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KSP2 Release Notes
Everything posted by Lisias
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Every single game I ever played has a set of rules and constrains, and you are punished somehow by not respecting them. Granted, every single one of them so have settings or hacks so you can cheat your way on the game. I don't have the slightest problem on having these rules and constraints being deactivated for people not willing to cope with them. I just don't want them permanently removed from the game. Doing what I intend by compromising with such rules and constraints are part of the fun. As a matter of fact, my only complain about the autostruts (other than a bug on it since 1.2.2) is that it's dirty cheap. It should cost you both money and mass by using them, as it happens when you reinforce a structure (as using bigger spars on an airplane wings). Yes. My game, my rules. I don't try to tell you how you play your game, I don't see why I should let you tell me how to play mine. We will need to agree on disagree on this one. And let the users vote with their money. Hint: check the majority of screenshorts and videos around.
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The problem we are facing here is that "wobbliness" happens when we abuse the part's strength. I don't mind replacing wobbliness with something else, as long the limits and constrains are there, forcing me to rethink the designs to cope with them. But what would be a good substitute for it? But that's the point. There's no wobble in real life, but we don't build rockets and places in real life as we do in KSP neither. The problem remains: how to simulate and punish bad, structurally unsound designs? Kerbal is meant to mean whatever the player wants them to mean. Players liking janky designs will see Kerbals as janky. Players liking "real life" designs will see Kerbals are realistic. Players liking alien style designs will see them as a highly advanced civilisation. And so go on. Most people like to have a good laugh when playing, and so a janky Kerbal tech is usually the way most people go. There's a reason the lowest tech batteries resemble D Batteries - because it's fun this way.
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Crash to Desktops are usually something inside Unity itself, and so KSP.log can't log it most of the times (the process dies before KSP can write something into it). We need the Player.log from Unity, and finding it it's a but messy. Unity tells where to find it on this document: https://docs.unity3d.com/2019.4/Documentation/Manual/LogFiles.html TL;DR, you will find yours on %USERPROFILE%\AppData\LocalLow\Squad\KSP\Player.log where is %USERPROFILE% usually C:\Users\<your login name>. False alarm. Principia loads native X86 DLLs manually, but it places them on a directory which makes KSP thinks it's an C# Assembly, and so it borks trying to loading it. Since this DLL is not an Assembly, the bork happens before entering the critical section inside the Assembly Loader/Resolver where things go South, so nothing bad happens. It's nothing but an annoyance, but if the Principia guys rename the x86 directory to PluginData/x86, KSP will not try to load such DLLs and this will save us a error entry on the KSP.log.
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Please no wobble (Solved!!!)
Lisias replied to Superluminaut's topic in KSP2 Suggestions and Development Discussion
With all the due respect, Matt Lowne is an ophthalmologist, not a rocket scientist neither a game designer. If your rocket is wobbling, you are doing something wrong. The alternative is punishing bad designs by just collapsing them and letting the gamer trying to figure out what they did wrong. That said, I'm not a fan of wobbling by itself, I want something to punish bad designs as well the abuse of the parts' limitations, being it wobbling or not. But if you remove the wobbling, you need to replace it with something else - perhaps flexing of the rigid bodies? I surely want my wings to bend under higher loads instead of just snapping out once their limit is reached, and now that the wings are a monolithic block being procedurally generated, we don't have wing bending anymore (and this is bad). And whatever this wobbling replacement would be, it needs to be "auditable" so the user can diagnose the problem by analysis and thinking (and posterior trial and error) - but without demanding the user to get a rocket science degree first, this is still a game, not a training simulator for professional rocketeers.- 68 replies
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You see, nothing is so bad that can't go worse. Army’s Laser Weapon Operated by XBOX Controller https://warfarehistorynetwork.com/armys-laser-weapon-operated-by-xbox-controller/ And agreed, the Titan's problem was not the controller, it wasn't even technical. Apparently it was human - too few experienced engineers hired for the job, and the lead (apparently only?) engineer got itself caught into a self-confirmation bias without anyone to put him in check.
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Hi! It's not exactly a bug, but lack of support! It's currently work in progress (i.e., I'm working the code to support Real Fuels and Modular Fuel Tanks). https://github.com/TweakScale/Companion_FuelSwitches I will have time for modding again next month (July), but since I have a huge backlog, I can't make any promises about the deadline yet. (to tell you the true, coding is relatively fast, testing the thing is the time consuming task!). Cheers!
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And, yet, they went there and back. In one piece.
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Reliable enough to be used by the Navy on their subs.
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A very Kerbal way of shipping cars! https://www.railwayage.com/mechanical/freight-cars/a-look-back-in-time-the-gm-southern-pacific-vert-a-pac/
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Jebediah Kerman and Willian Kerman, still on the printing facilities after yeat another R.U.D. event while ascending: Jeb: Well, that wasn't so bad. We reached the Karman Line this time... Bill: I will show you "wasn't so bad" as soon as my mid finger is finished being printed... Check your Staging, damnit!
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Already made! You can install it alone: https://github.com/TweakScale/Companion_NAP/releases Or you can install it with the Uberpaket (everytying and the kitchen's sink): https://github.com/TweakScale/Companion/releases Cheers! — — POST EDIT — — OUKEY, I had misread the original post!!! (shame of on me ) @kerbmario, I will work on your new parts this weekend! Sorry for the confusion!! https://github.com/TweakScale/Companion_NAP/issues/1
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Note to my future self: we handled this one in PVT to avoid cluttering the thread. It was really something else that was updated by CKAN and screwed things.
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As you said yourself, it's a CKAN issue. It updated something that broke the game, and TweakScale is the one yelling about the breakage - and not the one causing it. I suggest you to post this log on CKAN thread (after authorising people to download it, as at the present moment I was denied the access) in order to identify the Add'On that is borking - 99% of chances of being the infamous Assembly Loader/Resolver bug being triggered by some missing or wrong dependency from someone else. By searching the KSP.log for Reflection Exceptions, one may diagnose the problem by inspecting the first occurrence of that Exception (it's usually the victim of the problem that triggers the infamous AL/R I mentioned above) - unless you have MechJeb2 installed that due some internal processing ends up changing the order in which things are logged . It's usually easier to temporarily uninstall MJ2 and redo the test do identify the problematic add'on, and when things are tight again installing MJ2 back for playing. — — POST EDIT — — Here, I think I found the problem (I may be wrong, because MechJeb is there): [ERR 01:03:00.860] ADDON BINDER: Cannot resolve assembly: 0Harmony, Culture=neutral, PublicKeyToken=null [ERR 01:03:00.864] AssemblyLoader: Exception loading 'KSPCommunityFixes': System.Reflection.ReflectionTypeLoadException: Exception of ty pe '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 '0Harmony, Version=2.2.1.0, Culture=neutral, PublicKeyToken=null' or o ne of its dependencies. File name: '0Harmony, Version=2.2.1.0, Culture=neutral, PublicKeyToken=null' You need to install Harmony.
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The only problem I see with this statement is that a less then perfect game is something we already have with KSP¹… People was expecting way too more from KSP2, and I think this is their only really big problem for now (everything else is just going to be fixed as time goes by).
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You answered the question yourself. They will not do it just because a random crazy dude sent them an email. The employee receiving it will just delete the email and forget about - Kraken knows how many of the emails I received at day job nowadays are SPAM and go the same way. But now it's not only a random crazy dude, it's some serious bunch of people, some of them influential community members. Additionally, we got a nice brainstorming where the pros and cons of the proposal were discussed, getting a grasp on how to better sell our fish. Sending an email to someone there (as long as we find one that would at least read it) is the final logical step, but never the first. About making plenty of money, assuming this is really happening - how much money more do you think they would make once the worst and more annoying bugs are properly fixed, cleaning up the code base and making at least feasible to repurpose it on new products (tablets, mobiles, whatever - there're wristwatches nowadays more powerful that the desktops that used to run the first versions of this game!)? In essence: we are a bunch of skilled workmanship willing to do some Pro Bono work with our free time in order to get this game tight now. Some people can do it in the shadows, outside this Community and for their own benefit. Some other people prefers to do it in the clear, inside the Community and giving back to it what this Community had given to us in the past. In the end, this is really the only choice to be made: who they want running the Modding Scene? People relying on shady practices or people in compliance with their own EULA? And that's the problem: we don't want another game, we want this one fixed. There're already open source initiatives around, but none of them will remotely open our savegames so we can keep playing them. And this is what really matters in the end for the users. And that's the confusion: we are not pledging a way to create a new KSP, we are pledging legal access to the KSP's source code so we can fix bugs and do a better job on modding it without relying on shady practices in violation of the EULA and Forum Publishing Guidelines and Rules (no to mention some few draconian legislations around the World), and nothing beyound that. Don't you see a problem here? A Community publicly relying on shady, EULA infringement practices in an officially sanctioned Forum? it took me some time to understand "C&D", the result that appeared the most on Google was "Construction & Demolition" But then I found "Creative & Development" and I finally understood. Nope, you are not getting it. The problem on long discussions like this one is that people usually don't have the time neither the patience to read trough all of it and we ended up in a misunderstanding. We do not want to clone KSP. We want legal access (even if limited) to the Source Code (and only to it) so we can do better our job on fixing bugs plaguing users and improving our Add'Ons. We don't want rights over the Creative Assets (meshes, lore, characters, textures, config files, missions, etc), we are not intending to recompile and redistribute the thing. You see, the Source itself is already available on the wild for people that knows how to use certain tools trough shady practices that this Forum consider piracy (believe on me about this one) and so I can't really talk about. But there're people around here (apparently the majority of us) that are not willing to engage on such shady practices, and so the only real way to do a better job on this Scene would be by having legal access to the Source Code, even than a very limited way - we don't need the right to change and redistribute the code, because we are not pledging the right to do derivatives. What we want is the right to legally read the Source Code without risking our SASes by violating the EULA (as well some few draconian legislations as mine) - not to mention this Forum's Publishing Guidelines. The Genie is already out of the Bottle, the Source is already being read by people that don't mind such details. Our pledge is to give us the same right, under EULA and Forum Rules compliance, so we can do a better job without disrespecting such EULA and Forum rules. Additionally, about Development… It's my understanding that game companies relies on outsourcing all the time. Why outsourcing the source code to Open Source workmanship would be bad? Apple did that in the past (Darwin), to say the least…
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[KSP >= 1.3.0] Aviation Lights /L - 4.2.1.1 - 2023-0802
Lisias replied to Lisias's topic in KSP1 Mod Releases
ANNOUNCE Release 4.2.0.2 is available for downloading, with the following changes: A small glitch on handling Flashing Lights was detected and fixed. A stupid mistake on handling ModuleManager callbacks was detected and fixed. Downloads on the OP. 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. The reasoning is to gradually distribute a potentially Support Fest release in a way that would me allow to provide proper support if anything else goes wrong.- 10 replies
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Lisias replied to girka2k's topic in KSP1 Mod Releases
Look for them in the <KSP_ROOT>/__LOCAL/net.lisias.ksp/UbioWeldingLtd/ . There's a small add'on pretty handy, called PartInfo. It shows technical details from the Part on the Part's Palette (or Menu) on the Editor, the directory where the config file is between them. I recommend using it while Welding! -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Lisias replied to girka2k's topic in KSP1 Mod Releases
Unlikely. The welding tool (as me) knows squat about FreeIva, if it work it will be by accident! I really don't know how FteeIVA works, so I don't know what to expect. What I can say is the the local coordinates from the meshes will be translated due the new Origin, and so anything relying on them will need to be manually updated. There's also the risk of collisions on the collider's names (I'm guessing FreeIVA knows how to move a Kerbal inside the IVA by using a named collider for reference) and, again, some manual editing may be necessary. -
Can't find ksp folder
Lisias replied to StarDroid_5000's topic in KSP1 Technical Support (PC, unmodded installs)
Oukey. found the Windows 10 notebook and installed Epic on the thing. You will find your KSP installation under Epic on: C:\Program Files\Epic Games\KerbalSpaceProgram\English However… It's really not the best of the ideas to mod the default installation directory from a Store (being it GOG, Steam or Epic), because these installers know squat about modding and they may remove or tamper them, screwing your savegames. The best option is to Copy & Paste this directory into some other place (like the Desktop or perhaps a personal games folder in your $HOME, and then placing a Shortcut on the desktop to there) and then modding that personal copy. KSP doesn't have any kind of DRM, so you will not have any problems on doing that. Cheers! -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Lisias replied to girka2k's topic in KSP1 Mod Releases
Hi, guys... Since last year, I made a lot of changes on a thingy called KSPe, fixing bugs and getting rid of clutter. And so I remembered this thread and thought it would be a good idea to publish the thing recompiled against the latest KSPe to keep this thing ongoing without a fuss. There's really anything new on this release, only a recompile against the latest KSPe to ensure future compatibility. https://github.com/net-lisias-ksp/UbioWeldContinuum/releases/ As usual, keep in mind that this thing doesn't works with Module Manager (Forum), and so I suggest that you use this on a dedicated KSP installation and then do your main playing on another one using Module Manager (Forum), unless you have reasons to use my fork (there're a few, but nothing that one should consider really necessary). Everything I do supports both versions (Forum and my fork), so you really will not lose too much on sticking on Forum's one if you prefer it. @KspNoobUsernameTaken I think that perhaps this will solve your issue? — — POST EDIT — — ClickTroughBlocker is automatically detected and used by KSPe.UI (used by the WeldingTool) if present. It's not a hard dependency. Toolbar Controller is not needed, KSPe.UI handles the Toolbar itself (with some interesting features added). But it doesn't hurt to have it installed, they coexist together. -
Can't find ksp folder
Lisias replied to StarDroid_5000's topic in KSP1 Technical Support (PC, unmodded installs)
Bleh, I didn't gave you the full instructions. Sorry. You need to select "Properties", and then the tab "Shortcut". Take a look on this full tutorial for reference: https://www.addictivetips.com/windows-tips/find-original-file-shortcut/ I think I have Epic installed on some computer around here, I will give this a peek later after day job. -
One sentence you could say to annoy an entire fan base?
Lisias replied to Fr8monkey's topic in Forum Games!
Firing your graybeards can lead to some unexpected results on your business, leading to a decline in your user base - sometimes quite literally. Ask Ocean Gate.