-
Posts
7,685 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Lisias
-
It broke expected results on a minor revision. So, yeah. Technically is a bug on my book. Problem is.. It can be also the easier and "safer" way to close a previous issue - and since on some of that bad scenarios (including the one I talked about) developers are only evaluated by what is being done on the issue he have his name on, there's a chance that they would avoid acknowledging this as a bug (as it had happened in the past).
-
Breaking Ground Walker speed challenge
Lisias replied to Kergarin's topic in KSP1 Challenges & Mission ideas
Damn. Half my contraptions were ruled out. I need to be really inventive to take some awesomely stupid from my hat now. -
I can't talk for them, just for me. Take what I'm writing ahead as something that happened to me and I want to share, not as something I think it's happening with someone else (it could, but you get it). Of course, there're a lot more of possible explanations that would fit. But talking about them would start a flame-war around here - we, old farts, are known to have little to no respect for people's egos. What's a Sin nowadays.
-
Ugh. This will cause a lot of breakage…
-
I had read in another thread that renaming the craft fixed something similar. That sounded like nonsense to me, but I remember that now there're ".loadmeta" files for every craft on your save. So, perhaps, it's a problem on a new loadmeta format being expected on a old loadmeta. Delete the "loadmeta" for your craft and see what happens. If this doesn't works, rename the craft and try again (and now I will be stumped).
-
Wheels on pistons.
Lisias replied to CattyNebulart's topic in KSP1 Technical Support (PC, unmodded installs)
Wheels, AFAIK, are always auto-strutted to root. So they will not move, no matter what. -
I want to contest that, sir. Jebediah Kerman is the most courageous, intrepid, daring and phelgmatic pilot on KSC. There's no craft on air, earth, water or space that this Kerbal wouldn't fly with a glaring satisfaction on his eyes and an amused smile on his face. Hummmmm.... Yeah. Stupid.
-
The obvious things are the most easily forgotten. It's the reason we used to use a thing called "Planning" on my corporate time. The Plan would be revised by people that would pinpoint missed things, and then would be "exploded" into Tasks where more missing things would be detected, and then a Test Plan would be wrote using the revised Implementing Plan. It's boring as hell, a pain in the SAS. But… I had its value, as we see. (And I agree - this mishap alone worths a new release for the thing)
- 290 replies
-
- surface features
- robotics
- (and 3 more)
-
Is KSP DLC Breaking Ground worth the money?
Lisias replied to Yeet_TheDinosaur's topic in KSP1 Discussion
I'm a long time user of Infernal Robotics. I still use Infernal Robotics. And I bought it. If you ever used IR before (for any reason), or tried some of that already classic stunts to emulate joints and articulations, or both, you will enjoy this for sure. I will not drop IR for this, but I concede that it's more polished and now it's a standard - so I will ending up using both. There's a few things on IR that suits me better, but I intend to use BG to things I wanna share. The KAL-1000 Controller is excellent, by the way - to me, it's the single best feature of the whole package. But even if you don't care about Robotics, the Science expansion adds some fun to the game. I'll still be using KIS for a lot of things, but the new Science Experiments definitively worths the money - as long you enjoy spending time on the ground. If you only want to fly things, perhaps this feature will not worth for you. If you don't care about Robotics neither surface wandering, so perhaps Making History would be a better option for you due the new parts and even Mission Builder, if you wanna share missions with people (it's a highly underrated feature, in my humble opinion). The Mission Builder adds some memory footprint, however, so if you are low on RAM, it's better to skip this until you have a better rig. You are barking up the wrong tree, son Maturity and growing up are rarely related nowadays. I'm just a big kid most of the time! -
Breaking Ground Suits: WHY?!?!?!?!?
Lisias replied to Geschosskopf's topic in Breaking Ground Discussion
It's not Squad. It's the whole industry. I just was xkcd'ed due complaining about a break that happened on a code that was working fine for 5 years and got broken due an (apparently) unnecessary change on the class' signature. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Lisias replied to girka2k's topic in KSP1 Mod Releases
There's also this one, that is equally read worthy! https://xkcd.com/927/ A bad standard is better than no standard at all, I say. -
It depends. The robotics parts probably added new parameters that would need to be scaled, and since they are new, no one knows about them. So you could ending up scaling size and weight of a hinge, but no t the torque and then you can have a part without enough power to move it's own weight. While some kind of risk is always there when we handle new things, I don't expect more problems than we had in the past on Infernal Robotics. We need to be careful to avoid injecting NaNs and INFs on the physics engine, but other than that it's a matter to learn the new modules' data and cope if them.
- 4,054 replies
-
- 1
-
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
Playing again some old games, when I don't have time to a good KSP session. Like this one:
-
I never used the feature myself, and I miss it too! Assuming I'm right on my bet, fixing this would demand some serious hacking. I would need to locate the code that relies on prefab instead of the current part, and hot fix it using Harmony or something. Something to be attempted on the end-of-year holidays. — — — Post Edit — — — Well… I gave it another shot on 1.7.1 . Slightly less worse, but still kaput. I decided to keep track of this on an issue: https://github.com/net-lisias-ksp/TweakScale/issues/44
- 4,054 replies
-
- 1
-
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
Only down. Adding crew posts while scaling works on the part, but something on the U.I. goes havoc after the scaling and the game locks and/or crashes. The scaling itself appears to work, but as the game is rendered useless it's of no good. So I'm keeping the ban on adding up crew while scaling. If it serves of something, by scaling down the crew capacity goes down too. If you are a part author, you can design your part to be as big as you are willing to allow it and then define the crew capacity - and when scaling down, you would get the result you want. Not tested on 1.7.1 - but this misbehaviour is consistent on all earlier KSP versions I support. — — post edit — — If I would make a bet, I would bet that some array on a function call is being dimensioned using the prefab crew capacity, and when that function receives the expanded crew list we perhaps would have a buffer overrun on the stack. That would explain the terrible and erratic U.I. behaviour when I scale up the part with the crew scaling up too. But it's a wild guess.
- 4,054 replies
-
- 1
-
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
totm march 2020 So what song is stuck in your head today?
Lisias replied to SmileyTRex's topic in The Lounge
I had read something today, and this came to my mind! -
"The Princess of Duna" - A Flash Kerman Adventure
Lisias replied to Just Jim's topic in KSP1 Mission Reports
Great! I missed your writings! -
They are being "jointed". I had this with autostruts on IFR classic too. A possible fix is to add some entries to the Exception configuration file.
-
Yes, but it's not relevant for 1.6.1 and previous. You are bound to the EULA you accepted by the last time, and no one else. A lot of confusion would be prevented by adding the EULA to the depot itself, but whatever. Things are what things are. This Forum's posts about the EULA are canon to the subject anyway. https://forum.kerbalspaceprogram.com/index.php?/search/&q=eula&author=UomoCapra&sortby=relevancy&search_and_or=or&search_in=all You will find them (somewhere on that mess) on the Announcements on Steam: https://steamcommunity.com/app/220200/announcements/ Interesting enough, I'm facing some difficulties on locating the original KSP EULA. All I can find is the TT2 "Standard" EULA for their games, that what's is being enforced since March/15 I think. https://www.take2games.com/eula/ If I find something, I will post a follow up.
-
You can't blame them for trying. Use the Steam Console to download the 1.6.1 manually. It's awkward , but it works and you don't have to click on that EULA. Depending the country you live it will not make any difference, but whatever - better safe than sorry. I'm not aware of any other (legal and ethical) way to accomplish that.
-
Impossible Innovations is working with KSP 1.7.1 + Making History + Breaking Ground. No new defects detected - but the old ones still apply.
- 40 replies
-
- 2
-
-
- net.lisias.ksp
- mod
-
(and 2 more)
Tagged with:
-
TweakScale is working with KSP 1.7.1 + Making History + Breaking Ground . Tested with KAX, Impossible Innovations and Firespitter only, so your mileage can vary. No additional parts lost support on this KSP release, no new warnings. Obviously, new parts (as the Robotics) doesn't have patches yet. Working on it. The Robotics parts apparently work fine with Scaled parts -just basic testing done, but no obvious issues. Dudes, this is going to be fun!
- 4,054 replies
-
- 5
-
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
What EULA? The first big change that I'm aware came with 1.4.0 . You can use Steam's Console to download 1.3.1 without having to click on EULAs. As long you bought the game before accepting the >= 1.4.0 EULA, you are entitled. If you had bough the game after 2018-0306, you had accepted that EULA and as far as I understand, you are already bound to it no matter the KSP version you choose to use. Then came a new updated EULA on 2019-0315 (yearly updates?) . The first KSP version with this EULA is 1.7.0, so you would wanna to keep yourself up to 1.6.1 if this is the EULA you are angry about. As long you had bough the game before this date, you should be fine. Otherwise, you are already bound to the EULA.
-
Then you would need another 3D Engine. Without some kind of "welding", there's no way to get rid of 'joints". Is how Unity keeps things together. Nope. It make it worse. The AutoStrut is a kind of "Kerbal Joint Reinforcement" that you set it up part by part. It adds more joints between the parts using different patterns than just "glue me to my parent". Some people got unsatisfied with AutoStruts as Squad decided to get rid of some problems by automatically autostrutting gears to the Root Part, and I remember people complaining about how their rovers doesn't "bends" anymore on irregular terrain. Since all the gears are autostrutted to a single part, there're no bending anymore.