-
Posts
7,399 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Lisias
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Lisias replied to ferram4's topic in KSP1 Mod Releases
Right now, the latest doesn't work on my KSP 1.4.3. On KSP.log I found some exceptions on the 'FixedUpdate" method (well, a lot...) and the planes just don't take off. No lift - but hey, no drag! :-) Well... I already recompiled some plugins, so why not one more? But then I found this guy that is doing some work on FAR. Don't know him, don't know if it's a "blessed" fork or not - essentially, I'm flying cold in the dark here. =D The latest from him is 5 days old, what's good. But the thing still doesn't works no 1.4.3, what's bad. =/ Didn't tried on 1.4.2 neither 1.4.1. Perhaps it would work on them.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
Hi. Someone knows a mod that allows me to change a attribute for a batch of parts? Something that would work as a simplified SQL UPDATE or something like that: UPDATE "vessel name".PARTS p SET p.autostrutMode = "Off", p.rigidAttachment = "False" FOR "LaunchClamp" in (SELECT name FROM p.MODULES) ; Right now, I want to change all parts of a kind to autostrutMode=Grandparent, while all the parts of another kind should be autostrutMode=Off. And there's a lot of parts. This is something not too easy to do editing directly the craft file - at very least, some serious regular expressions would be needed. Part Wizard is useful when searching for a specific part to be changed or deleted. Good, but it's not what I need now.
-
[1.2.2] Kolyphemus System - the kerbalized Polyhemus
Lisias replied to Artyomka15's topic in KSP1 Mod Releases
I don't know. First time I saw. :-) I noticed that Kalyphemus is CC-SA, and Kargantua is under CC-NC. But what I said above are valid for both.- 96 replies
-
- 1
-
- planet pack
- planets
-
(and 3 more)
Tagged with:
-
Yes, I can compile and fix simple plugins. :-) It's Unity and KSP internals that are still black magic to me. =D EDIT: I think we should move threads. :-)
-
Oh, yeah. I love the smell of serious security vulnerabilities in the morning. I hope I find another explanation for this, but for now, it appears to me that a DLL must be writeable in order to KSP being able to load it, at least on MacOS X. This is plain nuts - I don't know of a single anti-virus that would not flag this as malware. Can anyone try this on Linux and Windows?
-
THAT is weird. (and I should had seen it, sorry). All files on GameData are readable for sure (`find . -name '*.dll" -exec chmod o+r,g+r,u+r {}\;`). I'm working on it. This probably needs to go to a F.A.Q. or something (as soon as I identify the problem). In the mean time, it's my understanding that MM is locking, waiting for the load of an assembly that never happens? (nevermind - anyone could be locking the thread, MM could just had finished its job and moved on)
-
Optimal Delta V in orbit
Lisias replied to Jestersage's topic in KSP1 Gameplay Questions and Tutorials
It makes sense... When going to Mun, Mun's gravity well helps a lot. -
I'm using the latest MM (3.0.7), and realized that sometimes it got "stuck", freezing the game loading. This last time, I leave the machine and came back one hour later, and it was still frozen on the same point. The thing is not "halted', however: the CPU is running at 150% more or less (it's a dual core machine). Memory is not an issue, as the machine has 16GB and when KSP halted, its process had only 4.3G. It appears to be related to an excessive number of errors on some mods (I'm using some in development stage). However, by adding some mod or deleting other (or besides any of that, I don't know), killing and firing up KSP again usually works. KSP.log, Player.log (and the rest of Unity's logs just in case) and some screenshots as evidence here.
-
[1.2.2] Kolyphemus System - the kerbalized Polyhemus
Lisias replied to Artyomka15's topic in KSP1 Mod Releases
Not exactly. One can write a new plugin with the functionalities updated to work on 1.4.3 - as long it's a clean room implementation. Then this guy can distribute its plugin separately, with Kalyphemus as a dependency. Obviously, some original files must be deleted (the DLLs) and/or renamed - but as long as this happens on the user's machine after installing the original bundle, it's ok. This new guy can even redistribute the original bundle on his website if he wants (so if the bundle vanishes from the web, he can still provide a copy). From here:- 96 replies
-
- planet pack
- planets
-
(and 3 more)
Tagged with:
-
Slight freeze every 5 seconds (or so)
Lisias replied to SessoSaidSo's topic in KSP1 Technical Support (PC, unmodded installs)
It's hard to believe, but sometimes putting more RAM into the problem makes it worse. With more RAM to use, the GC usually is encouraged to "waste" more RAM before collecting the garbage - and when finally it does it, there're so much trash that it halts for far more time than before. Kind of "better halts 0.5sec each 2 secs than 4 secs each 10" issue. But I'm just guessing. You need a run monitoring the heap using something like GCMonitor to be sure about what's happening. It can be something inside Unity, for example. -
`find . -name MiniAVC.dll -delete´ on a script that I call every time I update my GameData. Windows users aren't alone in the dark neither, PowerShell is not so practical as UNIX tools, but it also does the job. Oh, yes. I have KSP-AVC installed. Much better, and keeps me informed of new mod releases without harass me. :-)
-
Yes, he can. You may not agree with him - and that's ok. But you can't tell what he can say or what he can't. It's not up to you. Having a good time is very subjective and personal. He just stated what would make his playing a better time. That said, if you are saying that there're "better" ways to suggest a new feature on the game, I would agree with you - but usually, language barrier is an issue for most of the non-english speakers, so I usually restrain myself to criticize such things.
-
Splash down sound effect too loud?
Lisias replied to Serenity's topic in KSP1 Technical Support (PC, unmodded installs)
I'm kind of an aviation enthusiast, so I watch a lot of videos about. And since I lived in Amazon, where private aviation is a necessity to reach all the territory, I know of some interesting histories about "frontier style aviation". One of these histories is about ditching on water - which in Amazon can be a real challenge, due the fast moving rivers and floating debris (there's nothing like Hudson there). And ditching in water is LOUD. The splashing water reverberates on the fuselage, amplifying the sound. I have a video from a ditching, if you are interested. The pilot died, however (this was not depicted one the video - it happened on rescue - sadly). So, not exactly for the faint of heart. But, other than that, yes. I noticed that also. I just don't think it's a glitch (perhaps an unintentional feature? =P) -
I have some "avionics" experience from Orbiter (did a nice trick or two there), but need some help on Unity. And yes, I like Kramax very much. If you can spare the time assisting me, I can give this a try.
-
Slight freeze every 5 seconds (or so)
Lisias replied to SessoSaidSo's topic in KSP1 Technical Support (PC, unmodded installs)
How much memory do you have on the machine? My best guess is a GC issue. I wold recommend MemGraph or GCMonitor to give a peek in what KSP and the mods are doing with the memory. -
[1.2.2 & 1.3 & 1.4 & 1.5] Kerbin-Side continued 1.4.5 [05.11.2018]
Lisias replied to Ger_space's topic in KSP1 Mod Releases
HyperEdit. Or you can select the Launch SIte on VAB & SPH (one of the new Icons on the toolbar) Yes. I'm using it on 1.4.3 (I think I saw a glitch or two on KSP.log, but mainly are issues with dependencies, not Kerbin Side itself). -
Try the game without mods but MemGraph, and check if the behaviour is the same. How much memory do you have? This surely is a factor: if they did what I think they did (delaying the GC), small memory machines would suffer. A lot.
-
[1.3.x-1.9.x] Craft Manager - search, sort, tag & share your craft
Lisias replied to katateochi's topic in KSP1 Mod Releases
Both Module Manager and CraftManager involved are the latest ones. The CraftManager.zip used in both cases were download May, 7 at 14:55 Zulu approximately - it was not re-downloaded. The problem could be some other mod raising an exception "on the right place", halting some process that CraftManager needs done, and then it was just the victim that had cried. Once MM rebuilt its cache, that third party plug-in became happy and whatever that should be done to CraftManager work fine, was done. (but, I'm guessing again) This is something I'm doing more or less regularly: editing the craft file with Notepad++ or TextWrangler. I usually delete the part if there's nothing connected to it (i.e., it's a leaf on the part tree) or replace it with a similar (in size and/or function) stock part (this is easier with TweakScale). Lots of "fun" when you do a mistake! :-) For a second revision, would be interesting showing the user what parts are missing and then asking him for a part he wants to put in place. *THIS* would had saved me some serious hours from more than one weekend. :-D- 236 replies
-
- 1
-
- search & sort
- craft list
-
(and 1 more)
Tagged with:
-
Unable to Launch
Lisias replied to MissMolly's topic in KSP1 Technical Support (PC, modded installs)
I think there's a problem on the craft itself, perhaps due a missing or deleted mod. The root cause of the issue appears to be the exception above the one you listed: [LOG 10:47:27.871] Launching vessel from LaunchPad. Craft file: E:/Program Files (x86)/Kerbal Space Program1.4.3/KSP_x64_Data/../saves/CNASA/Ships/VAB/Auto-Saved Ship.craft [ERR 10:47:27.871] Input is null for field 'name' in config node 'SCENARIO' at System.Environment.get_StackTrace() at ConfigNode.AddValue(System.String name, System.String value) at ScenarioModule.Save(.ConfigNode node) at ProtoScenarioModule..ctor(.ScenarioModule module) at ScenarioRunner.UpdateModules() at ScenarioRunner.GetUpdatedProtoModules() at Game.Updated(GameScenes startSceneOverride) at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) at FlightDriver.StartWithNewLaunch(System.String fullFilePath, System.String missionFlagURL, System.String launchSiteName, .VesselCrewManifest manifest) at EditorLogic.<goForLaunch>m__43() at CallbackUtil+<DelayedCallback>c__Iterator1.MoveNext() at UnityEngine.SetupCoroutine.InvokeMoveNext(IEnumerator enumerator, IntPtr returnValueAddress) -
[1.3.x-1.9.x] Craft Manager - search, sort, tag & share your craft
Lisias replied to katateochi's topic in KSP1 Mod Releases
This is interesting: I installed the CraftManager correctly, fire up KSP and when trying to load a craft on SPH all I got was an empty dialog box with something wrote on the top left - but cropped, so I could not read it. Then I deleted the plugin, decided to install another unrelated one and fire up KSP again. No issues. Then I decided it would be nice to try again and provide an error report, so I installed it again. But this time, the thing worked fine. :-) I'm guessing that it could be an issue with a dirty cache from Module Manager. If by some reason this plug-in appears not to work for you, delete the files called "ModuleManager.<something>" (but please leave ModuleManager.<version>.dll" there!) and try again. It's my only guess for an explanation why this plugin failed at first attempt - by some reason, the mod I installed after it triggered a ModuleManager rebuild, while the plugin alone didn't.- 236 replies
-
- search & sort
- craft list
-
(and 1 more)
Tagged with:
-
Craft Transfer Between Separate Game Versions?
Lisias replied to Mr. Peabody's topic in KSP1 Gameplay Questions and Tutorials
Just copy the craft files into your savegame's Ships folder (inside VAB or SPH). Once it is loaded by the first time, it's converted automatically. Keep in mind, however, that the way back is not true: "downgrading" a craft to a lower version demands some manual editing. It worked fine to me for crafts from 1.3.1 and up. Older may work, I don't know.- 1 reply
-
- 1
-
Because he's a end user, and assumes that a paid program should not have this kind of bugs? I never had to backup my savegames playing Assassin's Creed, neither God of War. Even Orbiter had never messed up my "savegames" (scenarios). Tech savvy people are a small fraction of gamers. And since we are not enough to fund the game industry, it's better to be acquainted with the rest of the guys- they will not leave. Worst, if they leave, so the game does. I think we have a excellent opportunity to discuss a automatic backup for save-games. Better: one seamless integrated with GitHub - so one can track-back when an latent issue blows up some days after the upgrade, and then need to rollback.