's me, Mari…uh.. Wrong game. Right. LGG had already mentioned it, but I will do it again for the sake of completude: [EXC 18:32:08.050] NullReferenceException: Object reference not set to an instance of an object PartJoint.SetupJoint (Vector3 jointPos, Vector3 jointOrt, Vector3 jointOrt2, Int32 size, .AttachNode nodeToParent, .AttachNode no PartJoint.create (.Part child, .Part parent, UnityEngine.Transform nodeSpace, Vector3 nodePos, Vector3 nodeOrt, Vector3 nodeOrt2, PartJoint.Create (.Part owner, .Part parent, .AttachNode nodeToParent, .AttachNode nodeFromParent, AttachModes mode) Part.SecureAutoStrut (.Part anchor, .AttachNode attachment, Boolean srfAttached) Part+<SecureAutoStruts>c__Iterator3.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) There's a lot, an awful amount of occurrences of this issue. KJR cannot be the culprit, as it's not on your mod-list:[man, I need more coffee! I was looking for my old, deprecated fork, didn't realized the current fork! ] Mod DLLs found: Stock assembly: Assembly-CSharp v0.0.0.0 ModuleManager v4.0.2.0 unBlur v0.5.0.0 MiniAVC v1.2.0.6 ClickThroughBlocker v0.1.7.2 / v1.0.0.0 MiniAVC v1.2.0.6 aaa_Toolbar v1.7.19.1 MiniAVC v1.2.0.6 ToolbarControl v0.1.7.0 / v1.0.0.0 MiniAVC v1.2.0.6 DockingCamera v1.3.5.0 / v1.0.0.0 EasyVesselSwitch v1.11.7052.36539 / v1.11 for KSP v1.7+ KSPDev_Utils.1.2 v1.2.7031.33522 / v1.2 for KSP v1.6+ MiniAVC v1.3.0.3 MiniAVC v1.2.0.6 EditorExtensionsRedux v3.3.21.0 MiniAVC v1.2.0.6 FShangarExtender v3.5.4.0 / v3.5.0.0 HideEmptyTechTreeNodes v1.0.0.0 InterstellarFuelSwitch v3.8.6.4 MiniAVC v1.0.3.2 Scale_Redist v1.0.0.0 KAS-API-v2 v2.0.7037.1430 / vKAS API v2 KAS v1.4.7097.36908 / v1.4 for KSP 1.7.1+ KSPDev_Utils.1.2 v1.2.7031.33522 / v1.2 for KSP v1.6+ MiniAVC v1.3.0.3 KerbalEngineer v1.1.6.0 KerbalEngineer.Unity v1.0.0.0 MiniAVC v1.0.3.2 KerbalJointReinforcementNext v4.0.13.0 HyperEdit v1.5.8.0 / v1.5.8 KIS v1.22.7090.200 / v1.22 for KSP 1.7+ KSPDev_Utils.1.2 v1.2.7031.33522 / v1.2 for KSP v1.6+ MiniAVC v1.2.0.7 KSP-AVC v1.3.0.3 MechJeb2 v2.5.1.0 / v / v2.8.4.0 ParkingBrake v0.1.2.0 MiniAVC v1.2.0.6 PreciseNode v1.2.10.3 / v1.2.4.0 Stock assembly: KSPSteamCtrlr v0.0.1.35 MiniAVC v1.0.3.0 TacFuelBalancer v2.20.6792.18106 KerbalAlarmClock v3.10.0.0 Scale v2.4.2.0 Scale_Redist v1.0.0.0 MiniAVC v1.0.3.0 [x] Science! v5.22.7074.4176 (Your TweakScale is the one current available on CurseForge,. SpaceDock and CKAN by the way). TweakScale does not messes with PartJoints. There's no way TweakScale is directly involved on this. I think that whatever is borking on the PartJoints, is also borking on TweakScale, as I found also a awful amount of what follows: [WRN 18:32:06.246] [TweakScale Warning] No valid member found for mass in TweakScale TweakScale.Tools:LogWf(String, Object[]) TweakScale.MemberUpdater:Create(Object, String) TweakScale.ScaleExponents:UpdateFields(Object, Object, ScalingFactor, Part) TweakScale.ScaleExponents:UpdateObject(Part, Part, Dictionary`2, ScalingFactor) TweakScale.TSGenericUpdater:OnRescale(ScalingFactor) TweakScale.TweakScale:CallUpdaters() TweakScale.TweakScale:Setup() TweakScale.TweakScale:OnLoad(ConfigNode) PartModule:Load(ConfigNode) Part:LoadModule(ConfigNode, Int32&) ProtoPartModuleSnapshot:Load(Part, Int32&) ProtoPartSnapshot:Load(Vessel, Boolean) ProtoVessel:LoadObjects() Vessel:Load() Vessel:Update() What happens by TweakScale not finding the mass data of a part, what is… interesting… to say the least. My best advise to you, right now, is: Install S.A.V.E. and make good use of it. Right now. (This should be the Add'On of the Year, IMHO. ) Install a interim, full debug, work in progress, beta test release of TweakScale that will full diagnose the parts being TweakScale as well any problem it founds while doing its job. It's available on this post. (at the end) The User Interface as messed up, but the code is good for the purpose Install this thing manually, fire up KSP and wait for the Main Menu. Once any Pop Window appears (and expect some), close KSP and publish on TweakScale thread the new KSP.log as well all the Module Manager's data files. Then go back to the 2.4.2 Version of TweakScale until I release the 2.4.3.1 (2.4.3 with a proper U.I, currently a bit more annoying than needed). — — — — POST EDIT — — — — I did a fast look into the MM Cache. Weirdly, I didn't found any of the issues I was expecting, your ConfigCache appears to be clean of TweakScale glitches!
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After some weeks of intense Real Life work, I finally have some sparing time again. Not much, but enough to retake some researches for some autonomous "weapons" and war birds. (SXT and TweakScale were used on this craft) More pictures clicking on the image. I'm trying to get a nice "historical revisiting" on the airplane that launches this thing, but this is something for the next weekend.
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Every engine has this thrust issues, but on propellers they bite stronger due the propellers.: they are just rotary wings, with all the consequences including stall, sound battier issues and drag. I think this happened while transitioning out from FireSpitter (what was a bad move in my humble opinion - even if necessary, I can tell). FireSpitter models the haw stationary engine power (usually measured in horse-power) and this torque being applied to the propellers, considering all the factors above (even on a simplified way) and the net result is thrust (measured in Newtons). Stock engines just handles thrust and call it a day. It appears to me that AirplanePlus plain used the haw power directly into Newtons. I don't exactly think the KSP engines are overpowered. The KSP atmosphere are somewhat more viscous than real life, what probably was done this way to compensate for the smaller size of the planet. Stock KSP engines appears to match exactly their real life counterparts, by the way. It worths to mention that KSP airplanes are usually heavier than the real-life equivalents. Fuel is way heavier than the same amount of Real Life Jet Fuel. In the end of the day, I do decisions by comparisons. I take the stats of a real life equivalent of a stock engine, then compare with the stats of the thing I'm modelling. Whatever is the result (weight, size, power, consumption, etc), is mimicked on the part being develoiped while compared with that stock engine. A lot of learning and research are involved on this. Not a easy and dirty task.
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Answering my own question - the Z position of the attached part. I think the scaling code is "leaking" into some other datum. This time, on an attachment point. Interesting enough, by reloading the craft the problem plain vanished, now it works fine again. I'm trying to remember the sequence of changes that leaded to the problem. I think that re-rooting the vessel can be involved, as I remember doing that, but for the moment, no dice. If someone manages to reproduce something as this, please advise. — POST EDIT -- The good news is that the the bad scaling of the attached parts is unrelated to the exhaust/plumes scaling. On the other hand, it appears to be related to the fail on scaling the Root part. It's apparently a change on the Part's life cycle - the order in which some callbacks had changed, or perhaps some things that were used to be called serially are now being called concurrently.
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You can say that twice. Two times in a row! I spent the last 12 hours hunting down a "terrible" logic bug that fooled the QAS and got through. It ended up not being a logic bug, that code was the Screaming Victim. And I didn't exactly found it, I stumbled on it due another silly mistake that I was reporting to a colleague. Silly mistake that I caught while trying to figure out the problem. What's irrelevant anyway, as that silly mistake when fixed ended up minimizing the need of my feature at first place, the product could go live without it now. So I leaved for lunch. And eat the most greasy, brain satisfaction inducing food available on the eatery. — — — POST EDIT — — — (after nap) — — — — — — — — — — — No need to hurry, I called it a day and i'm going to get some sleep. The (very) good news is that I finally have time for KSP again.
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It took me some serious time until I realized what's happening… There's no Scale.dll on your installment!!! Somehow, someone of something deleted Scale.dll from the GameData/TweakScale/Plugins folder. This folder is still there, I think, as Scale_Redist.dll is on the DLL listing. I suggest you to reinstall TweakScale.
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Adress bus is not the same as Memory Controller. You usually build the Memory Controller around the address bus. That said, X64 only uses 48 bits internally, the remaining 8 bits of the address registers are plain floating. So even by have a 40 bit address bus on the "outside", internally the CPU still supports up to 48 in the core. 48 bits allows you to address 256 PETABYTES of memory. Unfeasible to get any computer with that much RAM in the foreseeable future. 40 bits allows you to address "only" one PETABYTE of RAM. I'm pretty sure this is enough for nowadays uses.
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[1.11.X] All Tweak!!! -0.7 [23rd/October/2019]
Lisias replied to VoidCosmos's topic in KSP1 Mod Releases
We unintentionally derailed the thread with side talk, then we moved the posts to a better place when we realized the problem. -
(sigh). When everything else fails, read the Manu… I mean.. the Source. You can omit the "name = Part", it's automatically added at runtime. About the nonworking thing , I need your full KSP.log and MM's ConfigCache to see if there's something interesting there before firing up a dedicated test bed for this issue and start comparing results.
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Forget what I said below! =D This is what you need to do: @PART[SCAN*]:NEEDS[SCANsat]:FINAL { MODULE { name = TweakScale type = surface //SGExPercentScale TWEAKSCALEEXPONENTS { name = Part DryCost = -1.5 mass = 1.25 } } } // zer0Kerbal // CC BY-NC-SA 4.0 I'm so focused on fixing bugs that I seeing bugs on everything I touch!
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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
Who likes Hammond's sound? -
Until they screwed up HMI devices support. Yeah. Joysticks.
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The funny thing: if you are not using TweakScale, installing it is safe - as you for sure are not using any scaled parts on your savegames! Things goes through the tubes only when you load the savegames, so firing up KSP with TweakScale to see what happens is also safe. Additionally, there's S.A.V.E., linked above. Frankly, I just don't know why I (or someone else!) didn't came with this before. Wth this working, you have for "free' the backups I'm advising to be done, You should use the latest TweakScale. This is the one that would pop up a Alert Box is any showstoppers are found. If you are creating patches for TweakScale, it's essentially the mandatory one - any mishap that lead to a known problem, and an entry on the KSP.log happens - that scary message only happens for the real, real terrible ones. It's worth to mention that the problem is not a bug on TweakScale code os something - it's a problem on patches. The real nasty problem is when you apply a bad patch to a part, and this part is being used on a flying craft - this corrupts the memory copy of the part, and from this point on, your craft is ruined (assuming it's not exploded). As a side note - a Quick & Dirty way to "fix" a installations with rogue patches for a new, fresh install is to open the KSP.log file, check the offending parts (that one with "**FATAL**" and then locate and delete that kraken damned patches. The current public release of TweakScale leaked two bad files: for MarkIV SpaceSplanes and for B9 HX: For B9 HX: B9_Structure_HX1_S_HS ( HX1-S-HS Structural Hub Support) Mark iV System: mk4cockpit-shoulder-1 (Mk4 Aerodynamic Shoulder) mk4cockpit-shoulder-2 (Mk4 Orbital Maneuvering Shoulder) mk4cockpit-shoulder-3(Mk4 Intake Shoulder) Delete that patches (or the whole file) if you have these Add'Ons installed and move on. Next TweakScale will have them fixed.
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I can only imagine the harsh work and trial and error and work again. Looking on TweakScale commit history is to look into a Window through KSP development history - it's almost archeological. . You hinted me that I need to expand my researches to Unity itself. KSP is "just" a layer over Unity, not the whole thing. Something that you couldn't, by the way. Unity 4 and 5 source code are not available (not even now, the oldest published is 2017.1.0a3) - it's less hard nowadays. By the way, that exhaust scaling bug can be related - or not, just with the same root cause. What raises a yellow flag - if the flame is not being scaled on an axis (the length) what's being scaled in its place? That bug can be more than just aesthetics! About reputation… It's a highly volatile asset. You can loose it or earn it for the most silly reasons. Thrust , on the other hand, is a invaluable resource, and once you lose it, it's done. You made a hell of a work, dude. No one can take it from you. And as Asimov said: "Never let your sense of morals get in the way of doing what's right."
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I bought Elite Dangerous in the same day I bought KSP. Xmas 2017. In October of 2018, last time I played logged on Steam, I had about 1500 of KSP time. Elite had 2. And I liked the game!
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Found this. I will try it tonight just for pro forma (this Add'On is already a classic) - as I never used it before and I prefer not to blindly recommend an Add'On without testing it myself but, honestly, this will be a huge help for the next releases!
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Vendetta!!!! I'll see ya next year, dude!
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At June, 24 2011 the first public version of Kerbal Space Program was released at V 0.7.3! Happy Birthday, Kerbonauts! source:https://wiki.kerbalspaceprogram.com/wiki/Early_versions MOAR PICs (Google)!
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Flying crafts are a fatal problem. But craft files not that much. To the moment, I could salvage some of mine by loading the craft and replacing the broken part with a new one. I can't say this will work 100% of the time as I didn't salvaged all my crafts yet (only about 15%) by absolute lack of sparing time. But as long you don't launch or save the craft, no harm will be done. And, of course, backup everything before trying!
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Garlic is an excellent mosquito repellent. From someone that once lived in the Amazon and got Malaria. From a group of 10 people on a 10 days trip to the country, only me got it. I was the only one that didn't liked garlic. I love it nowadays. There's one collateral effect, however. It repeals mosquitos, but also the opposite sex. ---------------- POST edit Do not munch the garlic, it can ruin your stomach. A serious no-no if you have gastritis. Really. Make a tea, or eat it with butter and bread, something like that. But if your stomach can withhold the blow (and you are single!), munching is more effective