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Lisias

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Everything posted by Lisias

  1. This is not a problem for me, I don't mind (too much ) diagnosing TweakScale problems when the problem is on TweakScale. I'm trying to be assertive about this problem, not dismissive - sorry if it looked otherwise. And now we have a new information!!! At least on my tests, having TweakScale installed or not doesn't make any different - at least, on that specific Use Case I described on the Issue #66. I gave another look on your KSP.log and, well… I found some small discrepancies from your initial report. You had installed KSPCF 1.30, that was released recently (July, 2023), and this thingy manages to be yet more intrusive than KSP-Recall. This is not a fingerpointing fest, just the statement of a fact: KSPCF mangles a lot of thingies inside KSP, and so it's prone to inject new collateral effects every time it fixes (or tries to) something - I'm reasonably confident that's the case on two problems involving 3rd parties, and apparently now we have another case, this time on TweakScale (again, this is a guess at this moment, to be verified). Well, at least I have something new to work with - our exchange was productive! Can you do me a favor, if you find the time? Duplicate your KSP installation, and on the duplicate remove everything but Squad and SquadExpansion. This is how I tested Issue #66, and I would be grateful if you could try to reproduce the problem by executing the steps explained on the Issue literally (even if it sounds silly). I need to know if this misbehaviour would happen identically on your rig before digging on KSPCF to check if it would be involved somehow (i.e., I need to know if KSPC is stepping on TS's feet or the other way around). No apologies necessary at all. Sorry if I made it look like that. I'm a professional on the field, and sometimes I switch to "Professional Mode" without being aware - in fact, I'm taking some heat the whole month on Day Job© in which I ended up being involved, but didn't caused it, and I had to exercise "assertiveness" with some emphasis. Looking back, I think I let such assertiveness leak into our conversation. In a way or another, we had a bit of miscommunication, but the exchange was productive - I have new information to work with now. Cheers! (I'm grumpy, not evil!)
  2. Well, I can only guess so. Because I don't remember being screwed by the ReRoot until recently - but, granted, I never really migrated to KSP >= 1.8 , too much new bugs screwing my current savegames - and when I decided to create a new one, well, I use the KSP version that it's proven to work fine to me - 1.7.3, to be precise. What I can say FOR SURE: If the part's nodes are already screwed, TweakScale will try to scale up or down things already screwed, and then you will get the results from your screenshots. Garbage In, Garbage Out - it's simple like that. And from KSP 1.8.x, the Attachment Nodes are being screwed by ReRoot. This is a fact, demonstrated and proven on Issue #66 I previously linked. There's a chance that there was a sweet spot in which the ReRoot manages to work right, and perhaps we were living on that sweet spot without being aware - but that sweet spot spoiled into bitter, and this is what we need to cope with now. This happens without TweakScale being installed - so there's no chance it's involved on the mess. TweakScale works fine as long the craft is not ReRooted. The ReRoot permanently destroys the craft, as the Issue #66 proves (check the craft files before and after ReRooting) TweakScale is not the only one being screwed by this - once the Attachment Nodes get screwed, it will be screwed for everybody. If you find something that are surviving this problem, please advise - I wanna know what it does. TweakScale is working fine from KSP 1.4.3 to 1.12.5, I test it regularly on both these ones to guarantee backwards compatibility - in which I had succeeded consistently. Again, as long no ones ReRoot the craft, the Attachment Nodes don't get screwed - and if the Attachment Nodes are not screwed, TweakScale scales them right. Again, not a TweakScale issue. I'm not saying there's no issues with TweakScale, I'm saying this is not one of them. There's a problem plaguing users of Hybrid CPUs lately (that ones with P-Core and E-Cores - on my time, we would call them assymetric CPUs), but you are not one of them - your CPU has 8 identical cores. You are safe on this one. In a way or another, TweakScale is out of this equation - it only happens that it is relatively famous, used by many people and it was caught (again) on a crossfire initiated by the almost infinite number of bugs of KSP. However, I agree with you that we, ideally, should had detected this crap earlier. KSP 1.8.0 was released in October, 2019 - almost 4 years ago. It's literally impossible that no one had used the ReRoot at least once from that day to nowadays. The only thing that I can imagine may be influencing on this new and pervasive problem is the Monkey Patching thingy that I discovered recently is implemented on KSP. Assuming I'm right about it (and I must be, because that Monkey Patching class must had beem come from somewhere, and wasn't by me), I'm cogitating that probably a fix was being silently applied all these years suddenly wasn't anymore - or perhaps a silent fix for something was applied recently, and it screwed the ReRoot by accident. So, yeah… I need more information about this before risking trying something. If there's a Monkey Patching being applied, what would happen if it suddenly stops being applied? Would my eventual workaround code start to misbehave and screw user's savegames as the ReRoot is doing now? ideally, should be no MonkeyPatching - or at least, not a silent one. We need to know if things are changing inside KSP, otherwise we end up between a rock and a hard place - as we are right now. Do you have any old backups of your savegames from that time before being bitten by the ReRoot? I suggest to create yet a new backup of them, and then pick one and start to check your crafts to see if some of them is already broken, or if they are being broken now. Ideally, you should use exactly the same KSP installation you used last time they worked fine - we need to reduce the number of variables on this equation, or we will never be able to tackle down this one. Do you know how to use KDIFF3? This tool may help you on the task…
  3. Yes, I am. I documented everything on the issue I linked above. As a matter of fact, I just reproduced it again on a "naked" KSP 1.8.1, and the problem was still there. Humm…. Got an idea… I think I was reusing the same savegame when I made the tests on the issue, I will try again on a new savegame where no add'on was ever installed before. Perhaps this is something that happens on the savegame that, so, ends up screwing something on the ReRoot. I reproduced exactly the steps given in the issue #66 on both attempts (old, "dirty" savegame, and a new pristine one). Same results. As I said, I don't have an explanation for you not experiencing this problem before, but my tests are conclusive. There's no margin for error on this one, the diagnosis is solid (as it's deterministically reproducible). Did you changed something on your rig recently? Perhaps something on your rig was preventing the problem from happening - this would be a explanation for this. The first occurrence is easy to fix: install TweakScale Companion The ÜberPaket. The second occurrence is a bit hairy, it means that you have some really bad patches on your rig screwing up TweakScale - but most of these problems were tackled down by writing proper patches, what I had done on the ÜberPaket . Download and install it and try again, there's a good chance that this second problem will go away. If not, please read the instructions on the OP (the first post on the first page of the thread), inside the Spoiler below the title "Support:".
  4. Oh well… So the craft is screwed, sorry. Really screwed, you will need to rebuild it from scratch - or, at least, I'm not aware of any workaround to salvage it. And it's not a TweakScale problem, it's a(nother) bug on KSP for sure. The linked issue explains the gore details of the problem, and it was reproduced since KSP 1.8.1 without any add'ons installed. I don't have an explanation for this thing starting to bite you only now. I'm scheduling time to work on a workaround for it, but I can't give you even a guess of a timeline for working on it - the second half of the year is usually busy for me.
  5. Didn't you used the ReRoot on this craft? It completely screws up the attachment nodes, and may be an explanation for this misbehaviour. In a way or another, please send me the craft files (the right one, and the screwed one) so I can see what's happening. — — POST EDIT — — Please send too your KSP.log . It may be something missing on your GameData, or perhaps something mangling with something…
  6. Ha! I finally nailed it!! Thank you! I was fighting two different problems! 1: Yeah, that Cheat Sheet was wrong. At the time it was created, KSP was using Unity 4. A few months later, KSP updated unity to Unity 5 (KSP 1.1.). I think things changed on this version, because I was able to read my files downto 1.1 using the io_object_mu with the exact same results (I'm looking on its code right now, and there's no specialised code). Out of pure curiosity, the first 8 bytes identify the mu file (and version), being the first 4 bytes a "magic" with the value "FF 2A 01 00" (hex), and the next 4 bytes the version. Version 3 was used until KSP 1.1.3 (don't know the first version to use it, I have only down to 1.1.3 installed on my rig right now). Version 4 was used at least from KSP 1.2.2 (presumably from KSP 1.2.0, but I'm guessing as I don't have 1.2.0 neither 1.2.1 installed). The first use of Version 5 that I'm aware was with Making History parts (I have confirmed it on KSP 1.4.3 at least), and this format is being in used until 1.12.5 (the fireworks introduced by KSP 1.12.4 uses mu v5). Eventually I will check older KSP versions, but right now I'm focused on other tasks. 2: Yeah, this Kraken damned thrustTransform/MainThrust/whatever. Thanks to you I realised I need to rotate the thing +90d in the Blender's Z Axis to get the thing working on KSP!! Thank you! I will try to update the Cheat Sheet in the weekend and republish it. Cheers!
  7. Ah! So it's this! We may had found a bug on the mu_import code! The mu_export is probably fine.
  8. Oukey, Houston we have a problem! I will double check things this night. I'm being royally screwed toying with a new engine, and what you said may explain why in hell my trustTransform is screwed.
  9. Found this on the WeekEnd, found it pretty. and pretty useful! ATTENTION: This chart is wrong! The Y (green) and X (red) arrows are inverted on this chart! Their positive is on the other side (where the negative is on the chart) and vice versa! Source: reddit.
  10. Well, module manager complained about: [ModuleManager] ERROR: Error - Cannot parse variable search when editing key title = #$title$ $/MODULE[FSFuelSwitch]/resourceNames$ So we know WHERE the problem is. Looking carefully on the pinpointed line, and knowing that MM didn't managed to parse the variable, besides the value being present on the Module, the problem should be so on the definition of the module - where I found you mistyped FSfuelSwitch to FSFuelSwitch. Fixing the typo will solve the problem (from the configcache): PART { name = FSdropTank <yada yada yada> title = FS3FD Fuel Drop Tank LiquidFuel;Oxidizer;MonoPropellant;ElectricCharge <yada yada yada> } MODULE { name = FSfuelSwitch resourceNames = LiquidFuel;Oxidizer;MonoPropellant;ElectricCharge resourceAmounts = 50;50;60;200 basePartMass = 0.25 tankMass = 0.5;0;0.1 testqty = LiquidFuel } Cheers!
  11. I did a peek on the log, and it's pretty weird - the thing crashed while trying toad a mesh. What I think it's happening is that the Garbage Collector by some reason is not garbage collecting. Why this started to happen is a mystery at this moment. Did you updated something on your rig? Device driver? Windows Update? Perhaps some monitoring tool? Any hardware change? Hooked something new on it? Updated something on KSP itself? Perhaps on CKAN? something should had changed in order to trigger this misbehaviour. Additionally, what's your CPU maker and model? It may be influencing the problem.
  12. Your ModuleManager dll appears to be corrupted, truncated or perhaps without reading permissions. Install a fresh copy over it and see what happens. Also see if the owner and permissions matches the ones used on the ksp_x64.exe (IiRC the filename).
  13. The INSTALL instructions (also present on the ZIP file) explains how to install the thing. The Extras directory are… well… extras, and they also contains instructions about why they are there and when (or if) you can use them. https://github.com/TweakScale/TweakScale/tree/master/Extras/TweakScale/BreakingParts https://github.com/TweakScale/TweakScale/tree/master/Extras/TweakScale/Deprecated https://github.com/TweakScale/TweakScale/tree/master/Extras/TweakScale/HotFixes https://github.com/TweakScale/TweakScale/tree/master/Extras/TweakScale/Workarounds These instructions files are also present on the ZIP file.
  14. Please develop. This thread is full with cases of success, demonstrating it's possible to open the source and still be profitable - sometimes extending the lifespan of the product beyond expectations. If you have counterexamples, please share!
  15. I can't help but to remember this one: (oukey, urban legend - but terribly funny nevertheless!)
  16. Well… https://en.wikipedia.org/wiki/Concrete_ship
  17. Indeed, and the PD Launcher also is a hell of an incentive to do such. And there's also Epic, that did a huge giveaway some months ago, and we don't have the slightest idea of how many of that new users are still around. But since Steam have about 70% of the market (or at least it was so last time I checked), and since probably more or less the same proportion of KSP2 would have the game moved from the steamapps as KSP¹, the Steam numbers besides not being a precise information, it's still a good way to infer (taken or given) how the games perform compared with each other. So, besides the absolute number being highly imprecise, the proportions hold - and so it's reasonable to affirm that KSP¹ has 10 to 12 times more players than KSP2, what means that you will have 10 to 12 times better chances on getting engagement on KSP¹.
  18. I clicked this thread today To see if I still post I focus on the screen The only thing that's real
  19. Hey, nice! Good times may not come back - but we can revive them a bit!
  20. It's clicking again… Oh no my post is in the end… On no i'm clicking again… And you know it's hard to pretend!
  21. It's clicking again, hallelujah!!!
  22. 1920 Twin Piston Harley-Davidson Powered Airplane. Those Magnificent Men in their Flying Machines - or how to kill yourself while getting fun! (spoiler: no one gets hurt on this bric-à-brac. This time. )
  23. If you say so. Once bitten, twice shy. This is going to happen lot - in fact, I'm absolutely sure that at least 50% of the bad blood I'm seeing "out there" (as in Reddit, but no only) is due unfortunate choice of words while communicating. Ok, it's true that "I'm only responsible for what I say, not for what you understand", but since you (AFAIK) have a stake on what we understand, it looks more productive to me to modulate the message to be better understood by your intended audience. Now I understand the message. As a side note, we old guys also had a hell of a good time doing the same in the past - but something changed, and part of the fun had spoiled into misery (sometimes, almost all of it). I'm reasonably convinced that a good part of the reluctance on adopting KSP2 is due most people still grieving about. It's easy to forget that there's nothing new under the Sun!
  24. Just stumble on this lass today. What a magnificent (but weird sometimes…) voice. (I strongly advise to check out her others songs)
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