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KSP2 Release Notes
Everything posted by SolarLiner
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KMP v0.1.5.1 [0.23] [alpha] [inactive]
SolarLiner replied to TehGimp666's topic in KSP1 Mod Releases
Alright, using the special debugging version: [20:29:30]DELETE FROM kmpVesselUpdate WHERE Guid"{GUID}" AND Subspace = 1; INSERT INTO kmpVesselUpdateHistory (Guid, Subspace, UpdateMessage) VALUES ('{GUID}', 1, 312, 760000000008; @update); [20:29:30]System.Data.SQLite.SQLiteException: SQL logic error or missing database near "760000000008": syntax error àKMPServer.Server.hostingLoop() àKMPServer.ServerMain.hostServer(ServerSettings settings) Stacktrace: àSystem.Data.SQLite.SQLite3.Prepare(SQLiteConnection cnn, String strSql, SQLiteStatement previous, UInt32 timeoutMS, String& strRemain) àSystem.Data.SQLite.SQLiteCommand.BuildNextCommand() àSystem.Data.SQLite.SQLiteCommand.GetStatement(Int32 index) àSystem.Data.SQLite.SQLiteDataReader.NextResult() àSystem.Data.SQLite.SQLiteDataReader..ctor(SQLiteCommand cmd, CommandBehavior behave) àSystem.Data.SQLite.SQLiteCommand.ExecuteReader(CommandBehavior behavior) àSystem.Data.SQLite.SQLiteCommand.ExecuteNonQuery() àKMPServer.Server.handleMessage(Int32 client_index, ClientMessageID id, Byte[] data) àKMPServer.Server.asyncUDPReceive(IAsyncResult result) It seems that it is not random, but as soon as I get further than 40km from the launchpad, which is the radius of the "private launchpad sphere", that could explain things. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
SolarLiner replied to TehGimp666's topic in KSP1 Mod Releases
I'm up ! After some tests with the debug version TehGimp gave me I'll go and fly some ships of mine -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
SolarLiner replied to TehGimp666's topic in KSP1 Mod Releases
For those who have problems downloading it from SpacePort: https://drive.google.com/file/d/0B_MKM-kJGct_ZFhfSVVaUzhoSnc/edit?usp=sharing Please use it only if you have problems, and TehGimp, please don't take it badly -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
SolarLiner replied to TehGimp666's topic in KSP1 Mod Releases
Before there was a the "Universe saved" message and two message saying that the two clients were passed "IN_FLIGHT". From this stacktrace I can think of a SQL missing, if there's a databased-something in your code then it will surely not work on a "normal" computer, unless you provide a SQL Database file yourself with the installation. The first problem is the problem I was having, copy the "Assembly-CSharp.dll" from "$KSPfolder\KSP_Data\Managed" to the location of the server executable. The second problem isn't really one, as you don't need to go to the save file, just to connect though KMP and let the plugin does his connecting work. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
SolarLiner replied to TehGimp666's topic in KSP1 Mod Releases
First try with the server: crash when I connected. By the log I saw that Assembly-CSharp was missing. Copied it from KSP, everything went normal. Until, at random times, I get this error: System.Data.SQLite.SQLiteException: SQL logic error or missing database near "839999999616": syntax error àKMPServer.Server.hostingLoop() àKMPServer.ServerMain.hostServer(ServerSettings settings) Stacktrace: àSystem.Data.SQLite.SQLite3.Prepare(SQLiteConnection cnn, String strSql, SQLiteStatement previous, UInt32 timeoutMS, String& strRemain) àSystem.Data.SQLite.SQLiteCommand.BuildNextCommand() àSystem.Data.SQLite.SQLiteCommand.GetStatement(Int32 index) àSystem.Data.SQLite.SQLiteDataReader.NextResult() àSystem.Data.SQLite.SQLiteDataReader..ctor(SQLiteCommand cmd, CommandBehavior behave) àSystem.Data.SQLite.SQLiteCommand.ExecuteReader(CommandBehavior behavior) àSystem.Data.SQLite.SQLiteCommand.ExecuteNonQuery() àKMPServer.Server.handleMessage(Int32 client_index, ClientMessageID id, Byte[] data) àKMPServer.Server.asyncUDPReceive(IAsyncResult result) But else, tested it locally, and it is so much fun and well done ! -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
SolarLiner replied to TehGimp666's topic in KSP1 Mod Releases
Alright, I downloaded a copy of the Server version Just In Case but I don't have anywhere to put it. Soo yeah. Awesome mod that you got there ! As soon as a server is online, I'll go ahead and test that ! -
Ce n'est pas pour te critiquer ni rien, mais Google Translator n'aime vraiment pas les fautes et donc va traduire de la merde (c'est le cas de le dire selon ton post ) en plaçant les mots avec fautes dans la version traduite, rendant sans plus aucun sens ta phrase. Mais sinon oui, n'hésite pas àdemander ici pour une aide àla traduction, et mine de rien tu apprend déjààpouvoir de démerder tout seul dans la langue d'outre-Manche
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[0.24+][Dev slowdown]Nagging Nadia v0.13 beta
SolarLiner replied to SolarLiner's topic in KSP1 Mod Releases
Yes, it really is, I just renamed it as it includes GPWS, but also includes various other warnings, it is really what the Kerbin version of a Bitchin' Betty (Nagging Nadia) should be ! @Sugoi: Yes, GUI is in the way, but I have no idea on how to start making one It will contain the slider for the volume, toggle buttons for each type of sound (so you can get rid of the ones you don't want) and a "STFU" button that will stop the current alarm. EDIT: Okay, yes it seems that youtube compressed the sound, because the music is not as loud as this on my local version. So yeah, for my second video, I'll make it the way I always do them: with voice over, without editing. Sorry for that ... -
[0.24+][Dev slowdown]Nagging Nadia v0.13 beta
SolarLiner replied to SolarLiner's topic in KSP1 Mod Releases
Rho, there's a small 7 dB of difference between the music and the KSP sounds, which makes KSP almost 3x louder ... for me it was very fine, or maybe it is YouTube glitching and it compressed the sound for no reason, I admit it, I didn't watch the uploaded version. My local version is fine though, at least from what I can hear ... If you find the sounds annoying you can either turn the Voice volume slider down on the settings or change the sounds if you can, and if you do please send me some samples, as a way to hear what other people like ! But I won't be mad at you if you don't like it and/or find it annoying, it was made after a little inspiration from other threads, and whereas some will like it, some will not. It's just a matter of not being like "ermagherd i don't like this mod why did you make it !?" and have some criticism over what's wrong for you with this mod. Have fun with or without my mod flying or crashing planes ! -
Storage technology
SolarLiner replied to SaturnV's topic in KSP1 Suggestions & Development Discussion
I think the amount of energy required should be amount of stored data-dependent as the Kerbal technology actually uses "storage transistors" that require energy only for the used bytes and not the others. Actually it is for a gameplay level a way to not use tons of energy for nothing. -
Is it better to....
SolarLiner replied to CrazedGunman502's topic in KSP1 Gameplay Questions and Tutorials
I guess if IRL interplanetary mission does a Parking orbit before leaving to other planets is because of less dV budget required. It's a guess, but else I think that they should go for a direct ascent launch. -
False. All I understand is the TF war between the Blu and the Red. The user below me wished he was different.
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Releasing my first MOD on SpacePort IN SPAACCEEE !!!!
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False. WTF are you talkin' about? The user below me knows more than me about this subject.
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[0.24+][Dev slowdown]Nagging Nadia v0.13 beta
SolarLiner replied to SolarLiner's topic in KSP1 Mod Releases
There are still quite a few things that is unperfect, but it is time for an official update as the Pull Up bug is definitely annoying. Basically, it was the fact that the terrain unloads as you get high enough, but doesn't necessarily returns "-1", so my code got confused and thinked that you were below 400m, and it was time to check vertical speed. Well, as no orbits are perfect, there was a time when you vertical speed dropped below -5 m/s (the max vert speed allowed at 0m over terrain) and things went weird. Now it is fixed and hopefully you should not have to worry about it anymore. Another thing that got ameliorated is the volume management. It is still bound to the Voice Volume on the Sounds Settings, but it now detects a change in the slider volume and updates the sound volumes accordingly. So you can just go to the ingame settings menu instead of quit everything and have to go to the main menu settings. So yeah, no new awesome features yet, still a nice updates with some bugs fixed. Plus, now I think the mod evolved into a state where it can go to the SpacePort ! This is now the primary downloading source. Source code is still on the Google Drive folder, if you want to look at it. -
Alright, it seems that each time I try to read Resources values in my code, the function stops working ... so I cannot check fuel and see if the ship is close to dry or not ... Strange ...
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Why not both? The user below me likes Halloween.
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True, although some are very evil dark magic ... The user below me has a fan.
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3/10 Seen you quite a few times, acutally.
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His name is Nyan Cat and never stops singing "na-na-na-na-na-nananana-na-na-na-na-na-nanananana" I wish I could do anything.
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For some reason, on the Debug ThingyTM show "[GPWS]Bingo Fuel stuff !", but not the "Fuel calculated" ... Debug.Log("[GPWS]Bingo Fuel stuff !"); float pLiquidAmount = (float)(LiquidFuel.amount / LiquidFuel.maxAmount); float pOxiAmount = 1.0f; if (Oxidizer.maxAmount > 0) pOxiAmount = (float)(Oxidizer.amount / Oxidizer.maxAmount); Debug.Log("[GPWS]Fuel calculated"); And everything after is not done too ... like something unexcepted made the whole Update() stop right there. I thought at first it was a division by 0 (Oh Shi-) but no, because of the if statement. Weird ...
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Alright, now I'm facing the Huge Problem of the Mod : GUI ! And I have absolutely no idea on how to implement a good one. It will be mostly for switching buttons, triggering alarms, stopping dem annoying imminent crash alarms if you crash very often ! And add a volume slider, because for now every alarm sound volume is binded to the Voice Volume in the Sounds settings, and I want to let you have more control on how loud to play the sounds. So yeah, as "always", if anyone can help me, would be awesome !
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[0.24+][Dev slowdown]Nagging Nadia v0.13 beta
SolarLiner replied to SolarLiner's topic in KSP1 Mod Releases
I used a speech synthetiser to create the voice then I pitched them (I used an Audacity preset, 33 to 45 "turns"(?) disc pitchover) to sound more natural. I could have recorded them in spanish and reverse them, but I wanted them to be understandable, so here they are. By the way, video's online on the OP !