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KSP2 Release Notes
Everything posted by Lisias
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KSP 2.0 why we need it and what it needs
Lisias replied to Renae's topic in KSP1 Suggestions & Development Discussion
Ask Squad. There're some concurrency right now on KSP, and that's the reason I'm asking for mutexes while accessing the GameDatabase. And no, I'm not talking about co-routines. KSP is calling Add'Ons concurrently on the Main Menu Scene. Making History, ScanSAT and KIS (that i'm currently aware of) instruments the GameDatabase simultaneously and I had to do some interesting stunts on TweakScale to cope with them. A mutex on the GameDatabase would had saved me from handling a lot of nasty stuff. Module Manager 4 is doing that too - it's the reason it's loading faster now, it applies the patches while KSP is loading the textures/meshes/etc. It's tricky, but it is doable. About multithreading on UI, frankly this is common business. I already had that on Win32 (1995, baby), I already had that using AWT, I already had that using LWUIT (on freaking Nokia and Samsung feature fones!), I already had that in Android. You just don't handle UI events on the main program loop (or vice-versa), and this is common business for about 25 years already (and I'm plain ignoring UNIX, shove more 10 years on it). Last time I had to cope with a single threaded UI I was coding for Windows 3 or for MS-DOS using Turbo Vision. It's time to stop excusing this by now, Unity is late due on this. Utterly. Developers get paid by doing hard stuff - the easy stuff end users can do it by themselves, they don't need to pays us for that. -
Yet.
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I can add some more delays on TweakScale, if you want some more loading times!!!!
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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
Damn. I thought I had fixed this last time I made a release. I was wrong. I didn't made the Kraken damned release!!! I'm working on it, it should be available late night, after some pending activities of the day... — — POST - EDIT — — I just remembered what I was doing in December on UbioWelding. Not big deal, but I think it will worth finishing it!!! Release on the weekend! -
KSP 2.0 why we need it and what it needs
Lisias replied to Renae's topic in KSP1 Suggestions & Development Discussion
I want mutexes for handling concurrency on some critical parts of KSP guts. As GameDatabase. -
[1.11.X] All Tweak!!! -0.7 [23rd/October/2019]
Lisias replied to VoidCosmos's topic in KSP1 Mod Releases
Believe it or not, it would be counter productive! the debugging potential for both cases are better with you tweaking TweakScale without caring or knowing about TS intrinsics and with me not taking design decisions for AllTweak. It's kind of a black box testing, when the thing is put to use in a uncontrolled environment, where people can do unbiased testing decisions. I would ending up filtering good ideas due my knowledge of how TweakScale works - that "for whom have a hammer, every screw is a nail" thing. -
Yes, but not exactly how you expect. When free scaling is available, the node is being scaled by the formula: node.size = (int)(tmpBaseNodeSize * tweakScale / defaultScale + 0.49); There's also an array called "ScaleNodes" that you must define on the ScaleType, one for each ScaleFactor. For example: SCALETYPE { scaleFactors = 0.1 , 0.3 , 0.625 , 1.25 , 1.875 , 2.5 , 3.75 , 5.0 , 7.5 , 10 , 20 scaleNodes = 1 , 1 , 1 , 1 , 2 , 2 , 2 , 3 , 3 , 3 , 3 } Would force the node size to 1 for scales [0.1, 1.875[ , 2 for the scales [1.875, 5.0[, and so on. interesting enough, no default TweakScale patch make use of this. But it's available on the code, and on a fast eyeballing it appears to work. Please try it and kick me here if anything goes wrong. If we have a bug on this, I want to have it worked out for the next minor release!
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This is a Mac problem. Thanks Apple and/or Unity for that. Close Safari and any other program also using the GPU - this started to happen to me when Facebook start to show that fancy 2D images with depth, simulating stereoscopy.
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You saw it first here, on Kerbal Space Program!
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I use GIT on everything nowadays. You don't really have to push the commits to a external repository (but I use a private account on bitbucket since I dumbly deleted a test savegame that wasn't a test savegame). The last big bork on TweakScale screwed up ALL my savegames. It was a silent corruption - and once the corrupting Add'On was uninstalled (for unrelated reasons - I just concluded it didn't fit on the current RPG on that installment), I ended up with ALL my crafts and savegames mangled to a terrible state. I spent the whole week fixing all of that - I'm kind of expert on these things nowadays. Oh, that savegame I deleted by mistake? Was due this - since it was supposed to be a test savegame, it didn't worth the pain to fix it. But that savegame had some interesting crafts I ended up building for testing and didn't moved them to a proper place yet. (sigh) Well, so is the life. — POST EDIT — In time, these breakage is exactly the reason I issue the beta! Could you please send me your KSP.log, out_put.log and MM caches? This will help me to code a Sanity Check to prevent this happening again!
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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
Good night. -
It's a debt of mine that will be paid when I manage to get KAX on the focus on my activities. :-) On the mean time, there're some albums and screenshots from the previous maintainers that I prefer not to directly link on the OP as is their work, not mine. You will find images on the following links: https://kerbal.curseforge.com/projects/kerbal-aircraft-expansion-kax/images https://forum.kerbalspaceprogram.com/index.php?/topic/155448-122-kerbal-aircraft-expansion-kax-v264/& But google, currently, does a better job than I could do, so use this link!
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Hi! I'm searching for TweakScale issues in order to see if there's something more to be done before the next major release, and found this: Well.. This usually happens because as soon as Module Manager finishes the patches and KSP the assets loading, some Add'Ons use the "Main Menu" Scene to finish some business. TweakScale is one of these, but Making History, KIS, ScanSAT (are surely others) do it also. Some of them tries to instrument GameDatabase too, and when this happens, someone somewhere will bork due uncontrolled concurrency. And since TweakScale sticks its nose on every existent part on the Kerbol, these situations fatally leads to someone borking - usually TweakScale. The next minor release, 2.4.3, apparently managed to find a way to preventing being overran on interim and some field tests. It will be on the wild in the next days, I hope! Cheers!
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You get used to it. Trust me. Something doesn't compute. I have Mk2Expasion too, and I don't remember seeing this… I will do some more checks! — — — POST EDIT — — — I found no occurrence of this last problem using a clean install with the bare minimum to run Mk2-Expansion (and EDU) with the latest release of TweakScale. We have some Kraken food here. It's a third Add'On stomping on our feet.
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Exactly. On the top one, somebody is shoving "free" when he/she had to put a "true" or "false". On that part of the code, TweakScale is reading the SCALETYPE, and the "freeScale" datum is a boolean. I suggest you to search all the patches for "freeScale = free" to see what you get. On the bottom one, apparently M2X_SCRCS is trying to redefine some TweakScale default ScaleExponent. However, it's not impossible that yet another one did the stunt for something M2X is trying to create, and so M2X is the Screaming Victim and not the perpetrator. In both situations, it's a patch problem that must be fixed by the Add'On maintainer - as soon as you figure out the right one.
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Guys, Some old school die-hard around? I want to locate an Add'On called "DST", with part names starting with "DST_375" and "DST_25" . I'm documenting all the patches, with special precautions to parts using wildcards - and I just can't find a reference to this Add'On! thx! — — POST EDIT — — Bleh. Git log to the rescue, found it. Sorry!
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All of them tailored for big blimps, not small electrical airplanes and probes! (believe me, I know) On the INSTALL.md. you will find: It's needed if you don't have the FireSpitter's full package installed. Humm… I'm foreseeing some problems to CKAN users...
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KAX 2.8.0.1 is on the wild! https://github.com/net-lisias-ksp/KAX https://github.com/net-lisias-ksp/KAX/blob/master/CHANGE_LOG.md https://github.com/net-lisias-ksp/KAX/blob/master/INSTALL.md https://github.com/net-lisias-ksp/KAX/releases Changes: Added missing bulkheadProfiles to a part. Thanks, steve_v Added a Workaround Patch for handling parts with missing bulkheadProfiles to the Extras.
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Damn! I borked on that one, I thought I have it fixed. As long as the power is restored on my block (yeah. Again! (Shadowzone voice on my head) I will issue a new build with this fixed. RoverDude responds better to pull requests. i will check firespitter too and make a PR myself if needed.[done!] There's a hack using MM that adds a surface bulkhead to any parts that don't have any, this helps to coexist to this problem. But also masks them as it appears. Thanks! KAX and Firespitter were the very first AddOns I ever installed on my KSP. I remember that times foundly. Some love in on the ways for KAX. Finishings things on TweakScale, KAX is on the line for some caring!
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Lisias replied to politas's topic in KSP1 Mod Releases
I think that we are getting into too much complicated half solutions. The "one size fits all" solution doesn't cut it anymore. I think that two metadata are in need to be added to CKAN: PROVIDER: for people that likes the forks of a given Maintainer. User sets the provider on CKAN client, and CKAN resolves to the fork for that guy every time it finds more than one fork doing the same thing. REPLACES: where a list of mod names are specified (some guys like to join Add'Ons) so the user can reach the replacements by specifying the original one . These would solve a lot of problems we have now. -
ESA, JAXA and CSA to build optionally manned lunar lander
Lisias replied to insert_name's topic in Science & Spaceflight
Only that? I would need two launches to get myself there - and I surely wouldn't like doing that! -
I will rebuild this: I dumbly deleted the craft by aciddent, and I'm postponing the rebuild as I want to do it again both with IR/next and DLC to see what I get.
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Theoretically yes. It would be accomplished by adding a scale for "CrewCapacity'. TWEAKSCALEEXPONENTS { name = Part breakingForce = 2 breakingTorque = 2 buoyancy = 3 explosionPotential = 3 mass = 3 CrewCapacity = 2 KSP handles nicely when there're more crew than available crew spots on IVA - it just populates the available ones and call it a day (made some tests in the past). But you will notice, however, that by scaling a part up you are stuck with the prefab's CrewCapacity. The part's crew capacity changes only by scaling it down (tested with Mk1-3 Command Pod). I had read in the past numerous reports on Kraken attacks by resizing CrewCapacity, however the scaling down use case appears to work fine. Mangling with the code, I lifted the scale up restriction to see what happens - dude, Krakens gone loose. The User Interface got erratic, the Resources for the part started to change as it were slot machines, you name it. However, the Crew Manifest got scaled correctly, I managed to populated the part with the extra Kerbals once, before the U.I. gone loony. It's probably something on the Editor, not on the Engine. However, the problem is a show stopper anyway, so no deal. Sorry. However, the Scale Down is working fine. A possible workaround would be define your part as the biggest by default, and allow it to be scaled down - the crew capacity will follow up without issues. On the bottom line: your instanced part's Crew Capacity cannot be bigger than the prefab's or the U.I will gone crazy.
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