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Everything posted by Lisias
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What's Your Favorite KSP Version?
Lisias replied to Johnster_Space_Program's topic in KSP1 Discussion
You will laugh on me, but my favorite KSP version is the 1.0 Demo! It was what convinced me to buy the thing at first place - and at that time, I was a complete newbie on the game so everything was shining and new and fun and… stupidly awesome (and not awesomely stupid, as most things I'm doing now! ). (old dogs, new tricks - you know the drill) -
Eu vivo por aqui, mas jogo uma vez por mês. O resto, tô testando alguma coisa (alguém precisa de alguma testada? )
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Welcome to the marvelous world of the "Sindrome do Pequeno Poder" (Little Power Syndrome, in a dumb translarion - I didn't found the equivalent in EN-US. It's not Little Man Syndrome, but is similar). Once most people reaches a position of some power, they start to exercise such power just because they can, without regards for the consequences. It's a hugely common problem on small social networks. Relying on a single point of failure is never a good idea. And such people are huge point of failure.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Lisias replied to ferram4's topic in KSP1 Mod Releases
Yes. You need both KSP API Extensions (by me!) and KJR/L. KJR/L uses KSPe to Log and DataFiles enhanced support, and without it KJR/L will not even load as it's a hard dependency. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Lisias replied to ferram4's topic in KSP1 Mod Releases
this one: https://github.com/net-lisias-ksp/Kerbal-Joint-Reinforcement/releases/download/RELEASE%2F3.4.0.4/KerbalJointReinforcement-3.4.0.4.zip (from where did you got that "-master" zip?) -
That was not the problem. I already have the description on the github page. What was happening is that I spent too much time with some non directly related issues in the last 10 days, and too few playing KSP. And I like to open my Add'On pages with something that is my work. And KAX deserves something really nice. :-)
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I totally regret it now. I used a new part on 1.4.1 for the "Bombs", so the new crafts (and bombs) are not convertible to 1.3.1. I spent a lot of time trimming that things, I'm not exactly happy in redoing all that work to make it work on 1.3.1. But the crafts don't use anything 1.4 specific, so I'm converting them to 1.3.1. And learnt something new: FormatException: Input string was not in the correct format at System.UInt32.Parse (System.String s) [0x00000] in <filename unknown>:0 at ShipConstruct.LoadShip (.ConfigNode root) [0x00000] in <filename unknown>:0 at ShipConstruction.LoadShip (System.String filePath) [0x00000] in <filename unknown>:0 at EditorLogic.StartEditor (Boolean isRestart) [0x00000] in <filename unknown>:0 at EditorLogic.ShipToLoadSelected (System.String path, LoadType loadType) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.CraftBrowserDialog.onPipelineFinished (.ConfigNode n, KSP.UI.Screens.CraftEntry sItem, LoadType loadType) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.CraftBrowserDialog+<pipeSelectedItem>c__AnonStorey1B8.<>m__89E (.ConfigNode n) [0x00000] in <filename unknown>:0 at KSPUpgradePipeline.Process (.ConfigNode n, System.String saveName, LoadContext loadContext, .Callback`1 onSucceed, .Callback`2 onFail) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.CraftBrowserDialog.pipeSelectedItem (KSP.UI.Screens.CraftEntry sItem, LoadType loadType) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.CraftBrowserDialog.onButtonLoad () [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() That kind and pleasant Exception is only logged on the Player.log file (the one used by Unity itself) while trying to load the Bombers after "converting" them to 1.3.1 (r/1\.4\.1/1.3.1/g), and luckily it happened on the second part on the file, so it's easy to pinpoint. Some bit bashing in on the order, as it appears. — — POST — EDIT — — — TweakScale 2.3.6 is working fine on KSP 1.3.1 . V2.3.9. borked, I didn't cared to find why - 2.3.6 is the first version I tested (I use a binary tree algorithm when searching for things) that worked.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Lisias replied to ferram4's topic in KSP1 Mod Releases
You need to install ToadicusTools, otherwise TweakableEverything will not be able to run and will bork regularly on every frame. This is also killing KSPe, and once KSPe is killed, everything that relies on it borks too - in this case, KJR/L. [ERR 01:22:40.423] ADDON BINDER: Cannot resolve assembly: ToadicusTools, Culture=neutral, PublicKeyToken=null [ERR 01:22:40.424] AssemblyLoader: Exception loading 'TweakableDeployablePanels': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 There's a very good change that your explosions are happening due this: [EXC 01:54:29.191] NullReferenceException: Object reference not set to an instance of an object TweakableEverything.ModuleTweakableDockingNode.FixedUpdate () This exception is spamming your log - not a surprise, as that "FixedUpdate" thingy is executed about 20 times per second (IIRC). From now one, I think you need to ask the TweakableEverything maintainer for assistance. I can't help further without having this fixed in a way or another (deleting TweakableEverything woud solve it too, but you installed it for a reason, so I think it's better to fix it instead). -
Yeah, this is totally my fault. I really need to make a proper front page for this Add'On. I will fix this tonight.
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That glitch is me ditching the Choppah, turning upside down and accelerating the rotor - the craft started to dive. I will make a rotor propelled submarine with this! (it should work with previous versions of KAX too)
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Lisias replied to ferram4's topic in KSP1 Mod Releases
It's a drag. You need to find every occurrence of the string "System.TypeLoadException: Could not load type" and download and install the plugin that contains it. Yeah, hell of a work in your case. Humm. So aparently KJR is running. Do you have more than one copy running? If yes, delete mine - that other one is doing the job, If not, good news, "mine" is working. Edit or create <KSP_ROOT>/PluginData/KerbalJointReinforcement/user.cfg to: KJR { debug = False breakTorqueMultiplier = 0.5 breakForceMultiplier = 0.5 } And try again. If still failing, change the values to 0.25 . then to 0.125 and so on. If the problem persists, chage "False" to "True", make the station to explode again (put back the 0.5) and send me the KSP.log. And a copy of your craft file. -
That's the dark secret: a considerable amount of Add'Ons don't need to be specially tailored to be used on 1.3.1, on 1.4.x or 1.6.0. Some will work fine on everyone of them right on the spot, if one manages to carefully handle differences between the KSP versions. KAX is one of these.
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Other than that DLL issue, I didn't found anything wrong until the moment. — — — POST — EDIT — — — Uh… Perhaps a glitch or two….
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I fired up my 1.3.1 testbed and checked it out. The newest TweakScale borked beautifully, because on the rush to cover up that crashes, I didn't cared to try to make it run on older KSP - were such issues are not a problem. I think the previous one should work (I remember testing some things on 1.3.1 - but I don't know when), I will check this later. The Firespitter I'm using is my own fork I did to test some ideas from KSPe. I don't know if the current official one still works on 1.5.x or 1.6, but if my own is working, there're very good chances that the official is working too. Evidences: http://ksp.lisias.net/screenshots/2019/01/22_KAX-works-on-131/ Right now, the only glitch is that exception on KAX.BaseFilter.GenIcons, that will prevent the Filter to work on the Advanced Menu. It's completely unrelated to KAX core business, and you can delete that DLL without remorse while I try to cook something that will work on 1.3.1 and >= 1.4 at the same time (and save me some trouble while packing the thing). And yeah, the Sound is fixed on 1.3.1 too. (I should convert all the new KAX' Sample Crafts to 1.3.1, by the way - I did them on 1.4.1 for (my) convenience but I kind regret it now).
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Lisias replied to ferram4's topic in KSP1 Mod Releases
Thanks. I'm an old dog on this business, so some things newer guys finds complicated it's so simple for me that I have a bad time trying to understand the issue. It's kind of when you were younger and was still learning to read - do you remember how hard it was? Now see how easy is nowadays - it's exactly the same about this issue for me. The instructions appears to be confusing because you, probably, are not used to zip/unzip and move things on your machine. Drag'n'drop interfaces are good for a lot of things, but on a few things it's a drag and IMHO this is one of such things. So, since I don't know exactly what you are using, I say "copy the folder GameData/PluginName" into your "GameData" and not exactly the steps you need to do in order to accomplish the task on your O.S. By the way, OS X is a Unix OS - it's officially certified as UNIX, by the way. Linux, on the other hand, is a UNIX-like - because it does not follows all the "rules" one should follow to be certifiable. FreeBSD does, by the way (but they didn't bored to pay for the certification). On the end of the day, we call the whole shebang "UNIX" and I'm ok with this. That tool I posted (Midnight Commander) is a very powerful one. And as every powerful tool, it can be very dangerous - you will need some help if you want to mangle on the "Arcane Ways of the Command Line". On the Windows Explorer, when you "delete" something it's usually goes to the Trash Bin. On the command line, when you delete something it's gone for good - no questions asked, no way to undo it. However, MC usually asks if you really want to do dangerous things, so we usually have a chance to prevent a disaster. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Lisias replied to ferram4's topic in KSP1 Mod Releases
Try it with and without KJR installed. My guess is that since KJR/L is borked due that Reflection issues, it's not working at all no matter what. And this is something I can't fix, the only way is to fix the DLLs issues on your installment. -
Now that I know there's demand, for sure. Right now, the only thing that are KSP version specific is the code that load textures in runtime, used to add Categories on the Advanced Menu. It's Unity specific, and they changed Unity version on 1.4, so I confess I got lazy and gone for 1.4 and called it a day. Other than that, KAX relies on Firespitter and Module Manager to do the heavy lifting, and as long you have these dependencies working for 1.3.1, KAX should follow suit. I think you can use KAX right know, if you don't mind living without the extra itens on the Advanced menu: https://github.com/net-lisias-ksp/KAX/blob/master/PR_material/Screenshots/Preview_AdvMenu_20190101.png (by the weekend I think I will have a experimental DLL for you)
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Weird set of issues
Lisias replied to Numberyellow's topic in KSP1 Technical Support (PC, modded installs)
My fault. I'm loading textures on runtime to add Categories to the Advanced Menu, and this changed on 1.4, so I ended up settling wit 1.4. Other that that, as long as the dependencies are 1.3.1 happy, KAX will be. -
Weird set of issues
Lisias replied to Numberyellow's topic in KSP1 Technical Support (PC, modded installs)
Ouch… I had read until this page (or near it), and dumbly though that BOTH guys were authoring OPT! I just double check it and came to d this after your heads up! (sigh) Well… I'll try to pay more attention - things are already messed enough, they don't need me to bring more mess! There's CKAN - but I don't know if it would really help you. It didn't helped me, but some people like it. -
KJR is not exactly needed to IR to work . I have vessels using IR and the old and faithul AutoStruts and EAS Struts - KJR is a GrandParent AutoStruts with Steroids. You will need KJR if you build big vessels, using or not Infernal Robotics.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Lisias replied to ferram4's topic in KSP1 Mod Releases
It's not. from the original post: How you unpack things depends of the O.S you are using. Since I'm on a UNIX machine, I make heavy use of the terminal and Midnight Commander -
Weird set of issues
Lisias replied to Numberyellow's topic in KSP1 Technical Support (PC, modded installs)
I'm looking into OPT, OPT Legacy and OPT Reconfig to see exactly what you mean. Yeah, I understand perfectly - it took me some minutes to realize what's happening. OPT is still being maintained by the owner, but he apparently is happy on keeping it working for 1.3 . Some people added features to this base add'on to support USI, FAR and WBI - WBI definitively is something you should give a look, by the way. Some other guys wanted to use OPT on newer KSP, so they created the OPT Reconfig add'on to revamp the base Add'On to be used on 1.4.5 (and highly probably on 1.5 and perahsp 1.6, I will test it - this add'on is a must, this time it's me that doesn't know how I missed that!). Reconfig uses B9 Parts Switch as Parts reconfiguration utility (a kind of VARIANT as KSP has now). I know this guy very well, as it was being improperly added to parts with RealFuels/ModularFuelSwitch and FSFuelSwitch by third parties, and this was… hummm… "unsafe" for TweakScale. But as long nobody tries to add anything else into OPTs parts, everything will work fine. I agree. Some additional explanations and background info would be very helpful to the end-user. On the bottom line: you don't need Reconfig, but if you are using 1.4.x it can add some additional goodies. For now, assuming that you can live with 1.3.1 for some time, you definitively don't need anything else but OPT itself. -
Soon as Possible. There're still some improvements to be made, and I think it would be better for KAX that such improvements be ready before reaching CKAN.