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Everything posted by Lisias
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[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
Lisias replied to ev0's topic in KSP1 Mod Releases
This is a side effect induced by my changes, it's not exactly related to this add-on (it's just the "screaming victim" as I use to say). I'm unsure if this is the right place to tell about it. I'll give it a peek and try to propose a pull request with a 'generic' fix, so it would work with any mod that changes the TechTree, and not just Module Manager. I think this would be an improvement that would add value to this mod, instead of just making them change their work due my crazy ideas. (As a rule of thumb: if something used to work before you installed something of mine, and then stops to work after installing something of mine, it's probably my fault. Poke me first, please.) — EDIT -- Issue: https://github.com/Orthethac/HideEmptyTechTreeNodes/issues/2 Pull request: https://github.com/Orthethac/HideEmptyTechTreeNodes/pull/3 -
That's not exactly grey - it's more as misunderstanding. Everything and anything that change the package itself is a new derivative of the package. The package is the Work, not a mere "medium". The medium is how you got the package. But you can include the original package (intact) inside your package, and then the user should unpack it himself. Now, your "meta package" is a medium. From a personal point of view, I would not object this "alternative" interpretation if one can solve this single problem: proof beyound reason doubt that the Work being repacked is in fact the unmodified Work. The need to prove that the repacked Works were not modified IN ABSOLUTELY ANY WAY is what makes repacking a problem. About the politeness, asking the user to ask you about a permission already granted by the license is a License violation itself under some of them: the ones where you are not allowed to impose further limitations. Be cautious.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Lisias replied to nightingale's topic in KSP1 Mod Releases
This release is exactly the last oficial release, plus the ISatellite fixes. Nothing more. My repos always have a CHANGE_LOG.md file where every release is described, by the way. I don't have a savegame using Karbalism yet (I choose TAC-LS for my Tales of Kerbol). I can try to fix it on the WeekEnd, if no-one had did it yet. I will use Kerbalism in the next phase of the Tales. If you would be kind to provide me with the KSP.logs with the errors, I will give this a shot!- 5,206 replies
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Exactly as you want, nope. Kramax only handle waypoints and some vessel subsystems (gears, breaks and throttle). What you can do is to create a custom flight plan from the one you want. If you take a peek on the "KSC DEP 09", you will see that the first way point is exactly at the end of the runway at 500 meters high. By moving this waypoint, you can emulate the behavior you want. Editing flight plans, currently, is a manual process - find the .cfg file, open it and edit it (use the custom flight plan, don't the default one!), then reload the flight plans. Just remember not to delete or overwrite it when updating Kramax and you will be ok.
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I gave some love to Impossible Innovations, and while testing the Ionized Wings, I leaved the computer unattended for some time. What could possible go wrong? Will poor Stelard be able to come home someday? Well… I think some rebalancing is on the order.
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Forget about Macs. I own one, I know what I'm talking. By the price you got a Mac that would do a decent job, you can get a way better Linux/Windows Machine. If you wanna do huge vessels/stations, be prepared to withhold some frustration until you find the correct settings for your rig. Your mileage will vary, obviously. But the following general specifications should help: GPU is important for eye candies, but the real bottleneck is the CPU and Memory bus. Any decent GPU with 2 or 4GB of RAM will do. Prefer faster CPUs to more cores. Huge crafts will bottleneck a single CPU, slowing down all the rest - so it's better to have a few really fast cores than a lot of slower ones. Memory is important. I would recommend 16Gb as starters. A fast memory bus is also important. SSD or RAID0 for the game. a RAID0 with SSDs is even better. The fastest the storage you use, less the time you spend waiting for the game to be loaded.
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Hi. Finally, after "a few days" (I didn't mentioned which planet's days!), Release 0.8.8.2 ready to be downloaded. See the OP for the download links. I did my best with the time I had to release a (somewhat) working add-on. There're a lot to do yet, but at least we can play with it on 1.4 now! Unfortunately, older crafts will choke with this new release due the Resource Renaming. I wondering if a migration tool would be of use? It's not that hard - it's the time to do it my problem. Anyway - have fun! Change Log: New Parts! Renamed resources to avoid conflicts with CRP. New Filters. New Distribution sites CurseForge Some bad decisions reverted. Sorry, my bad.
- 40 replies
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- net.lisias.ksp
- mod
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Now you have. There's no courtesy on laws and legislations. Once you license a work using a License, people are bounded to that license and nothing more. You can politely ask for permission, but you can't deny the rightful use if they don't ask you such permission. Ergo, such politeness is unnecessary. What's different of being wrong doing it. It's just… Unnecessary.
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[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
Lisias replied to Galileo's topic in KSP1 Mod Releases
Yes. I'm using it with 1.4.5 and MH (I think, I need to check it, but I'm almost sure I have MH on that installment)- 471 replies
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- kopernicus
- opm
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"Rrrrriight… WHO GREASED MY PARKING BREAKS AGAIN? NOT FUNNY!" — Val.
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Not exactly a "kerbalism" (well… maybe a little). But I had to share this here.
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Python is heavily used by mathematicians, and so, heavily influenced by them. Slices in Python follows the rule [start, end[ because most of the time is what we want (how many times you had to use "-1" after the index on the other languages?). Python IS DIFFERENT. For the good and for the bad. (nested lists comprehension is another thing that will blow your mind)
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Believe me. In twenty or thirty years her sons and grandsons will be. I can't tell how many blunts of that kind I did on my time that nowadays are part of the best histories of my life I tell to my son, and my friends.
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Mozilla started this trend 20 years ago. Initially it kind of worked. The Internet was young, and usually 'populated' by higher skilled people due the costs. I used to pay 1usd per hour on a dial up connection at 5kb/s of Bandwidth (If it's not raining). Not exactly affordable, and not useful for the common Joe. However, things changed. The Internet is now a commodity, available at low cost for anyone. This make things difficult as you can't rely on using internet access as a threshold for 'hiring' people. On the other hand, you can reach a hell of more people, and a hell of more exposure than before. It's still possible to accomplish such stunt. But you need new ways to do so. Software Development is too. And I'm both by trade and by formation. It's possible to get good results from the wild. But it's not cheaper neither easier. But can be good if you know how to do it. Hint: Mozilla doesn't.
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TWO DAYS. For two days I'm fighting a weird bug on a key mod of mine. I revised every line of code of it. I revised every line of code on the mods I'm adapting to use it. Hundreds and hundreds of lines of codes reviewed by my Mark1 Eye Balls. But the weird behaviour was still there. So I rewrote the damn thing. TWICE. I broke half the interfaces in the process, but I will fix the freaking bug. Compile the Universe (literally), deploy, launch KSP (whops) the program... Still there. So I did something not allowed to be mentioned by Forum Rules , (I think) I took a shower (I don't remember… hahaha) and gone to sleep a full night for the first time this week. Now, after lunch, I took my seat to waste some time on the social networks, and the window with the Midnight Commander showing the deployed artifacts was there, in the very same way it was when I <can't mention it due Forum Rules>. And I found the problem!! The original, bugged, DLL was there too, together with my fixed version!!!!! I forgot to clean the directory before deploying my DLL, and the original (bugged) was taking precedence over the new one. FOR TWO GOD DAMNED DAYS. GOD DAMNED CASE SENSITIVE VERSUS CASE INSENSITIVE ISSUES. GOD DAMNED DLL LOADING RULES. GOD DAMNED FLAWED CLEAN SCRIPTS. GOD DAMNED PROGRAMMING AT ALL.
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[1.3.x-1.9.x] Craft Manager - search, sort, tag & share your craft
Lisias replied to katateochi's topic in KSP1 Mod Releases
Hi. Now and then, my Editor UI became sluggish when loading a vessel using Craft Manager. Peeking on the KSP.Log, I found this: [LOG 09:12:22.474] [CM] Loaded 106 craft from cache [EXC 09:12:24.920] ArgumentException: GUILayout: Mismatched LayoutGroup.MouseDrag UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType) UnityEngine.GUILayout.BeginHorizontal (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) UnityEngine.GUILayout.BeginHorizontal (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) KatLib.DryUIBase.section (KatLib.ContentNoArgs content) CraftManager.CMBrowser.draw_right_hand_section_single_select (Single scroll_width) CraftManager.CMBrowser.<draw_right_hand_section>m__15 (Single scroll_width) KatLib.DryUIBase.scroll (Vector2 scroll_pos, UnityEngine.GUIStyle scroll_style, Single scroll_width, Single scroll_height, KatLib.Content content) CraftManager.CMBrowser.<draw_right_hand_section>m__5 (Single inner_width) KatLib.DryUIBase.v_section (Single section_width, KatLib.Content content) CraftManager.CMBrowser.draw_right_hand_section (Single section_width) CraftManager.CMBrowser.<WindowContent>m__10 (Single inner_width) KatLib.DryUIBase.section (Single section_width, KatLib.Content content) CraftManager.CMBrowser.<WindowContent>m__0 () KatLib.DryUIBase.v_section (KatLib.ContentNoArgs content) CraftManager.CMBrowser.WindowContent (Int32 win_id) CraftManager.CMUI.DrawWindow (Int32 window_id) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, Int32 instanceID, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Sin [ERR 09:12:24.921] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) It's a known bug? There's something I can do to prevent this? This can be related to KK?- 236 replies
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- search & sort
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What is your most facepalm-worthy moment regarding KSP?
Lisias replied to MaverickSawyer's topic in KSP1 Discussion
So, I made a beautiful space station for Kerbin. Being a conscious guy, I decided to take no chances, and put a KOOSE for every permanent crew onboard (visitants already have their craft). Then I kicked the thing into the skies. Then I decided to test the KOOSE in a crew evacuation drill. Then I realized I forgot the heat shields. (sigh). Recover the station, rinse, relaunch. Let's do another drill, What could possibly go wrong? I forgot the chutes this time. Good night, it's time to go to the bed. -
SR-71 cockpit download link? anyone?
Lisias replied to Jesusthebird's topic in KSP1 Modelling and Texturing Discussion
Found a working dropbox link here: -
There's a proper (new) release available just now. https://github.com/net-lisias-ksp/KSPAPIExtensions/releases
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"Janet"? Either way, yeah. A branch would be the first step.
- 184 replies
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- stock visual enhancement
- research bodies
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I may be able to help on this. I'm a experienced Python developer and a KSP enthusiast, and was wondering exactly about this when I read your post. Learning Python is not that bad, learning to program in a "pythonic" way can be - but who cares? A GUI can be a challenge, I usually prefer to use the embedded TK toolkit, besides being a bit ugly - every Python runtime already had it, make things simpler. Let me know if you are still interested.
- 184 replies
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- stock visual enhancement
- research bodies
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How to position landing gear on nose-heavy plane?
Lisias replied to Fraktal's topic in KSP1 Gameplay Questions and Tutorials
Comercial airplanes have a maximum landing weight that usually are way less than the take-off weight. It's by this reason that sometimes they need to dump fuel before landing when something goes wrong and the pilot has to come back or land early on a nearby airport. I suggest you trim your craft for landing, then make any adjust needed to make it take off - and just dump fuel if you need to land early.- 13 replies
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- landing gear
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Só pra dar feed-back: tô "ilustrando" o Tomo 1, e como os crafts são os mesmos para o Tomo 2 e 4 (o 3 é diferentão), e também para uma prequel, tá dando um tremendo trabalho, porque as naves devem ser capazes de realizarem as manobras que descrevo no Conto. Foram quase 10 dias para fazes uma Kolúmbia que funcionasse como descrevi sem ficar parecendo algo que foi feito só para isso - essa é uma missão de resgate de uma Estação moribunda, não algo planejado - então saiu-se montando a nave com o que estava "pronto" de outras missões de outras agências, e o "design" do lançador (e as adaptações na Kolumbia) seguem essa premissa. Pra reforçar essa premissa, eu usei uma Shuttle que já existia, a "M3X Transtar": O tremendo trampo que tá sendo mandar esse tijolo para Mun e trazê-lo de volta fica como exercício para o leitor! hint: Ela tem o traseiro pesado pacas. A reentrada e o vôo controlado para a pista é um pesadelo!!! Ela não foi feita para voltar pra Kasa com carga!