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Everything posted by Lisias
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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
Download this: https://github.com/net-lisias-ksp/KSPAPIExtensions/releases/tag/PRERELEASE%2F2.1.0.5] Then read this: https://github.com/net-lisias-ksp/KSPAPIExtensions/blob/dev/INSTALL.md And download this: https://github.com/net-lisias-ksp/Kerbal-Joint-Reinforcement/releases/tag/RELEASE%2F3.4.0.4 And after, read this: https://github.com/net-lisias-ksp/Kerbal-Joint-Reinforcement/blob/master/INSTALL.md [NOTE: you need to download and install both add'ons (KJR/L and KSPAPIExtensions/L aka KSPe) to have a working installment. ] -
Do not feed Magic Boulders after midnight! And never, ever, wet them!
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I never managed to do something so funny and weird on KSP as this!
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About six to seven months ago. I remember precisely the moment. I had a somewhat unpleasant time installing Mono on a MacOS machine to use CKAN. By an incredible lack of luck, the next day a huge update fest happened and broke my installation. It took me almost a week to detect the problems and rollback the mods that triggered the breakage. it took me about a month to detect the unholy interactions that were feeding the Krakens (how silly I was - I didn't found half of them!) to know what mods could not be updated together. And then I noticed that we were focused on updating add-ons to KSP 1.4, and not on fixing bugs. And got a bit frustrated, as my window for hard playing KSP was closing and I wasn't managing to really play the thing. So I remembered I'm a professional on this trade, and forked my first project. I fixed it, and learnt a huge loot of tricks and quirkies. I succeeded on it, so I decided to fix another one. And that gone on - something was wrong, I just fixed and applied a pull request instead of opening a bug report (when I had really fixed a bug - features that I though would interest only me I didn't). Since I was developing on a machine and was playing on another(s) I decided to proper "publish it" using ".version" files, and let ksp-avc do its job on remembering what was good to be installed on the playing machine on the weekend. And then, one day, I saw an announce of a maintainer looking for someone to pass the Torch on an add'on I just had fixed a bit, and though to myself "hell, why not? What could possibly go wrong?" And here I am.
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Well… This was fun. I'm testing KJR/L and TweakScale for some reported issues (perhaps a combination of both?) so I TweakScaled some 1.6 parts, hooked them on a slim rocket and give it a ride over KSP. Issues appears to be solved - my piloting skills, however…. More here: http://ksp.lisias.net/screenshots/2018/12/29_KJRL-TweakScale-Testing/screenshot24#main-img
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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
(Yet a) New toy, boys. Pre Release 3.4.0.4 available here: https://github.com/net-lisias-ksp/Kerbal-Joint-Reinforcement/releases You MUST update to the latests KSPe: https://github.com/net-lisias-ksp/KSPAPIExtensions/releases This release added the option to use ConfigNode files (user.cfg) to configure your KJR/L. Just create a user.cfg file on <KSP_ROOT>/PluginData/KerbalJointReinforcement and things will work. The user.xml file will be ignored if a user.cfg file is present. The syntax is simple as possible: KJR { debug = False breakTorqueMultiplier = 0.5 Exempt { PartType = foo ModuleType = bar DecouplerStiffeningExtensionType = foobar } Exempt { DecouplerStiffeningExtensionType = barfoo } } Some (very) small performance optimizations and a probable memory leak were also fixed. A log flooding problem was detected on KSPe and fixed on the latest release, that also implements some new features used by this version of KJR/L. My frame-rate didn't improved too much (perhaps about 10 to 15%, I think), so I'm unsure if this was the (only) cause for the dramatic drop on the frame-rate mentioned above. -
ANNOUNCE Release 2.4.0.7 available for download, see OP for links. KSP 1.6 is now officially (however partially) supported - or, at least, didn't capsized on me yet. Issues fixed: Issue #9 Issue #11 Issue #12 The fix for these issues was not exactly the most desirable one, but it was the possible one. I plain dropped support on runtime for the problematic parts - effectively undoing any configuration on third-parties configs (and even Module Manager ones) that had set up the parts in error. Known Issues: Parts with ModuleB9PartSwitch that wrongly also have configured FSfuelSwitch and/or ModularFuelTanks (or RealFuels) will loose TweakScale support. On runtime. Parts with FSbuoyancy too. MH or 1.6.1 parts that change Cost and/or Mass using ModulePartVariants are also unsupported. On runtime. NOTE: BACKUP YOUR SAVEGAMES. "UnTweakScaled" parts will loose the Scaling configurations with the obvious effects, and such changes will be persisted when you save your game. Your game was going to crash sooner or later anyway, but in the (hopefully) near future, such parts will be supported again and you may want to return to that game. I will delay publishing it on CurseForge, SpaceDock and CKAN until the night - just in case.
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I'm trying to reproduce an issue reported on KJR about a dreadful frame-rate dropping using the 1.6 stock Dynawing and my really potato mamini 2011, happily (or not) without success. But then this happened: That freaking fuel tank did a reentry better than my own space shuttles, Krakens!! This piece of poo survived the reentry and hit the ocean at less than 300 m/s. Unscratched!! Had I put some airbrakes and chutes on the damned thing, I could had recovered it! Totally uncontrollable - the freaking thing had flown all by itself. And better than me, damn it! Full screenshot gallery here: http://ksp.lisias.net/screenshots/2018/12/29_Dynawink-FuelTalk-from-Hell/ (and yes… I'm ditching Google. I will host my own content from now on)
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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 direct fork from Ferram4's. None of my fixes (neither the glitches ). It's a good choice for people willing to use KJR with his mods right now without a fuss. — — — POST — EDIT — — — I just checked the CKAN meta file. He had pinpoint this thread on forum as Resource. He also is restricting the supported versions to 1.4 series only. At least for now. I didn't tested the original branch from @ferram4 myself, but some other guys here appears to have recompiled it without the KSP Version restriction with success, and I don't think this had passed unnoticed by Starwaster - so my guess is that he's maintaining his fork for his own purposes, not exactly to develop the thing. But, again, this is something someone will have to ask him directly. If anyone convince him to lift the KSP Version restriction, I think it would be good - "My" KJR will need some more care before getting ready to mainstream, and in the mean time, CKAN users need a stable and reliable fork to use! -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Lisias replied to ferram4's topic in KSP1 Mod Releases
Unavoidable side side efect of adding lots and lots of joints between parts. However... 6 times slower is a bit too much. Are you using auto-struts too? Autostrut to Grandparent has similar effects (mainly when you use EEX to mass edit the autostruting). Using both is nuts - when using KJR, I usually mass Autostrut everything to OFF and eventually set one or another part if needed. — — — POST — EDIT — — — Check if the "debug" option is set to "0" on the config.xml (if you are using my fork, you need to check the config.xml on <KSPROOT>/PluginData/KerbalJointReinforcement too. If it's on "1", lots and lots of debugging messages are flooding KSP.log - and this can be a source of dropped framerates - if you are using my fork, it would explain the huge framerate drop. I really use the debugging logs for debugging. If anything else fails, publish your KSP.log somewhere and link it here and I will give it a peek. — — — POST — POST — EDIT — — — I detected a glitch on KSPe that prevented debugging logs to be suppressed. Since KJR/L make use of extensive logging in order to detect flaws in situ, such glitch can be fatal if enough parts are being tracked - and it's unavoidable, as the code that would suppress such messages when the debug option is off was… bugged . This could be the source of your problems, @kostik. All users of KSPe are urged to update to the latest version (2.1.0.5 at the moment). https://github.com/net-lisias-ksp/KSPAPIExtensions/releases -
The keyword is MODULEVARIANTPARTS. I think this will do.
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This one, for example. Probably due the fact that they didn't had proper equipment for the task - nobody had though about before launch, this picture was a stroke of luck! Pictures from Apollo 11 were way better - but they had these planned forehand.
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Feedback time. In the next days (probably by the weekend), a new minor release for TweakScale will be issued with the following changes: No complaining about KSP 1.6 (or beyond - until it breaks, at least) Dropped support for anything that is broken. This branch is now EoL - no more bug fixes [(unless really really bad ones)] my full attention is on the "New Breed" code tree, where these unhappy situations (unholy interactions between add-ons - aka Kraken food) will be properly handled. [One more release for the TweakScale2 series is now planned] A the same time, a new Experimental release will be issued in the near future (ideally, a few days after the above mentioned release), with the following changes. That "New Breed" stuff Deprecation of the IRescalable interface. Current add-ons will not break, but the feature will need to be manually "authorized" on a add-on per add-on basis using an user configurable settings file. There're no other choice, as modern KSP is way more complex than previous ones - things may or may not work, it will be up to the user to decide if he/she wants to take the risk. New IFactory20, IRescalable20 and IDryCost20 interfaces Where the new features should be implemented. More details when I manage to make this stunt to work properly! A different approach to the Parts Galore problem: Older TweakScale just tried to scale everything the best it could. It used to work, but: new Modules and new Parts broke the assumptions, and some parts are getting negative mass due this (or worse) Some unholy interactions between third-parties created new situations that TweakScale could not, and probably never will, proper foresee. NREs and zero mass parts are due this (between worse things) The new TweakScale will go to the opposite way: It will only scale what it explicitly knows. Anything different, and the part is not scaled and left alone. Add-ons that only uses standard modules will be supported by side-effect Anything else will need a "plugin" that would implement the Scaling, Updating and DryCosting processes properly for such parts. From now on, "Vanilla" TweakScale will only directly support Stock and MH. Some "plugins" will also be promptly available adding support for some add-ons (the ones currently supported, including the ones that got broke and will be fixed). Each plugin will be a separated project, related but not part of the "Vanilla" TweakScale. Such plugins can be maintained by the add-on maintainer, by me or by third-parties. Installation will be simple - drop the DLL somewhere in GameData. TweakScale builds a runtime database by Reflection, no boiler plating necessary. Reusing/extending a existent plugin will be trivial by OOP. Most of the time, will be a simple IFactory20 thingy. I still don't know how to handle CKAN about this changes -- but things will be sorted out before the Experimental branch gets promoted to the new mainstream. I acknowledge that things are not moving as fast as most of you guys want - but I ask for your comprehension and patience. This will be a somewhat bloody process - too much changes on TweakScale core business, I need to proper test every single step to prevent playing havoc on your savegames. This is a really harsh decision that I was considering for months already, but any other alternative I could think didn't fixed the problem, just patched the effects - and TweakScale sooner or later would to be prone again to the very exact problems I described above. So, since it's unavoidable to unleash hell, at least will be my own hell Rest assured that such hell will be confined to the Experimental branch. Nothing will go mainstream before a proper testing and validation phase - I will be hugely grateful for any help I could get while developing the Experimental branch. Krakens know I will need such help! — — — POST — EDIT — — — I was somewhat insanely optimistic while estimating my free time to be dedicated to the TweakScale3 New Breed code tree. Some RealLife issues arose (as usual), and I have also some others add-ons in need of some care. My current guess is about 5 to 6 weeks before the New Breed has conditions for being tested in field. So I decided to do an extra (and hopefully) final release for TweakScale2 after the next one.
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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'm hearing this for days already. Really, really good! (and what would be more Kerbal than that sax? ) -
By some reason, Valentine never gets excited when I try to get the same image without "cheating". I tried for a whole afternoon hours, and she just don't care! Caution: lots and lots of boring screenshots. http://ksp.lisias.net/screenshots/2018/12/24_Apollo-11_Earth-Rising/no-cheating/
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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 could not thought on a better place than here. So… (caution - extreme trolling on the video below! ) Merry Xmas. -
On December, 24 1968 , Apollo 8 took the historical Earth Rising shot. By plain luck. This is my humble homage to the deed. Kerbal style. Godspeed Apollo 8.
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"MOAR THRUSTERS" style!
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Your Attention, please. The TweakScale embedded with the latest Impossible Innovation release will complain about being used on KSP 1.6 . You can safely ignore the warning, TweakScale is working fine on KSP 1.6. A (minor) release will have TweakScale "fixed" to be less complainer.
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Oi. Passei aqui para explicar que acabei optando por migrar o savegame dessa história para o novissimo KSP 1.6 Alguns mods essenciais não funcionaram muito bem no 1.5, de forma que acabei forkando uma paulada deles e fiz backporting dos bugfixes enquanto mantinha compatibilidade com o 1.4.5. Mas KSP 1.6 resolveu um problema que estava acabando com a minha vida no 1.4, e que ficou insuportável no 1.5: o consumo de memória no VAB/SPH. Alguns vessels chave para a História (como o Jardins da Kakilônia) já operam no limite da minha máquina em runtime - mas isso é contornavel com mods que hackeam a simulação e editando depois o vídeo para tempo real. Mas para editar a nave... O consumo de memória subia para 14G na primeira editada, usar Undo era uma tragédia e 15 ou 20 edições depois, já começava a aparecer lags de 15 MINUTOS cada vez que eu precisava mudar uma parte de lugar. Com o 1.5 isso não mudou, então eu não vi razões para migrar. Mas o 1.6 resolveu isso! Vou conseguir trabalhar na história novamente sem precisar reservar um sábado inteiro só pra fazer uma dúzia de ajustes nas naves.
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totm aug 2023 What funny/interesting thing happened in your life today?
Lisias replied to Ultimate Steve's topic in The Lounge
I'm trying to find my Christmas present that I bough myself and stored. Somewhere. I hope. I never though I would do this to myself. I think I'm getting old. -
I decided to test some mods I maintain (officially or not) on KSP 1.6 . Then I did this when I failed one of the tests... Boy…. I'm mean. (she survived, by the way - Kerbals are incredibly resilient!)
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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
Hi, guys. I "recompiled" KJR/L for 1.6. It's on the same link link as the previous version. Yes, really, I recompiled it. The DLL and the ZIP having the same size, the same timestamps and the same URL for downloading was just a coincidence… Serious now. KJR/L (and probably all the other forks) is working fine on KSP 1.6 for Stock. Some add-ons may have issues, however. https://github.com/net-lisias-ksp/Kerbal-Joint-Reinforcement/releases