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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
Hey, had you ever considered a formal training on Software Q/A? You have the touch, as it appears! Good job, you caught some modules being ignored by KJR exactly due this. I don't know if this was intentional, but due this "ModuleDecoupler", "ModuleAnchoredDecoupler" and "ProceduralFairingBase" are not being instrumented. I'm firing up my "nightmare Craft" to test this. For reference, line 109 of file KJRJointUtils.cs (290 on the original): int i = 0; do { string tmpPart, tmpModule, tmpDecoupler; tmpPart = config.GetValue("exemptPartType" + i, ""); tmpModule = config.GetValue("exemptModuleType" + i, ""); tmpDecoupler = config.GetValue("decouplerStiffeningExtensionType" + i, ""); if (tmpPart == "" && tmpModule == "" && tmpDecoupler == "") break; — POST — EDIT -- This had been this way since the first time this file was committed, on 2014-0703, a bit earlier than the 2.4 Release by ferram4. — POST—POST—EDIT -- Opened an issue, as I spent all my day chasing my tail and now I need to wait for some sparing time. https://github.com/net-lisias-ksp/Kerbal-Joint-Reinforcement/issues/2 -
Not bad, but I think I enjoyed Europa Report more.
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Anyone have the older zips for Kerbonov? On Curse, it can be found only the 12-25-16 and the 5-9-15 (M/D/Y) versions. (Yeah, I lke to preserve the mod's whole history, including old versions, when possible!)
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It's my opinion that we are seeing a "Not done here" kind of decision. The new guys on the TTI handling this have no personal interest on saving a good idea made by the previous 'Management" - they want to succeed using their own ideas, so they would have the credit. It's how people works , and you get what you promote. Companies that favor "Xmas Bonus" as rewarding usually face this kind of stunt regularly. note: This is a personal opinion based on previous experiences - I have no idea on what's really going on.
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It's possible to search my posts for URLs? Are they stored on plain text or they are "decorated' somehow? I loose trust on Google for some time now, and with G+ going under 7 feet soon, I'll move all my content to my own site - I see no benefit on spending money on something I already have, a web presence (and Archive will preserve that content - I trust they will be around for more time than most of the shinny content sites I see around). But, then, I want to update all my posts for the new location, I don't plan leave my posts with broken links (at least, not intentionally). I'm not asking for an API (that would be nuts as it would be a huge security flaw), I'm ask for a reliable and deterministic way for looking into my own posts for some URLs , so I can edit them to the new location. (Yeah, it will be a lot of work, but I think it's the proper way on doing things). As a side note, perhaps would be a good idea implementing a bot that would search for dead links, and then "decorate" them with the archive.org URL for the WayBack machine? That would be an interesting feature...
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I use TweakScale for that!!!
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Nope. But at least I could confirm the behaviour. Testing things late Friday is not a good idea. Something is messed up, indeed. I'll be working on it soon.
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It's a somewhat juicy machine this if yours! (check it on the logs!) It was what I was considering, until that log message with both in the very same millisecond. Not exactly due this being an "evidence" (it's not), but due the incredible amount of "luck" to such thing to happen on the environment I'm using it. By the lessons learnt on recent (unhappy) events on my MacOS, I learnt that your time gap is, probably, due switching context or any other O.S. locking up due external causes. But… It's just another probability. I found this interesting, as if you are right (and you still might), that would imply on possible Race Conditions on loading time - with all that nasty known effects. But without more information, I tend to invest my time on the issues I already have under my nose (and they are smelly ones!!). If you find something new on the issue, kick me here.
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How about... https://forum.kerbalspaceprogram.com/index.php?/topic/166786-14-through-the-eyes-of-a-kerbal/
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For Questions That Don't Merit Their Own Thread
Lisias replied to Skyler4856's topic in Science & Spaceflight
Not all of them. Be careful, strong image below! -
It's not zero. The current value is too small for the scale bar to render it as it has a "snap" value, and the computed value was below the first snap point.... Hummmm.... It deserves a second test run. I will do it in the morning. NOW I understood what you mean.
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It works for me!!! https://github.com/net-lisias-ksp/TweakScale/issues/9
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10 milliseconds is barely the minimum time the Thread.sleep can delay a thread on Windows, AFAIK. On a C++ it's a huge time lapse. On CSharp, not that much. Since this code is run on the "OnLoad" event of a Part, and since This happens by merely installing TweakScale on a plain vanilla installment, that would imply that KSP load Parts in more than one thread - so we would have concurrency. The variable that controls the presence of that interface is a static one - so the value is the same for every Part that instantiates this code - so, se second part would trigger the same code before the first part had time to reach that code. By the time the third (concurrent or not) part loading reaches this code, by some reason this would not happen anymore. But all the evidences I have says that parts are loaded sequentially in a single thread on KSP load time. More interestingly, on my machine both logs happens at the exact same time: [ERR 18:53:24.524] ADDON BINDER: Cannot resolve assembly: TestFlightCore, Culture=neutral, PublicKeyToken=null [ERR 18:53:24.524] ADDON BINDER: Cannot resolve assembly: TestFlightCore, Culture=neutral, PublicKeyToken=null And there're a huge time between loading two parts on the same machine (on the same run I extracted the previous log): [LOG 18:53:04.877] PartLoader: Compiling Part 'AirplanePlus/Parts/Aero/fixedwings/modelwarhawkfin/warhawkfin' [LOG 18:53:04.906] PartLoader: Part 'AirplanePlus/Parts/Aero/fixedwings/modelwarhawkfin/warhawkfin' has no database record. Creating. [LOG 18:53:04.912] DragCubeSystem: Creating drag cubes for part 'warhawkfin' [LOG 18:53:05.090] PartLoader: Compiling Part 'AirplanePlus/Parts/Aero/flaps/doublefowlerflap/doublefowlerflap' See that it takes at least 30 milliseconds between the "compiling part" and "no database record". My guess is that this entry ("ADDON BINDER") is being issued two times on the same occurrence on the first run, and then being suppressed on the second and beyound. Your time can had happened by switching context between KSP and some other background process on your machine on a tight memory constrained box. But… This is a guess too. https://github.com/net-lisias-ksp/TweakScale/issues/8
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Jonny Quest. Man, that was good!
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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
Well, I didn't. I just tested one of my "worst" vessels (and not even the real worst! ) and KJR didn't borked exactly - I think it just wasn't enough. Something changed on 1.5.1 that rendered the "magic" of KJR "no t enough"… I'm confirming this hypothesis on a clean install of 1.4.5 , and soon will update this post with more info. I'm not telling you that "my" KJR is unsuitable to 1.5.1 - I just saying that really, really monstrous vessels are more demanding on 1.5.1 and I want to understand why first. — POST — EDIT — I opened a issue to proper handle this. https://github.com/net-lisias-ksp/Kerbal-Joint-Reinforcement/issues/1 @RaiderMan did you tested your vessel with and without "my" KJR? What is your machine specifications? -
You will see that both are intrinsically merged. The best modders are the heavy players, because they not only knows what's "wrong", they known what's "better". There're no modders without users. You have a point (and not only here - my disagreement with your opinion was only that one). This is the reason, IMHO, there're a "lack of modders". The Open Source way of developing new features is "fork it and publish it." If the feature is good, people will use it and, eventually, such a feature will go mainstream in a way or another. Focal points works for the Cathedral model of software development (but, then, you must pay for someone develop it for you). Perhaps, instead of "dying", you could better express yourself as "stagnating" - on that, I would agree with you.
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[1.3.1] [TRR] Diverse Kerbal Heads v1.1 (11/05/2017)
Lisias replied to klgraham1013's topic in KSP1 Mod Releases
I think it should work as long you update Texture Replacer to 1.5.1, or I'm wrong?- 56 replies
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This this is how some of us ceased to be: Believe-me… This hurts hugely on the ankles!
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Had anyone saw Pioneer One? Not exactly "in space", but yet, a good history. http://vodo.net/joshbernhard/pioneerone/
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I want to dispute that. With the exception of 2015, when Steam registered a staggering 19K+ players online on KSP, the number of people playing KSP is more or less stable, with a slight tendency to increate this year. The second peak of all time happened this year, on February. Dropped significantly on the rest of year, but it's increasing again (the count for November is around 7K+). My guess? Holidays! KSP is a time consuming hobby, most people use the holidays to play it! I agree that 2018 we have a slightly smaller amount of KSP players on Steam, but on the other hand, the curve is smoother, with very few deviations. The average online KSP players is slightly higher on 2017, but the peaks are higher this year. And we have to take in count people not using Steam, or Steam users playing offline with previous versions of the game. The 1500 hours of gaming I gave on KSP should not be half the real playing hours I have. So… We can be far away from the golden years of 2014/15, but we are not dead yet. Neither "dying". https://steamcharts.com/app/220200#All
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How to switch Kerbin with another planet?
Lisias replied to iLikeSarnus's topic in KSP1 Mods Discussions
Do you have MH installed? -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Lisias replied to ferram4's topic in KSP1 Mod Releases
You didn't deleted the old contents, you have two dll's on the system. The hint is the second incompatibility warning that appeared only after KSPe - it's a hard dependency, without it "my" KJR borks early on the binding phase. — NOTES — "My" KJR needs the "config.xml" file on <KSP>/PluginData/KerbalJointReinforcement , and not on the <KSP>GameData/blablabla . As a rule of thumb, everything I touch does that (data files on /PluginData, not on /GameData). This make it safe to plain delete the add-on from GameData, as any changing data will be safe somewhere else. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Lisias replied to ferram4's topic in KSP1 Mod Releases
Easy! KJR is a simple add-on. A hell of a good idea implemented in a simple way: it's essentially AutoStruts with Steroids. But, by the same reasons some parts don't like AutoStruts, they will not like KJR neither. And some of them who like AutoStruts, will bork beautifully with KJR. Some of these parts will just not work (moving parts use to be a problem - this is the reason I forked it, to use it on my crafts with moving parts!), but some few will summon the Sacred Rage of the Krakens on your craft. Another possible source of Kraken's food is the craft instrumentation. KJR does its magic on entering the Flight scene: it takes every craft "alive" and instrument it in situ. It takes note of every craft instrumented, obviously (and also observe crafts being destroyed or crashing - so it can adjusts the joints on the surviving parts). This works fine as long there're no one else doing the same - if more than one add-on tries to mangle the same part at the same time, Krakens will be hungry on you. A lot of fixes (if not all!) were already done by Meiru (kudos to this guy!), but I lost track of the individual changes due the way they were merged on the development tree. One of my goals is to remerge the code, so I can better track down the changes. This is interesting as things can break again in future releases, and this will make things easier to diagnose - but on the other hand it can resurrectz some bugs if I don't do it properly. Please be cautious with the Experimental toys. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Lisias replied to ferram4's topic in KSP1 Mod Releases
As a rule of thumb, if you don't know if you need it it's because you don't. But if you have some really heavy crafts that breaks while taking of, manoeuvring or just by sitting down on the airstrip/launchpad (I have some problems with the Clamps sometimes), then you need KJR. You need to choose the fork that better suit your needs. My fork is somewhat "bold", I will change some things in order to make the thing more maintainable (at least, for me). The first change was to move the config.xml out of the GameData, as I delete and reinstall plugins a lot and hate loosing configurations files by mistake. Logs in on the works, and then I plan to see what I can really do with the thing. I'll try not to break things (too much), but… All I can promise is that this will not break my savegames, because is where i will test it. Keep a look for the "Experimental" on the name - without it, you can thrust that I will not make bold moves. But if you see "Experimental" on the name, keep your savegames regularly backup'd, just in case. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Lisias replied to ferram4's topic in KSP1 Mod Releases
See my previous post. I just updated it. Use with caution (backup your savegames!!), this thing is still not properly tested on 1.5.1 (I just flew some stock crafts).