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KSP2 Release Notes
Everything posted by Lisias
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I had already posted about the Lockheed 1105, but this video is just great - it not only shows how giganormous this monster would be, but somehow the youtuber found a BBC's report about it!!! Really great video!
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Yes. I strongly suggest you not only check the game (if you downloaded it from Steam), but also to tell CKAN to reinstall all files - chances are that more files got damaged in the incident - it's almost a statistical certainty. There're two types of Mass Storage devices that are nastily susceptible to power outs: SDDs, NVMe or any other kind of flash media HDDs with SMR. These technologies erases a significant amount of data in order to write a tiny little bit of it - they read the whole macrocell (or group of tracks) into memory, change the bits that need to be changed and write them back. If you have a power outage in the process, you lose the whole macrocell (or track group), and not only what you was writing at that time. It's usually a better idea to use a Journaled file system (like APFS on MacOS, or EXT4 and BTRFS on Linux - Linux really shines on file systems, there're a lot of different ones, each one of them shines on a specific niche...), but Windows users are out of options (and luck) at the present time.
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Oh, that!!! Yeah, you can totally delete GameData/Firespitter/Parts and GameData/Firespitter/Spaces . Cheers (and thanks to @Manul for the tip!)
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It's the reason I didn't merged the fix yet. Yes, there're plans to have it fixed for sure: https://github.com/net-lisias-ksp/AirplanePlus/issues/3 And yes, I know - it's taking a bit of time... Yes. You can remove any parts from the AirplanePlus folder you don't want to use, but unless disk space (and/or memory) would not be at the absolute premium, usually a patch to "deprecate" the undesired parts is the best solution. In your case, shove a file named (for example) AirplanePlus-without-Firespitter.cfg somewhere in your GameData (I suggest GameData/__LOCAL so you don't lose track of it): @PART[*]:HAS[@MODULE[FSalternator],@MODULE[FSbuoyancy],@MODULE[FSengineBladed],@MODULE[FSengineHandCrank],@MODULE[FSengineSounds],@MODULE[FSmeshSwitch],@MODULE[FSplanePropellerSpinner],@MODULE[FSpropellerAtmosphericNerf],@MODULE[FSswitchEngineThrustTransform],@MODULE[FStextureSwitch2],@MODULE[FSengineHandCrank],@MODULE[FSswitchEngineThrustTransform],@MODULE[FStextureSwitch2]]:FINAL { %TechHidden = True %category = none } Note that this patch will hide everything that use one of that FS PartModules, and not only AirplanePlus' ones. Of course I can trim that patch to patch only AirplanePlus if you prefer, but right now I'm still fighting to restore the content of a computer that failed me on Day Job©, so I took the faster approach. It's usually better to patch things out of your way than physically remove them, as they will not suddenly come back from the dead after an update neither prevent you from loading a savegame or craft file that you forgot had used them. But if you choose to really delete things from the GameData, what probably will include Firespitter itself, delete also the file GameData/AirplanePlus/Plugins/AirplanePlus.dll so it will not pesky you about the dependency on Firespitter. Yep, the parts will not work or will look weird, but nothing will be sent to space in the most unpleasant way. But they will still clutter the Part Manager, so applying the patch above will probably help.
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Yes, it did. I forgot to mention, in the future quit KSP first before copying the file, because there's a thingy called "write buffer" that delays the writing in an attempt to be more efficient, and so if you copy the file with KSP alive writting on it it ends up being truncated. Fortunately, this time it was truncated after the breaking point, so I could find the problem! [LOG 22:08:36.177] AssemblyLoader: Loading assemblies [ERR 22:08:36.280] ADDON BINDER: Cannot resolve assembly: KSPUtil, Culture=neutral, PublicKeyToken=null [ERR 22:08:36.280] ADDON BINDER: Cannot resolve assembly: KSPUtil, Culture=neutral, PublicKeyToken=null [ERR 22:08:36.284] AssemblyLoader: Exception loading 'B9_Aerospace_WingStuff': System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at AssemblyLoader.LoadAssemblies () [0x000e6] in <4b449f2841f84227adfaad3149c8fdba>:0 Additional information about this exception: System.IO.FileNotFoundException: Could not load file or assembly 'KSPUtil, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'KSPUtil, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' System.IO.FileNotFoundException: Could not load file or assembly 'KSPUtil, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'KSPUtil, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' The Assembly B9_Aerospace_WingStuff is borking on a ReflectionTypeLoadException (a thingy that when happens breaks something inside KSP that by itself screws up everybody that needs to use another thingy called Reflection, which DOE needs to use to support Kopernicus). And this is happening because something called KSPUtil is not being able to be loaded. Problem... KSPUtil is part of KSP!! It must be present, otherwise KSP is badly installed! On Steam, there's an option called "Verify integrity of game files". (Source) Use it. I think your KSP got corrupted somehow. Do you use a SDD or NVM2? Did your computer crashed or rebooted abruptly recently?
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Not a problem. I'm assuming you are on Windows, right? Do you use Steam? You can find it on the steamlibray folder: (source) Use dropbox to share it with us: https://help.dropbox.com/share/share-with-others (there's a video on this link) You can open that directory from Steam: (Source) Or you can ask Windows for the File Location of a shortcut from your Desktop, if you (or someone else) created the shortcut in the Desktop (if the shortcut was created by Steam, it will not work): https://fileinfo.com/help/windows_shortcut_original_file_location Cheers!
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Send me the KSP.log. Whatever is wrong in your rig, it will show on it.
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Check in which nodes the parts are connecting each other. If I'm right, somehow a sub-tree those "sub-root" was attached to a external node on its parent ends up being attached to an inner node by mistake, tricking the engine into believe everything is inside that part those inner node ends up being used instead of a outer one. Welcome to the dark side of the Force! We offer the best Health Insurance available! (Angry issues not covered.)
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One year of Zeitgeist. Time to publish something really relevant!
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Sounds like a good idea. I will do something about this Saturday (assuming no other computer dies around here... ). https://github.com/net-lisias-ksp/AirplanePlus/issues/15 --- -- - POST EDIT - -- -- Since someone else decided to do it, I don't see the need to do it myself.
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Not your grandpa's divco milk truck! More on https://www.motortrend.com/events/hot-rod-drag-week-2023-divco-milk-truck-wheelie/
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You may be had bitten by a reroot bug - and when you dock and undock a craft, the reroot code is used as part of the process. What may be happening is that the reroot code messed up who is connected to who in a way that a whole subtree ended up being connected on an inner node of a cargo bay and so the game concluded that everything is inside it. Ok,ok, manual editing can also lead to this same result but it's usually pretty hard to accomplish that , the cases I witnessed involved merely docking and undocking, ergo, the reroot. I think you can workaround the problem by opening the cargobay involved on the mess. Open the cargo bays one by one and see if the part gets "unestowed". If you manage to accomplish it, you had found in which cargo bay the subassembly ended up being reattached to an inner node by accident.
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Building vessel Bug KSP 1 ver 1.12.5
Lisias replied to WoZz3N's topic in KSP1 Technical Support (PC, modded installs)
Publish the KSP.log on Dropbox or something and link it here, so we can give it a peek. This problem you are experiencing happens when an Exception occurs on the code that attach a part into another (and the first step on merging SubAssemblies is attaching parts!), killing the worker thread. Realizing exactly what's borking on this process will help us to figure out what's screwed in your craft file - since you removed all the mods and the problem persisits, whatever had misbehaved screwed the craft (or subassembly) file... -
One sentence you could say to annoy an entire fan base?
Lisias replied to Fr8monkey's topic in Forum Games!
Making money for youtubers. -
Kyushu J7W Shinden Believe it or not, the Japanese almost managed to put this into the War Theatre! https://en.wikipedia.org/wiki/Kyushu_J7W_Shinden Some real life (excellent) pictures - as well the movie's reconstruction - below: (beautiful craft, I say)
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Unfortunately, KRnD doen't works with any add'on that makes changes on a part at runtime. Parts with the the following PartModules are blacklisted on it: // Parts containing one of these modules (provided by incompatible mods) will be ignored by KRnD: BLACKLISTED_MODULE = FSfuelSwitch BLACKLISTED_MODULE = InterstellarFuelSwitch BLACKLISTED_MODULE = TweakScale BLACKLISTED_MODULE = ProceduralPart BLACKLISTED_MODULE = WingProcedural BLACKLISTED_MODULE = PartSubtypeSwitcherModule BLACKLISTED_MODULE = WingManipulator BLACKLISTED_MODULE = ModuleTweakMaxResource BLACKLISTED_MODULE = USFuelSwitch Source: https://github.com/linuxgurugamer/KRnD/blob/master/GameData/KRnD/PluginData/blacklist.cfg It's a restriction imposed by KRnD, there's nothing that can be done by TweakScale™. Apparently Old "friend" (the KSP.log is currently unacessible to me, but I made a search on this thread as I had recognized this set of borks [EDIT: confirmed - I just inspected the KSP.log, and it's really BladeTweaks]). BladeTweaks's TS patches didn't aged very well, remove the file GameData/BladeTweaks/Squad-TweakScale.cfg and you should be fine! I think you may want to install TweakScale™ Companion, if not did it yet. Pesky and annoying messages are, as it appears, a inherent characteristic of TweakScale™. So, yeah, you are barking under the right tree! Cheers.
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Things that NASA never said at a press conference.
Lisias replied to FlamedSteak's topic in Forum Games!
NASA: "That's no moon!!" - the Earth's collyder will be hit by a potatoroid! ESA: Oh, that? It has no enough JUICE. Don't worry... https://blogs.esa.int/rocketscience/2024/08/15/is-it-an-asteroid-is-it-a-comet-no-its-juice/ -
You got it! @Grenartia is still in need of more acronyms?
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NEWS FROM THE FRONT Still working on scraping Forum's contents that missed the 202407 release, as well new content. In the process, I'm now eye balling all the logs trying to find out ways to minimize hits on Forum. Found some: At least until last week Forum used to beg for mercy using HTTP 429 Too Many Requests . But scrapy not only ignores it, but just doesn't knows about it, logging "Unknown Status" what ended up preventing me from connecting the dots and missing an excellent opportunity to pause scraping when Forum is being overloaded. I wrote a new middleware to handle it, as well doing the same for any 5xx received. My reports for the 5xx occurrences will be affected, as I will lose the ability to keep a close eye on these occurrences, but I will still log something and, so, a still useful report can be issued - only way less detailed. The same log analysis revealed what's now a pretty evident shortcut on scraping: For each page of a thread, there're something between 1 and 25 requests that returns a HTTP 301 Moved Permanently related to direct links to a specific post on that thread. Since I'm intending to mimic Internet Archive and provide a navigable Archive, I need to scrap these HTTP 301 - but only once. Once I had scraped it one time, this will never, ever change again and so I can add it to a black list to never be scraped again, preventing hitting the Forum Same thing for abbreviated URLs. When addressing a thread, Forum really cares only about the number after the / and before the -. For example, the URL https://forum.kerbalspaceprogram.com/index.php?/forum/53-x/ generates a HTTP 301 to https://forum.kerbalspaceprogram.com/forum/53-general/, and from that point, I don't need to ever hit Forum again using https://forum.kerbalspaceprogram.com/index.php?/forum/53-x/. Rebuilding the ignore-list with the Redirects revealed to be cumbersome, as they are all merged with the Forum's user contents and I had to parse everything - about 90 Gigabytes until 202407. So I wrote a small utility to split the redirections from content on the current dataset, archiving them on separated files. This allows me to quickly build an updated ignore-list before a scraping session. I hope this will help to prevent some hits in the future. Threads that change the title regularly, as Add'Ons' release threads, are currently the focus on my attention - some of these threads are really huge, and re-scraping everything every time the thread changes the Title sounds like a waste for me. But not doing it may cause confusion as the new pages will not properly link into the older pages as scraping continues. I scraped into a dedicate WARC file some legal pages that doesn't belongs to Forum, but affects the terms in which we use it. It will be added to the IA's Torrent this weekend (as soon as I sanitize it and double check the contents to avoid republishing it again) Complementing my "sanitizer" tool, I'm finishing coding another one that will be responsible for splitting the scraped data from a monolithically WARCball into the specialized WARC files - not only for legal reasons, but also from practical ones as the compression hugely improves when we avoid contaminating the highly compressible stream with already somewhat entropic data. Since I ended up writing this tool, I will simplify the current pywb architecture making way easier to setup the rig. I'm going to use that tool on the WARC files anyway, no need to segregated them at scrapingtime anymore - so, why bother? I already reached the limit about what can be done on this (now archaic) architecture, as it forces me to know beforehand the result of the request, what's plain impossible on a HTTP Redirect. Since I was forced to write this splitter tool anyway, there's no reason to not further use it on the whole segregation process taking advantage of the Response already on the WARC file. For the curious people, follows the simplified report of the splitting tool in action: Processing ../forum.kerbalspaceprogram.com/collections/forum-kerbalspaceprogram-com/archive/forum.kerbalspaceprogram.com-00000.warc Found 245820 redirect records found. 390886 * records found. Processing ../forum.kerbalspaceprogram.com/collections/forum-kerbalspaceprogram-com/archive/forum.kerbalspaceprogram.com-00001.warc Found 81682 redirect records found. 162248 * records found. Processing ../forum.kerbalspaceprogram.com/collections/forum-kerbalspaceprogram-com/archive/forum.kerbalspaceprogram.com-202407.warc Found 342338 redirect records found. 236470 * records found. 49 files records found. 5 movies records found. Processing ../forum.kerbalspaceprogram.com/collections/forum-kerbalspaceprogram-com/archive/forum.kerbalspaceprogram.com-20240811131631900139.warc Found 23 redirect records found. 70613 * records found. Processing ../forum.kerbalspaceprogram.com/collections/forum-kerbalspaceprogram-com/archive/forum.kerbalspaceprogram.com-20240812082950967614.warc Found 97 redirect records found. 19029 * records found. Processing ../forum.kerbalspaceprogram.com/collections/forum-kerbalspaceprogram-com/archive/forum.kerbalspaceprogram.com-20240812191456172206.warc Found 50 redirect records found. 6901 * records found. Processing ../forum.kerbalspaceprogram.com/collections/forum-kerbalspaceprogram-com/archive/forum.kerbalspaceprogram.com-20240813010523547341.warc Found 16470 redirect records found. 24966 * records found. Processing ../forum.kerbalspaceprogram.com/collections/forum-kerbalspaceprogram-com/archive/forum.kerbalspaceprogram.com-20240813205303128187.warc Found 23478 redirect records found. 29387 * records found. 5 images records found. Processing ../forum.kerbalspaceprogram.com/collections/forum-kerbalspaceprogram-com/archive/forum.kerbalspaceprogram.com-20240815130028563811.warc Found 48682 redirect records found. 51656 * records found. Processing ../forum.kerbalspaceprogram.com/collections/forum-kerbalspaceprogram-com/archive/forum.kerbalspaceprogram.com-20240817001954848148.warc Found 30844 redirect records found. 26028 * records found. Processing ../forum.kerbalspaceprogram.com/collections/forum-kerbalspaceprogram-com/archive/forum.kerbalspaceprogram.com-20240817164016690427.warc Found 7202 redirect records found. 7958 * records found. Note: "* records" are anything that is not a redirect, a movie, an image, a file or a style related asset - hopefully, user content. Each scraped item necessarily have two records, the Request and the Response, both are archived. The Redirect/Ratio is significant, sometimes near 1... Well, I'm currently revising (again) the 202407 release and recompressing the data. I will update the torrent on Internet Archives (the repository is being kept up to date as soon the artifacts are working) and advise here. === == = POST EDIT = == === Finally I managed to put my sheets together and properly handled the http 429 thingy. 2024-08-18 15:51:30 [forum.kerbalspaceprogram.com] INFO: Site complained about "502". Retrying <GET https://forum.kerbalspaceprogram.com/topic/160140-122-kolyphemus-system-the-kerbalized-polyhemus/?do=findComment&comment=3107347> in 900 seconds. 2024-08-18 16:11:41 [forum.kerbalspaceprogram.com] INFO: Site complained about "502". Retrying <GET https://forum.kerbalspaceprogram.com/profile/178446-findingclock4/content/?type=core_statuses_status&sortby=status_content&sortdirection=asc> in 900 seconds. <....> 2024-08-18 20:51:21 [forum.kerbalspaceprogram.com] INFO: Site complained about "429". Retrying <GET https://forum.kerbalspaceprogram.com/tags/camera%20focus/?_nodeSelectName=cms_records1_node&_noJs=1> in 60 seconds. 2024-08-18 20:52:31 [forum.kerbalspaceprogram.com] INFO: Site complained about "429". Retrying <GET https://forum.kerbalspaceprogram.com/tags/focus%20bug/?_nodeSelectName=cms_records4_node&_noJs=1> in 60 seconds. 2024-08-18 20:53:32 [forum.kerbalspaceprogram.com] INFO: Site complained about "429". Retrying <GET https://forum.kerbalspaceprogram.com/tags/focus%20bug/?_nodeSelectName=cms_records1_node&_noJs=1> in 60 seconds. I lost the ability to closely monitor the http 5xx responses, so any report will not be minutely accurate as the previous ones - but at least I managed to get myself out of chain of events and ceased to be a possible contributing factor: as soon as the site cries for mercy, now I hear it and leave it alone by the time it tells me to do it (usually 60 seconds). Nasty 5xx errors triggers a 900 seconds (15 minutes) embargo on the spot, no questions asked. Day Job© duties prevented me from finishing the revised 202407 artifacts. I will update this post as soon as I manage to update the IA's torrent. === == = POST² EDIT = == === Torrent on Internet Archive updated. https://archive.org/details/KSP-Forum-Preservation-Project CHANGE LOG: Project: https://github.com/net-lisias-ksp/KSP-Forum-Preservation-Project
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One sentence you could say to annoy an entire fan base?
Lisias replied to Fr8monkey's topic in Forum Games!
Tim Peters. -
I found something on eBay that I should, but couldn't let it pass. So I compromised with myself by making a shameful offer that, frankly, I would not accept if I would be in the seller's shoes - this way I would keep my inner child quiet by "trying", but also my adult as I would not had to use money on shipping and taxes and exchange fees on my country. That dude accepted the offer. There're so many different "people" right now screaming on my head, for many different reasons...
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Are you meaning Unity's PBR and KSP's implementation for PQS (procedural quadtree sphere)? I originally envisioned an add'ons acronyms database, but something more generic would be useful too - no doubt. What do you think on this thread? https://forum.kerbalspaceprogram.com/topic/225775-useful-acronymns-on-ksp/
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I recently noted that there's a need for some technical acronyms used on KSP. This is my attempt to do for general KSP what I did for the Add'Ons. Taking the hint from Grenartia, let's start! PAW (Part Action Window) The window full of part settings that pops up when you right click a part PBR (Physically Based Rendering) A Rendering technique to create physically accurate images. To learn more: https://pbrt.org/ PQS (Procedural Quadtree Sphere) A technique for implementing LOD (Level Of Detail) for complex meshes, saving CPU/GPU juice by using simplifications of he original mesh on parts of the mesh (partitions) when distance would render them unobservable or negligible. To learn more: https://gamedev.stackexchange.com/questions/149762/quad-sphere-subdivision-algorithm Found a nice video about here.