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KSP2 Release Notes
Everything posted by Lisias
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It will be done - but I can't say exactly when.. Check the issues, and if your part is not already included on one of them, please open a new issue. https://github.com/net-lisias-ksp/TweakScale/issues
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Lisias replied to Angelo Kerman's topic in KSP1 Mod Releases
I think it's safer to manually edit the craft file. Is not that hard once you get used to. Make a backup copy (always make a backup! ), then look for all the occurrences of the old part and change the name to the new one. Don't bother renaming the links, just the part name is enough. -
Craft Vibrates to Death on Separation
Lisias replied to Mr. Peabody's topic in KSP1 Gameplay Questions and Tutorials
Are you using AutoStruts? AutoStruts to root and to heaviest part need to be recalculated on separation, and more than one time this recalculation induced this misbehaviour on bigger vessels, as not all the joints could be recalculated in a game clock tick. -
Unlikely. Some other Add'Ons would had stopped working if this was the case - but then, the guy could had fixed it. Look on some of the forked projects (or add'ons that use it as dependence)- at least some of them are working for sure. — — — POST — — EDIT — — — I just tested one of that forks. The DLL is working fine, but some parts have some problem with the colliders (or something similar), are the ship is being jumped to 1.000 meters high on launch. That big, grey Airship parts appears to be ok. The Airship Envelope ones (that one with the Hooligan Labs logo) as the ones triggering the "jumping event" - perhaps some more does it also, still on test. The buoyancy works fine, by the way - so the DLL is working for sure. I'm using the latest Module Manager (3.1.3) on 1.6.1, by the way. Need some tests without it.
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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
Impressive and fun! From the original: -
You can write bad code in anything else. But on anything else, it's still called bad code - not "Unity's features".
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Hold your horses. Your time is coming. So you have confirmed the diagnosis.
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With the all due respect, I think you are right but also wrong. It's poor coding, indeed. But I think it's (also, at the best) on Unity. In 30 years, I had coded UIs for MSDOS (Borland's Turbo Vision and Graphic Vision), for Win16, for Win32, for X11 (Athena, God forgive my soul), Tk, Gtk, QT, Java AWT and Swing (and even a bit of SWT) and more Android than I would like. Of course, some DirectX, OpenGL and SDL (but not as much, essentially maintaining code, not writing my own). I wrote games using LWUIT on a punny (for nowadays standards) Java ME device, and updating widgets never thrashed my heap this way. I had to be creative on a lot of ways to avoid stutter by the GC, but not by updating the GUI. Absolutely NONE of them generated this awfull amount of garbage by mere updating the widgets. You would waste CPU by unnecessary updates (on badly implemented GUIs by the way - the good ones just updated the visible diferences saving CPU), but not this awfull amount of heap space. Unity's GUI is flawed by design. It was apparently intended to be used by casual, small games or applications where such flaws would not be detected - not by flagship graded programs.
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I had perceived this too when downscaling things. Microprobes are specially affected by this. Theoretically, yes. We can replace about almost everything on KSP (see FAR !), but in practice, some things are tricky to be replaced without causing some collateral effects. Being honest, I don't know (yet) how to mangle with the Engineer Report so I could tell you where in these two extremes (damn easy and suicidal hard) your suggestion is. Perhaps Contract Configurator or some other reporting Add'On could help, perhaps an alternative way to implement your request would be feasible. I created an issue for this, but please be patient. This is going take some time, due other pressuring issues. https://github.com/net-lisias-ksp/TweakScale/issues/18
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You are wrong. You didn't understood it at all, apparently. It's anti-competitive using an add'on that improperly cheats by not doing properly what it claims. TweakScale scales parts' size, capacity, weight and cost - and I, as an Author, guarantee these features. Knowingly allowing TweakScale to scale some parts to negative masse and/or zero costs while claiming I did it right is, by essence, a kind of fraud. And no fraud should be allowed on any kind of competition. With due respect, sir, it's irrelevant. Your apparent misunderstanding about the difference between a serious misbehaviour (that also happens to potentially have disastrous consequences) and a proper implemented and documented functionality makes your past experiences irrelevant to this matter (and I'm not making any kind if judgment about the quality of that experience - I'm just saying that such experience doesn't matter right now, since the very premisse of the argument is wrong). Keep in mind, additionally, that I had criticized your apparent lack of understanding about being an Author (from "Authorship", legal term), not your abilities as a Software Developer or Add'On author. As an Author, I have responsibilities over the work. Using an Open Source license, I waved the legal responsibilities but I still have the moral ones, being between them: Not making false claims about the software functionalities Not doing intentional harm to the user TweakScale was failing on the first one. Not my fault, but still my responsibility. And once I became aware of the catastrophic consequences of the misbehaviour, it would fail on the second too had I hidden the problem to save my face. And this would be my fault and my responsibility. From my side, I can assure you that I was "fighting" the idea, not the person. My incisiveness were due my perceived seriousness of the situation (game crashing and savegame corruption) being shadowed by an not exactly minor, but way less relevant argument (being it right or not). Yes, I was aware of the problem I was inducing by tackling the problem the way I did. I would not had issued the warning on the Change Log otherwise. But yet, I saw no other option given the present situation - sometimes, you just can't win: all you can do is to choose the less painful way to loose the battle. I had loose this battle - but I can assure you I'm working to win this "war".
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For Questions That Don't Merit Their Own Thread
Lisias replied to Skyler4856's topic in Science & Spaceflight
Is there a Add'On to automatically fill a craft with random generated tourists? I'm aware that Ship Manifest allows creating "temporary" tourists, but I have to do it one by one and I have a airliner with 288 seats to fill! Something that would just "filler up" the empty seats with random generated tourists would be a plus! -
My neighbours must think I'm nuts. I'm foreseeing the time some big guys on white would knock on my door with a smile and a injection of some heavy duty tranquilizer. Now and then I enter here and see something that makes me laugh my SAS out. Loud. Very loud. Humm… Someone is ringing the bell….
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Impossible Innovations V0.8.8.4 is on the wild! The most important changes are the dependencies being updated to the latests (so no more issues on KSP 1.6.0) and the ability to disable the specialized menu item for II on the Advanced Menu on VAB/SPH. Download on the OP. Cheers!
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I don't see what it would be a "holding out", once directories and files are easily created by code. I remember at least one add'on that creates and uses <KSP_ROOT>/Logs to hold logging data. This is a no issue.
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KAX/L 2.8.0.0 is on the wild! I will properly edit this post and the OP as time permit! 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 Thank you for your patience!
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Try replacing the H Beam for something lighter. It should be enough - Juno's are not exactly powerful, but the weight/thrust ratio is decent. Keep it flying lower for best results, the thrust/height curve is not that good for this engine.
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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
I remembered this today. This music is stuck on my head since then. WARNING: STICKY, CHEESY, WHATEVER - you had been warned! Ok. redeeming myself: -
KAX is triggering (or being victim) of an idiosyncrasy on 1.60 on the VAB/SPH editor. I spent some time thinking I did something wrong, but in the end, it's something new on 1.6.0. The issue is described and workarounded here: There's a very good chance that this idiosyncrasy will end up being fixed by the add-ons - it would make kind of sense, as it's a datum used on the Category Filter and, well, parts needs to fulfill that datum in order to be categorized. So I decided to delay the release a bit. The current latest is working almost fine anyway, there''s no need to rush a release just to had to push a minor one a few days later. — — — — POST — EDIT — — — — I ended up adding the bulkheadProfiles on the parts. CLOSED/FIXED — — — — POST — POST — EDIT — — — — 1.6.1 just came out, and MM 3.1.3 had workarounded the DragCube issue anyway. I added bulkheadProfiles to each KAX part. So there's no show-stoppers anymore. I'm finishing this dev cycle, and I will issue a proper Release as soon as my job allows! KAX is working fine on a Vanilla 1.6.0 KSP, including VAB/SPH Menu's using the Category Filters.
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Don't ask. I'm still trying to figure it out!
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By any means, this problem is related to the following StackDump, or this is something completely different? [EXC 05:20:42.622] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.PartListCategories.BulkheadProfile.ExclusionCriteria (.AvailablePart aP) EditorPartListFilter`1[AvailablePart].FilterList (System.Collections.Generic.List`1 parts, System.Func`2 filter) EditorPartListFilterList`1[AvailablePart].FilterList (System.Collections.Generic.List`1 list) KSP.UI.Screens.EditorPartList.RefreshPartList () KSP.UI.Screens.EditorPartList.Refresh () KSP.UI.Screens.EditorPartList.Refresh (State state) KSP.UI.Screens.PartCategorizer+<UpdateDaemon>c__Iterator5.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress)
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Making History - Missão Saly-Hut 1 (PROBLEMA)
Lisias replied to Phoenyx's topic in Portuguese (Português)
OPA. Mais um! O que acontecia com os Clamps? O chato de dar manutenção num Add'On destes é que vc fica sem tempo pra brincar com ele. Eu pego só os erros óbvios nos meus testes. -
Making History - Missão Saly-Hut 1 (PROBLEMA)
Lisias replied to Phoenyx's topic in Portuguese (Português)
Opa. Bugs no KJR/L me interessam - sou eu que tô dando manutenção nesse fork. Qual painel vc usou? Criei uma entrada no bugtrack - se vc tiver conta no github. -
totm march 2020 So what song is stuck in your head today?
Lisias replied to SmileyTRex's topic in The Lounge
Some 10 15 (damn, I'm getting old!) years ago, this music was my weak up alarm. That were tough times, but also somewhat satisfying ones - I realized a lot. Now and then I miss this music (the iPod mini that I used to use is kaput - and my mobile speakers are a shame!), and put it in loop for some minutes. I'm doing it now. -
Do I have to say the words?? And that flying thing above? On the tip of the smoke trail? It is the engine cluster. And it made it to KSC - without me.
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if would it depend on me, it will be the thread of the decade!