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Tigers are just grilled cats.
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StockWaterfallEffects does this, nuke the entire effects node and re-add the sounds again manually, destroying any edits a mod before waterfall made to it. I did mean to send a PR fixing this issue with a much more precise and surgical MM patch that only removes the particle effects specifically without nuking the entire effect node.
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ETorres01 started following HB Stratos
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That is why my script uses /0if_/ , where the 0 stands in place of the usual timestamp of the archive you are requesting from archive.org. It always jumps to the nearest available one, so putting a 0 there makes it always select the first existing archive of that link, which is usually the working one. But yes, if the @match in the script is extended to cover whatever the new website domain would become, it would continue to work there, as it also would anywhere else on the internet it is enabled. EDIT: nevermind I somehow missed the part where you wrote there was no prior archive. Yep, that is completely gone then. My script won't break with that, it'll just have yet another 404 in the console.
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My solution here is not intended for the archive. It's effectively a chrome extension which fixes up the current, existing website, or if the @match is expanded also any other website which has this issue. At runtime it detects every 404 from discord and switches the link to an archive.org one.
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sounds good. For now I (and ChatGPT, sorry) have slapped together a tampermonkey user script that fixes all the dead discord image links by replacing them with the version from archive.org. I have no idea what odd caveats this script has as I've never written JS before, but it seems to be working. Use at your own risk. // ==UserScript== // @name FixDeadDiscordImageLinks // @namespace http://tampermonkey.net/ // @version 2024-07-29 // @description Replace Discord image links with archive.org versions on error as early as possible // @author HB Stratos // @match https://forum.kerbalspaceprogram.com/* // @icon data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw== // @grant none // @run-at document-start // ==/UserScript== (function() { 'use strict'; const TARGET = 'https://cdn.discordapp.com/attachments/*'; // Target URL with wildcards // we use timestamp 0 to make archive.org resolve it to the first existing archive, which is usually the intact one. 9999999999 would give the last one, which is usually the 404 error page const PREFIX = 'https://web.archive.org/web/0if_/'; // Desired prefix function convertWildcardToRegex(pattern) { // Escape special characters in the pattern let escapedPattern = pattern.replace(/[-\/\\^$+?.()|[\]{}]/g, '\\$&'); // Replace wildcard '*' with '.*' to match any character sequence escapedPattern = escapedPattern.replace(/\*/g, '.*'); // Create a new RegExp object return new RegExp('^' + escapedPattern + '$'); } function handleImageError(event) { const img = event.target; const regex = new RegExp("https:\/\/cdn\.discordapp\.com\/attachments\/.*"); if (regex.test(img.src)) { // Replace the src with the new URL img.src = PREFIX + img.src; } } function monitorImages() { const images = document.querySelectorAll('img'); images.forEach(img => { // Add error event listener to each image img.addEventListener('error', handleImageError); }); } // Monitor images as soon as the script is injected monitorImages(); // Also re-monitor images when new elements are added to the DOM const observer = new MutationObserver(mutations => { mutations.forEach(mutation => { mutation.addedNodes.forEach(node => { if (node.tagName === 'IMG') { node.addEventListener('error', handleImageError); } else if (node.querySelectorAll) { node.querySelectorAll('img').forEach(img => { img.addEventListener('error', handleImageError); }); } }); }); }); observer.observe(document, { childList: true, subtree: true }); })();
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The more I browse the forums at the moment, the more I notice something: At some point discord killed the ability to look at the pictures they host without some sort of key in the URL, which expires. Before that was the case, many people used to use discord to host images in forum post. I've found that for most of them, while clicking on them these days shows "This content is no longer available", they are still archived on archive.org. So could we perhaps write a bit of a post processor for the data that replaces dead discord links with ones to web archive?
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You can replace it with any part, all parts in a craft file are the same. I said stock part to make sure it wasn't accidentally another part from the removed mod. This is a hacky fix method that will allow the craft to load, but a bunch of attachment rules might end up strange, so you're best off taking the craft apart, removing the part you added to replace the missing one and rebuild it from there. Yes, every single part needs to be replaced. A single reference to a missing part will cause a load failure.
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It isn't fully complete yet, but today I set up my own dev environment for KSP modding with help from @JonnyOThan from discord. I've written a tutorial to follow to at least get a very basic mod up and running. I'm still learning, but I hope it's helpful to someone. https://gist.github.com/HB-Stratos/f95fd86264013f82c66e6cd344452dbf
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Referring to https://docs.unity3d.com/Manual/OpenGLCoreDetails.html, you could try launching your game with -force-gles as a launch flag. I don't know how exactly to set that on mac, but the CKAN option should work.- If you're using CKAN, go to settings - Game command line and add -force-gles to the end with a space to separate it from the previous argument.
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nothing works to recover my saves
HB Stratos replied to arqui_alpaka's topic in KSP1 Technical Support (PC, modded installs)
KSP .log, .craft and .sfs files are just text files, so you can share them by e.g. posting them on pastebin, or any filehoster of your choosing. What happened is that most likely your persistent.sfs (your savestate for the save) corrupted in some way and can no longer be loaded correctly. I can not tell without seeing it whether it was damaged beyond repair or not. -
There is. KSP likely tells you exactly what part is causing the issue. Open the .craft file in any text editor and search for that specific part name. You can then replace it with any other part from the stock game, which should allow the craft to load. Just removing the part is not really an option as doing so would cause parts attached to the removed one to float in the air, and fixing attachments manually in a craft file is a massive pain. So you're better off replacing it with a different one and fixing it in the editor. You should not have to mess with attachments or modules, any erroneous modules will be replaced by KSP when a craft is loaded. You only need to specify a valid part ID.
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Sounds like you have already identified this as a bug specifically caused by interstellar. You're probably best off reporting this issue on the Interstellar Forum Thread or their Github Issue Tracker
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Please provide us your KSP.log file, which lies in the same folder the KSP.exe lives in. You can paste it on a page like pastebin and link it here. The error points towards an erroneous configuration of a part with the internal name fit-fusion-magnetic-mirror-1, so perhaps whatever mod adds that part has an issue, which may be inherent in the mod, or solved through a reinstall of said mod.
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What Has Happened To EVE Clouds!?!?!
HB Stratos replied to oli123314's topic in KSP1 Technical Support (PC, modded installs)
You have to upload images to an external platform like imgur and link them here. The forum will not store images for you. As for your issue, EVE on it's own does nothing, it needs a config pack that tells it what to display. This may be BoulderCO, Spectra, or whatever you have installed. You likely broke one of the config pack files, so try re-installing whatever config pack you're using for EVE.