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Everything posted by Lisias
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I don't mind the childish aura as long as I can turn it off. I don't mind the game mechanics being dumbed down for the kids, as long there's a "Hard Core" level that can be activated. For example, you can have more than one Heat System in the game and then select which one you want to use - we are doing it on KSP¹ literally for a decade by now. On this one, I fully agree. I got disappointed on 2023's Launch day. From that day, I'm just curiously observing how things develop. There're a lot of other absurdly interesting games in the verge of being launched (or in Early Access already), all of them running fine on way more affordable hardware (like the Steam Deck - boy, the best thing I bought in decades!!) to keep me entertained in the mean time. KSP2 will happen or not. I will be fine both ways - and the money and time spent on development are not my problem, anyway. I will leave these problems to the professionals on the field.
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I "reverse engineered" your KSP.log and replicated your installment on my rig. It's not a 100% replica because I'm on MacOS (what gave me advantages sometimes), but it works very well as long as I don't try to use something tied to Windows or to a specific GPU driver. And the damned thing works for me. Now, I have some theories about what could be happening based on previous experiences on diagnosing heavy loads on KSP on multiple OSes. Perhaps you have same pretty old Add'On installed, and when I reproduced your rig here I ended up installing a newer one"by accident"; or You have yet less RAM than me, and you just blew it up while running the game. MacOS is way more resilient to this than Windows, I can overcommit up to 4 times my RAM before the rig goes birds up. So I can survive borderline situations than Windows users just can't. But it costs me dearly, performance goes to the deepest circle of Dante's Inferno... [LOG 17:04:01.624] [AutoSave]: Game Backed Up and Saved [LOG 17:16:00.292] Flight State Captured Yeah, you read it right. 12 Minutes between two log entries... So I have two suggestions for you: Suggestion One: Create a COMPLETELY NEW KSP installment using CKAN, importing a CKAN file I created for my test bed. My test bed was created using it. The file is here. Copy your savegames into the new rig and see if the problem goes away. DO NOT TOUCH YOUR ORIGINAL KSP INSTALLMENT. Sheet happens , don't risk your valuable savegames on potentially destructive tests. Suggestion Two (also on the new RIG, these ones are, indeed, destructive): Remove Parallax and all its dependencies Check if the problems goes away if yes, PROFIT! if not, keep walking Remove EVE and all its dependencies ditto If you reach this point, send me a new KSP.log. And let's start again. For the records, I found two things in your log that I failed to identify: * GameData/Custom * GameData/Custom_FARAeroData.cfg But I doubt they have any influence on the problem. At last, but not at least, TweakScale™ (the original) uses a OPT-IN doctrine, where I strictly refuse to mangle to 3rd parties directly - and even the Companions don't brute force anything on Add'Ons that removes TweakScale support from their parts preemptively. It's safe to use TweakScale™ with Realism Overhaul (and anything else) and make good use of it on the parts that are still scalable, as trusses. -- -- ping @redekr!
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Yes, it's ugly. Yes, it flew. Yes, they called it "Duck" And yes, the dude wanted to use a Steam Engine on it!!! The Curtiss-Goupil Duck. https://airwaysmag.com/lateral-control-the-story-of-the-curtiss-goupil-duck/
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My bet is this one: Screen position out of view frustum (screen pos 1570.000000, 688.000000) (Camera rect 0 0 1920 1080) (Filename: Line: 3431) Look rotation viewing vector is zero (Filename: Line: 85) Screen position out of view frustum (screen pos 1570.000000, 688.000000) (Camera rect 0 0 1920 1080) (Filename: Line: 3431) Look rotation viewing vector is zero (Filename: Line: 85) Crash!!! The rotation is calculated using a Quaternion, and Quaternions used for viewing angles are never zero. Googling around, this is known to precede a crash on Unity. This suggests something related to the Camera View. Some code related to it is not running, leaving the Quaternion used on it uninitialized.
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Lisias replied to Lisias's topic in KSP1 Mod Releases
Sorry to hear about it. Please consider an automatic installing tool. It will really help you.- 633 replies
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Lisias replied to Lisias's topic in KSP1 Mod Releases
The install instructions are available on the very same zip file, as well in the repository: https://github.com/net-lisias-ksp/KSP-Recall/blob/master/INSTALL.md The Extras folder contains examples and since they are not rarely specific for a certain KSP Recall version, publishing them separately is the same as not publishing them at all. Each one of that files have a header with instructions about how to proceed, but virtually all the time I end up recommending installing them when giving support. For example: // This patch activates the fix that correctly initialise the Attachment Nodes // of every Procedural Part on the rig, disregarding the current criteria // implemented on ModuleManagerSupport.cs file. // // Of course, it can be adapted to force the deactivation of the feature, by // shoving `false` on the value. // // If needed, copy this file to GameData/__LOCAL/KSP-Recall subdirectory. // On a side note, manual installing usually involve reading the instructions about how to install things. Perhaps you would prefer to use a automatic installer? Cheers!- 633 replies
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When done on a show, it's a beautiful demonstration of airmanship. When done on a "commercial" flight full of Kerbals err PAX, not that much... Looks like me trying to land the plane on the runway... I eventually manage to do that, but... Boy... Thanks Kraken nobody made a addon to make passengers to scream in terror!!! === == = POST EDIT huummmm....
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Hi, I'm trying to diagnose an installation problem on a Fellow Kerbonaut rig, and asked for a CKAN export from their rig. So far, so good. But then I realized that the CKAN Export doesn't mention the exact release numbers from the installed Add'ons, only the names. Worst, while installing the add'ons, CKAN asked me about alternatives to be installed, and the user don't remember what they had chosen some time ago when installed them. There's a way, option or whatever, in which CKAN would export exactly what the user had installed (including versions and specific alternatives), and then import it on my test bed and getting exactly the same installment as the user have, disregarding compatibilities or what else - I need an exact replica of the user's installment, and asking them for a übberzip with the whole GameData is not only cumbersome, but potentially troublesome on legal grounds...
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Lisias replied to Lisias's topic in KSP1 Mod Releases
ANNOUNCE KSP Recall 0.4.0.5 I overreacted while restoring the PAW’s entries, and ended up allowing some entries to be shown when they shouldn’t. Fixing it. Properly implemented what I intended to be the DebugMode at first place. Closes issues: #76 Implement the PAW’s DebugMode properly #75 0.4.0.4 is screwing PAW In 0.4.0.4, I restored the KSP-Recall "debugging" PAW entries, but did a shoddy work on it. Implementing the features (both of them) properly. My bad². — — — — — 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.- 633 replies
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Lisias replied to Gotmachine's topic in KSP1 Mod Releases
<I grossly misdiagnosed something, please ignore.> -
[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Lisias replied to Lisias's topic in KSP1 Mod Releases
Damn, something is screwing up with your KSP!!! [Edit: yes, and it was me] This is what is being shown on mine: On Editor: On Flight: Do you have KSPCF installed? [EDIT: Just installed KSPCF and nothing wrong happens. KSPCF may, at worst, be just the trigger or the enabler, the root cause is something else] === == = POST EDIT I opened a ticked on KSP-Recall to investigate this issue!!! https://github.com/net-lisias-ksp/KSP-Recall/issues/75 @Krazy1, can you please share your CKAN Export and KSP.log where the problem happens? --- -- - POST EDIT Found the problem, my fault. Fixing it.- 633 replies
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Lisias replied to Lisias's topic in KSP1 Mod Releases
No that vague if you know the context. Editor have a bug, and I worked around it using a PartModule on KSP-Recall. Then KSPCF implemented BetterEditorUndoRedo, that changed the order (or time) in which some internal events happens in Editor, and this screwed that PartModule that started to be feed with the values too early (before the values were effectively applied), and never realizes the part's position had changed. The user managed to workaround the problem by deactivating the PartModule. Ideally, the user also should had reached me asking why this was happening, so I could investigate the problem. KSPCF deactivates BetterEditorUndoRedo when KSP-Recall's affected PartModule is active, so my best guess is that there's something else on his rig mangling with that order of events that ended up screwing KSP-Recall. But... In a way or another, the feature is back, but is can be easily deactivated by a MM patch. Unless we are talking different things, most Text in the PAW have a widget associated (most of the time, a button) at the left.- 633 replies
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Lisias replied to Lisias's topic in KSP1 Mod Releases
Nope. They are needed at Flight time too, because the PartModules are used at flight the same. Even the AttachedOnEditor - you will eventually Revert To Editor, and then this thing will be active. The ones that handle resources are specially relevant at the end of the flight. However, you can write a MM patch to hide then, if you are sure you won't ever see the need to deactivate them punctually to debug problems at runtime (as it was happening with the fellow Kerbonaut I linked above).- 633 replies
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Lisias replied to Lisias's topic in KSP1 Mod Releases
ANNOUNCE KSP Recall 0.4.0.4 Restores the presence of the PAW’s entries, setting them to be shown by default from now on. A patch can turn them off. Closes issues: #74 Restore the KSP-Recall buttons on the PAW In 0.4.0.3, I removed the KSP-Recall "debugging" PAW entries by default, as I was advised that these entries were cluttering the PAW and, well, I wasn't aware that they would be still needed in wild. My bad. This release bring them back to be shown by default, and a MM patch against KSP-Recall.cfg can be issued to turn them off. — — — — — 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.- 633 replies
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Lisias replied to Gotmachine's topic in KSP1 Mod Releases
No. What KSPCF handles is the "Refunding" related to the IPartCostModifier not being called. The "steal back" handles another problem related to lack of precision on using floats while handling funds and, in fact, KSPCF's fix do the exact same mistake (not that it has too much choice, as the KSP's foundation when handling costs are the problem). Yeah, I was (unfortunately, as it appears) advised to remove these buttons, as they were "cluttering" the PAW. I will have it restored by the morning. It's my understanding that KSPCF would disable the BetterEditorUndoRedo, that changed some fickle synchronization inside KSP guts and got Recall (used by TweakScale™) with its pants down. There's something else happening on your rig, as it appears. -
This is not a joke, they REALLY called the thing HMS Zubian!!! Merging crafts was always a nightmare, by the way...
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23 days on an airplane, doing maintenance while in flight. And getting snacks delivered by another plane. Yeah, very Kerbal! https://www.fai.org/news/ninety-years-ago-hunter-brothers-spent-23-days-flight-without-landing
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Sacré Bleu!!! https://velocetoday.com/and-how-mr-stapps-imaginative-lsr/
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This was terribly heart-breaking (every one is, but by some reason some are perceived differently than others). They almost managing to get control back, but then stalling again (~2:10) makes things even harsher. Some time ago, I was toying with an AutoPilot and due an input error, the damned thing nose dived and hug the grass before I could manage to disengage the auto-pilot. Remarkably similar to the 737MAX accidents, and not too much time after them. My spine froze during the whole "event", and I took some precious seconds before overcoming my surprise and stupor (I immediately correlated that to both crashes, it was really, really awful) before started to salvage the situation. I couldn't fly a plane on KSP for a couple days after it. Sometimes, being able to reproduce Real Word "Karbalisms" on KSP can be very troubling...
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Lisias replied to Lisias's topic in KSP1 Mod Releases
ANNOUNCE KSP Recall 0.4.0.3 on the Wild, featuring: Closes issues: #72 Fix the Sanity Check report #68 Add an option to to not show the KSP-Recall entries on the PAW — — — — — 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.- 633 replies
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ANNOUNCE Release 2.4.7.6 is available for downloading, with the following changes: Backports from Beta a long standing bug on AutoScale when attaching parts with different scaling methods. Found an idiocy of mine while trying to prevent a hypothetical problem - and ended up creating a concrete one instead. If you know a priest in need to a job, we are hiring... Closes Issues: #323 Auto-Scale is screwed since 2.4.7.0 A major screw up of mine was (finally) detected and fixed. When I diagnosed yet another misbehaviour on Editor on KSP-Recall, "I thought if could be a good idea"® to really remove TweakScale from the Parts Life Cycle when the part is on the default size. At very least, it would be a module less to debug when weird behaviours like the one on KSP-Recall#61 are detected. BUT... I completely forgot that unescaled parts can be called to be scaled up or down when Auto-Scale is active, and, so, I broke the toy. "Fix is pretty obvious." ©2018 Elon Musk, so fixed it I did. Since I was here, I remembered to backport another Auto-Scale fix into the mainstream branch, this one related to AutoScaling parts scaled with Percentages on Parts scaled in Meters (and vice versa). Thing are slow, but still ongoing. Keep scaling walking. Know Issues Attachment nodes are being reset when changing Variant on a scaled part. Please change the Variant before scaling the part as a temporary workaround. See issues #307 and #314 for the gory details. There's a long standing issue on TweakScale about scaling ModuleEnginesFX's plumes - some engines' plumes is just not scaled, while others scaled pretty badly. It's something that never worked right on TweakScale, and it will only be really fixed on TweakScale 2.5 (when this thing goes gold) The best workaround (and also the reason I'm dragging my feet on this) is to use SmokeScreen or Waterfall. For SmokeScreen, you need: SmokeScreen itself. Real Plumes (to enable SmokeScreen on Stock parts) Additional Part Sets and Add'Ons may need specialised support not included on Real Plumes. For Waterfall, you need: Waterfall itself. StockWaterfallEffects (to enable SmokeScreen on Stock parts) Additional Part Sets and Add'Ons may need specialised support not included on StockWaterfallEffects. See Issue #27 Disclaimer By last, but not the least... This Release will be published using the following Schedule: GitHub, reaching first manual installers and users of KSP-AVC. Right now. CurseForge. Right now. SpaceDock. Right now. Since this is a minor fix (for a major bug), all the Distributions Channels were updated at once.
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Try taking a walk in the Sun, and buying yourself a nice ice cream - it's what I do when I'm feeling like this. If where you live is winter now, take a hot chocolate instead (but ice creams can be nice on winter too). it doesn't changes anything, really - but Sun light helps on Vitamin D, the exercise is good for the body, and the ice cream is good for the mood. Speaking seriously now - our body and minds need Sun light to be healthy. Nothing changes, but our moods - a very little bit, but a little bit for the better. Keep Walking!
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totm march 2020 So what song is stuck in your head today?
Lisias replied to SmileyTRex's topic in The Lounge
Some years ago, I bought and played VirtuaVerse. Nice game, reminded me from the good old times of the Point and Click Adventures, with an esthetic that I enjoy a lot. But the really big thing on this nice freaking game is the Sound Track - boy, I really enjoyed it!!! -
Boy, this is how one should motorize a car!!
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Someone needs to make an addon using this as theme!