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Lisias

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Everything posted by Lisias

  1. Well, the Rotorwing is not a file, is a directory and it's full of engines, all of them related to helicopters - so you, indeed, accomplished what you intended. The CFM56 (big Lotus) is on the Modern one, and shouldn't had been effected - it doesn't share any assets with the Rotorwing ones. So I removed the Rotorwing directory too and fired up my test rig to see what I get and... The damned thing is M.I.A! So you appears to be right... So I put the Rotorwing thingy back, and the Lotus is still missing. I think this thing is not being displayed on KSP 1.12.5 at all, and you only realized it after deleting that directory. Now... Why, in Kraken's name, the cfm56 (internal name) is M.I.A. on KSP 1.12.5? I'm trying to figure it out.
  2. Hi, @Trollkowski! I just fixed a weird misbehaviour on KSP-Recall that, perhaps, may be related to the problem you reported. Kraken knows it "fixed" a problem I'm having the whole week on TweakScale, and ended up chasing my own tail because the problem wasn't on TweakScale... Well, give it a try - I just updated all the Distribution Channels.
  3. ANNOUNCE KSP Recall 0.5.0.1 0.5.0.2 Fixes an unexpected misbehaviour on KSP >= 1.9.x that, frankly, I don't know how I had missed for so much time. Closes issues: #80 Merge Craft is getting its surface attachments screwed on 1.9.x and newer Somehow, while trying to merging crafts from KSP 1.9.0 to the latest became screwed due an exception happening due an internal data structure being fed twice when loading the craft for merge. Apparently the PartModules are being enabled before the subassembly is attached to the host, while in KSP <= 1.8.1, the behaviour was to have it disabled until attachment - or, at least, it's what I had inferred from the logs while debugging. In a way or another, the problem is fixed. I still don't understand how in hell 0.4.0.3 did this breakage on KSP 1.12.x (and only on 1.12.x, the damned thing worked on the previous ones!). (release 0.5.0.1 was withdrawn due a minor mistake on the versioning - sleepy developers should do more sleeping and less releases! ) — — — — — This Release will be published using the following Schedule: GitHub, reaching manual installers and users of KSP-AVC first. Right Now. CurseForge. Right Now. SpaceDock. Right Now.
  4. Dude, you need some sleep. And perhaps a good chat with a good friend. If I have 1000 apples, and someone says me that between 3.85% and 16.48% of them are rotten, I have a loss somewhere between 38.5 and 164.8 rotten apples. If some other dude by some reason guessed that perhaps about 1% of the apples were rotten, then that guess would be about 10 rotten apples. Now please tell me: 10 is a number more near 35.8 or more near 164.8? Anyway, I think that enough is enough. At this point, absolutely nothing that I can say will change anything, so the best option is just to... Ignore. I see no reason to keep feeding the trolls - and some people here are trolling.
  5. I'm not trying to make anything work. I just mentioned that 1% is not that far off from 3.8%, the bottom line of the estimation. I didn't said the dude was right on that 1%, I just said it was not that far off the 3.8% bottom line, I didn't claimed it was a new bottom line. I just said what I said, it was not that far off, without any judgement of value. I fail to understand why so much grudge and vitriol about something that may be, at worst, a misunderstanding about what I was meaning to say. Again, I just said that with a so gross margin for errors (from 3.85% to 16.48%), that 1% was not that off. English is not my native tongue, but as far as I understand saying that something is not THAT off is still meaning that this something IS off. As far as I seeing, you being (apparently at least) a native English speaker may be being ignorant or dishonest about the representation of what I'm saying. -- -- -- POST EDIT -- -- Apparently, this drama started with this post:
  6. Meno male. Check Kerbal Konstructs first. It was the one directly involved on the crash.
  7. Granted, I my had made a mistake. This is my reasoning. On my post, I took the "less favorable" KSP2 stats as well the "most favorable" ones, observed the gap and established that we have a huge margin for errors, from KSP2 selling ~3.58% of the KSP¹ copies to ~16.48%. I compared the values from the same sources. I used Play Tracker's KSP2 values against KSP¹, then I used Steam Spy's to do the same. I'm not averaging values from different sources because I don't know their sources neither the methodology they used to reach these values. I just assumed all them are equally competent to report these values, but without knowing their sources, I could irresponsibly use the same mass of data more than one time, contaminating the sample space. So I ruled out averaging the different sources reports on the spot (seriously, this should be a no brainer). Where is the error on declaring that we have a margin for errors from 3.85% to 16.48% ?
  8. Your arguing sounds like that, no doubt. Average? You are using average to support your claim? You still have a margin of error between 3.85% and 21.2%!! If you cared to check at least ONE of then, you would find a very, very interesting data: Stats Copies sold: 557.9k (278.9k - 836.9k) Gross revenue: $25.6m ($12.8m - $38.4m) Source: https://gamalytic.com/game/954850?utm_source=SteamDB Do you see that two values between parenthesis on copies sold and gross revenuw? What do you think they mean? You are averaging numbers already averaged, damn it!
  9. All this hype train about KSP2 recently made me remember this one today: Ozzy Osbourne, Crazy Train.
  10. Fact check. Let's munch the numbers so everybody can see by themself: https://steamdb.info/app/220200/charts/ vs https://steamdb.info/app/954850/charts/ Steam Spy KSP¹ : 3.58M KSP2 : 590K Ratio: 0.164804469273743 , or ~16.48% Play Tracker KSP¹ : 6.24M KSP2 : 240.7K Ratio: 0.03857371794871795 , or ~3.85% You see, given this margin for errors, 1% is not that off. Mainly because we don't know how these trackers handle refunds. Users that got a refund are removed from the tracking? Because, if not, the numbers for KSP2 are highly inflated.
  11. That AWS borkage was hilarious! https://www.linkedin.com/pulse/oops-we-forgot-30m-bandwidth-charges-david-penny
  12. It's a possibility. But to be sure about that, some heavy testing in on the way - do you have plans for this weekend? Reinstall only KSPCF and try to run your test bed again. This will rule out KSPCF at once, or will definitivelly pinpoint it as the cause of the problem. If Principia borks by installing only KSPCF, then you already have a minimum test session to reproduce the problem and can file a bug report on the KSPCF guys. It would be nice to also post an alert on the Principia's thread about the subject, once the KSPCF guys give you a feedback about the problem and, perhaps, a workaround. But I'm jumping the gun here, let's first be sure about the source of the problem. Do you use CKAN or similar tool?
  13. Without knowing exactly what and why is borking, no. It's the reason I choose to left Principia to be the last one to be removed. You should really try to remove KSPCF and put Principia back to see what happens. Otherwise we will not know to whom ask for help. If Principia borks without KSPCF installed (better, without Harmony at all), then the issue is surely on Principia and you should reach them for help. If Principia works without KSPCF installed, then the issue is related to KSPCF and they would be the dudes you need to reach for.
  14. Before or after the huge layoffs happening on the whole industry in the last 6 months?
  15. "We have proof of the existence of Intelligent Life on Planet Earth".
  16. Well, whatever happened, it literally killed the whole process on the spot. Sudden death, instakill. It's like Thanos snapping the fingers using the Infinity Gauntlet on the process. KK was only the poor stand-up guy trying to load something when the whole process got instakilled by Windows. Such a drastic measure bypassing the Unity's crash handlers in the C++ Land means that something wrong happened in the Kernel domain, that so panicked and just bluntly removed the whole process from the system as a last measure resort to keep the system alive for time enough to at least log the event. The Windows' system log should have the exact information about the event, but I have a guess about what could be happening. I think you blew up your VRAM capacity, and this somehow leaded to the chain of events that ended up with the process being killed. It may be a NVidia driver bug, or it may be a unfortunate interaction between Principia e KSPCF, as both these things make some deep changes on the KSP's internal software stack, and it's probable that one of them ended up stepping on the other's toes when things started to go to hell. Principia is more likely to be directly involved on the mess (being a victim or the perpetrator) as it makes heavy use of C++ too, but I know that patching the runtime using Harmony may lead to some unforeseen side effects (like about handling App Domains when CIL code is patched in memory). But, and again, I'm throwing "things" into a wall hoping for something to stick. First, let's see if VRAM is, indeed, involved. Make a full copy of the whole KSP installation to somewhere else (like the Desktop, it makes it easier to locate it later). From this point, use only full backups because this is going to be destructive. First, remove ReStock and all partsets what makes heavy use of high definition textures. This will shrink the VRAM footprint considerably. Then try to load a savegame again (it may fail, but a savegame failling to be loaded instead of crashing the process is a progress!) This failing, remove Scatterer. Try again. This failing, remove KSPCF. Try again. At this point, my only suspect would be Principia - but let's worry about it later. If after removing KSPCF things still blows up, send me again the new KSP.log AND Player.log - chances are that they can provide us, now, with some new information.
  17. Apparently you did, but I need to ask: did you reproduce the problem (i.e., loading a savegame and then seeing the thing crash and burn into Desktop) before sending me log?
  18. Well... They are. I'm not agreeing on how the argument is being developed, but they have a point. First, you need to consider that what YOU consider a good job is not necessarily what they would. For an example, I'm a (software) engineer, with an engineer mentality. I can see a very expensive craft hugging the ground and still see it as a success - depending on the mission parameters to be achieved. Using a Real Life® example: as an (software) engineer, I consider the Apollo 13 the NASA's pinnacle of technical achievements in the whole Space Flight history. "How", one would argue, "they not even landed on the Moon!". Well... Nobody died neither. That Project was a failure, they didn't landed on the Moon. But it was a huge and magnificent success for the Program, literally, their finest hours. The Mission was a success - everything that could go wrong did and something more, and yet everybody came home alive. No widows crying in the New's front pages. From a Project point of view, there's a good chance that @Bej Kerman can be right on their opinions. They're arguing about KSP2, the Project- not about the whole franchise and what it could be (what could be seen as a Program).
  19. Gee... It was a "hard crash", the KSP.log suddenly stops here: [LOG 16:42:03.992] KK: [CareerState] Load: Stopwatch: "Loading" elapsed time: 00:00:00.0000055 I doubt KK has any involvement on the matter, because it finished doing its business. On a wild guess, the next step on the loading process triggered the hard crash, but it is so devastating that it kills Unity itself. I have some guesses, but I would prefer to check the Unity's Player.log first to avoid wasting time with false positives. Check this thread for how to fetch it: Or just read the cheat sheet below Where %USERPROFILE% is where your Windows' home directory is. If your windows login name is aviator01, it is probably on C:\Users\aviator01 . So the file you want would be C:\Users\aviator01\AppData\LocalLow\Squad\Kerbal Space Program\Player.log
  20. You see... One of the many problems plaguing KSP¹ lately may be the root cause of this. Check the history here: Once I managed to correct the last standing bug on that !#$!#@#$@!!# problem of being overrulled all the time by Editor (I managed to get everything tight, less the Cloning of parts - heck, I just can't see from where and how my values are being written over on this one), I suggest trying KSP 1.7.3 to see if the Robotics gets more stable. Or less unstable...
  21. I disagree. @HarvesteR ideas were intended to develop a prequel - Flight before Space, and it makes sense. So, nope, it would no be a KSP2 for sure. Since I'm currently playing games heavily focused on biplanes, or at very least, atmospheric flight as a side kick for low orbit flight, I can see where he was intending to reach, and at least me would buy the idea. Heck, I still waiting for "The Barn". and I absolutely loved the @Moach's Motor Wings, I'm still liquided with myself for not being able to jump on it at that time - Kraken damned Real Life™ that became a Pandemonium© Assuming he would had success with such prequel, the next installment would be probably Colonization and the next one, Interstellar faring. You see, he had a Plan - he intended to create a "dynasty", not a mere money grabbing sequel. As I said before, I would buy it. However... You are right too - to an extent. This would be a huge risk taking endeavour, with a reasonable risk of not being profitable as the original KSP¹ was. I'm disagreeing more on how you are building your argument than with the argument itself. The only real disagreement I'm having with you about this is that I think it would worth the shot nevertheless, even by not being so successful as KSP¹ - if not by other reason, as a way to create new technologies that could be applied on the sequel later - without utterly disrupting the original, as it was being done since then. The lane used by Squad was, frankly, a terrible one for the franchise on the long run.
  22. Se não me falha a memória, você precisa transferir a peça (drag and drop) para o inventário do engenheiro. Abra os dois inventários (use o alfinete no topo à direita para manter mais de uma janela aberta), e tente o movimento.
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