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TurielD

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Posts posted by TurielD

  1. Having some issues with between-client updates. It doesn't seem to be transferring (all) vessel recoveries, nor kerbals re-entering vessels between different players. This means I'm seeing a Kerbal copied every time another player does an EVA, but not disappearing when he goes back on-board:

    http://i.imgur.com/cr3aOFW.png

    why does it tell me that I have "invalid key for user" under handshake protocol? It does this on like every server I try to join?

    I think that's if you're connecting to a server with a different name, or with your usual name from a different install instance; servers give every client that joins a 'key' which can be finicky.

  2. Hey guys!

    I'm running a dev build career server. The players would like me to make it a bit easier, they're struggling to get started. It looks like they can tweak the difficulty for themselves by enabling things like revert flights, but there's no way for me to set the additional career difficulty options that are available in single player (eg- starting money, science and reputation + gains and losses).

    Is there any way for me to either set that globally, or for players to do it themselves? Starting them off with a bit more cash would give them a buffer to make some mistakes with :)

    Go to your DMP server folder, then go to \Universe\Scenarios\*playername* and open the Funding.txt file; adjust the 'funds' number to your heart's content :)

    Another thing you might play with is the ScenarioUpgradeableFacilities.txt - this will let you give them a couple of facility upgrades instead of plain cash if you wish.

  3. @TurielD: Sqqqquaaaaaadddd!. If you're 100% sure that situation=LANDED landed=false should always be resolved in the landed=true manner, then I'll add this in. We already have our share of stock bug workarounds, so one more isn't going to hurt...

    Not 100% but so far not seeing any alternatives. It's possible that if it were at sea it'd be splashed = True, rather than landed = TRUE, but I actually dunno if the game treats those differently.

    Separate from that, reverting vessels sometimes leaves the craft as a [vessel].txt saved to the server, even though it's been reverted. It doesn't show up to the player, (time bubble stuff) but the next person joining the server will see a bunch of stuff sitting on the runway/orbit whatever. This should be simple enough to resolve, but the same thing occasionally happens with quicksaves, which might be harder.

    Also, a new request: given the frequency at which stuff spontaneously disassembles in amusing ways (just had a space-station break in half and get speed relative to the planet below set to 0 the moment a second player started spectating it) it would be nice if the vessels (and possibly the scenarios to go with them) were periodically backed up. Usually the full library is only a few mB max, so it shouldn't be too taxing to save ~12 backups, at 15 minute intervals or so. I'm setting something like that up for myself now, but direct DMP integration could be cool - provide a big "Everything just blew up aaaargh!" button to admin-enabled DMP control panel to allow a server revert to a previous backup :)

  4. Ooh interesting new issue: At times vessels will save wonky, you'll get

    sit = LANDED

    landed = FALSE

    ....

    splashed = False

    That's happened to a few a vessels which I've reverted, so there's this [vessel].txt file sitting in Universe\Vessels but those vessels aren't visible on the map or in the tracking station.

    I manually changed a couple of them to landed = TRUE and when I connected they'd be visible at their locations (these were attempts at a shuttle which I had reverted many times, 'landed' on the runway ready for launch.

    This also happened with a wheeled fuel tanker on Minmus that a friend was interacting with. It seemed to disappear for me, and I checked through the vessel .txt files and found it was there but with the a sit = LANDED, landed = FALSE states; on manually altering to landed = TRUE and reconnecting I could find it and interact with it again

  5. @TurielD: As a result of DMP getting more meta, I assumed that scenarios were always tagged with KSPScenario for the new "Is this module allowed in this game type" filter. That is not the case with most mods, so I've reworked it. Try dev now.

    Awesome, thanks for working on it!

    Issue now is http://godarklight.info.tm/ is down, can't download from there.

    The most recent dev build on http://d-mp.org/ is from the 18th, so it doesn't look like it has the most recent updates. As it happens, I'm currently using dev build version a9fc12945303f39aee1b9f2f471254466521ab86, also from the 18th, which isn't included on d-mp.org either.

    Eek, just heard about your HD crash - hope you get your stuff up and running again OK!

  6. Yo DMP'rs, having an issue: the Kethane ScanMask isn't saving on disconnect. I.e. if you scan a body and disconnect, the information you've gathered will be gone when you reconnect.

    I've looked in the /scenarios/[playername] folder, and I'm not seeing a KethaneData.txt. That may be an issue with the 0.90 DMP, or it might be with the updated 0.90 Kethane.dll, dunno. I've tried manually placing a KethaneData.txt file from a 0.25 server in the 0.90 scenario folder, but this has had no effect.

    EDIT: It is also not saving Kerbal Alarm Clock data, nor TAC Life support settings; both of which are SCENARIO items that come after ScenarioDiscoverableObjects; they are not being saved as .txt scenario files - as yet unsure why this is.

    I notice that DiscoverableObjects was also a scenario in 0.25 which wasn't saved as a .txt, but alarm clock and similar came after it in 0.25 save files too and saved just fine over DMP.

  7. I'm afraid guessing is not sufficient. Please point to a specific license term that was violated or stop implying unsubstantiated claims. In my opinion, this is a classic 2-clause BSD license. It clearly allows derived works to be distributed.

    Perhaps you were referring to the fact that the license was not clearly marked? If that is so, I updated my original post with a link to Majiir's license.

    If that makes anyone happy, I'll remove the file as soon as either maintainers release updated kethane version or someone points to specific point in the license that such a file violates.

    Now, can we leave the boring legalese stuff behind and get back to space exploration, please?

    You're both right, it techincally broke the licence rules but it's a minor issue.

    The license says you have to include "Copyright � Majiir 2012-2014 All rights reserved." plus a little blurb to 'redistribute and use' the file, modified or original. I.e. you have to package it with a .txt file that contains... well, the contents of the Kethane-LICENSE.txt file basically.

    Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

    2. Redistributions in binary form must reproduce the above copyright notice [this is the copyright Majir bit], this list of conditions [speaks for itself] and the following disclaimer in the documentation [i.e. the rest of the .txt file] and/or other materials provided with the distribution.

    No biggie, just make it a .zip with both files rather than the single and everyone's happy. Hell, by editing your post where you 'distribute' the dropbox link to include the licence you've covered it, no need for a re-upload... I think. It'd be cool to respect the copyright process to that extent; the mod authors go to the trouble of setting a copyright notice up after all.

    Now, can we leave the boring legalese stuff behind and get back to space exploration, please?

    Good plan!

    And thanks for fixing up Kethane :)

    Niggle: I'm not getting the Kethane grid view button; i.e. I can't hide the Kethane overlay [edit: nevermind, can open the interface in the Tracking Station, then it stays in the map, works fine with that little workaround].

  8. How do.. NASA revert?

    Reverting is senseless on DMP. Reverting is Cheating in general way.

    (Do we want fire-and-forget? For that i would create an Facebook-Account.)

    We here prefer to test vessels/operations in sandbox, to get successful launches and missions.

    We here dont want to mess up our Universe with imprudent vessels/operations.

    How do.. KSP players simulate vessel flight characteristics?

    How on Earth (or Kerbin) is switching to a sandbox save file less of a 'cheat' than doing *exactly the same flights* in your regular save an then reverting?

    'You there' might want some kind of purist Ideal Multiplayer World, but 'we here' want to play the game KSP in multiplayer; a game which has these features like 'revert'. 'I' would prefer to be able to tinker with a vessel's design with a few test flights and send it through to my friend who's playing the same world as me, without having to jump to a separate sandbox save and manually transfer the .craft files to a different folder.

    And we highly appreciate, if KSP/DMP would stay on its peaceful and cooperative way.

    Otherwise i would start up Elite: Dangerous, EVE or... Star Citizen.

    So why are you advocating making KSP less user-friendly and harder by taking away the revert feature? EVE is exactly the kind of game where you can lose everything from one mistake with no 'saves' - and that's what you're asking for.

  9. Some more news: tonights work paid off, I can get a parachutes icon to appear correctly in the filter by function tab, and I can get the automatically generated RealChuteModule filter icon in filter by module to display the icon I need. I'll leave this as is for tonight. Update will be pushed tomorrow, I really need to sleep off for now. By then sumghai might have finished the custom icon and I won't have to push another update just to have it use it instead of the stock one. It'll also give me the opportunity to test out a little to make sure the mod works properly and nothing broke while updating.

    Great news, looking forward to it.

    Whiny as I may seem about the compatibility thing, that's honestly because I consider RealChutes one of the most important mods for a good KSP experience!

  10. And it only took heaps of asking :D

    It's not going to be possible to sync into a previous subspace on the server, there's just *way* too much info to store, but client side this should be ok.

    Wow that's really cool! Sounds extremely heavy on the data-load though. Plus, aren't those vessels that have been 'saved' now non-interactable because they're different in the future/present?

    Might it not be simpler to forget about the intermediate updates, and have you exist in subspace with the start-state until you sync up with the present-state? Then the server would only need to pay attention to your controlled craft [disable leaving the craft until you've either crashed, reverted again, or synced].

  11. And another case of not listening to the error messages by CompatibilityChecker.

    There is a popup when you start the game the specifically says "the following mods are incompatible with this KSP version and may not work". In this case, RealChute is disabled on incompatible versions. It's not working because it's just not active. You all really need to read those popups.

    Well I'm afraid RealChutes isn't included in that popup mate, at least not for me:

    f0uAEPx.png

    Also, I'm not sure RealChute is disabled, in as much as it has rendered all parachutes, including the base KSP (MK16 etc) inoperable. Would those not return to normal functionality if RealChute was 'off'?

    Obviously this is all moot, as I expect most of us had no real expectation of all our mods working right away on 0.90 release; I always start with a fresh install anyway - just wanted to let people know about the issues :)

    I officially finished school today. I was neck deep in finals, so I had nothing ready yet. Compatibility update will be tomorrow. You will all just have to sit and wait until then.

    Congratulations, I hope you did well!

    Don't worry about the compatibility stuff just now, KSP is secondary to celebrating! :cool:

  12. @TurielD: What your asking for is a little overcomplicated - Allowing people to sync into any time (correctly) would require the server persisting old states, which isn't a path I want to go down - You'd need to make 5 trips to the database per player per second and have an ever expanding database for such a small feature :-/. It would also make the initial sync worse (you'd need to sync the *entire* history).

    Hmm I see, don't want to load up the servers indeed.

    As I understand it, players are tracked with a particular ID, would it be a workaround for servers to make a quicksave at the point of their disconnecting and link that to the UserID? Then there would be only a single possible sync time for someone joining (their own last recorded time), and that could be compared to the current persistents to determine if any of the vessels had changed in the future to disallow interaction.

    Semi-related issue:

    There are 2 players; Player A timewarps a few months, Player B wants to sync, but Player A disconnects before they get the chance. The 'sync' option is now gone... Could it remain on a dummy 'player A' at least until player B has caught up?

    DMP v1.6.2 is not compatible with KSP v0.90 ... yet!

    We are hard at work building a working Version.

    So until we have a one please make sure you got a Backup of 0.25 before updating.

    Good luck guys!

  13. @TurielD: This is related to how subspaces work on DMP - DMP sends you to the latest 'time' as it only saves the latest state. If a player warped 100 days and left, you'd be 100 days in the future ;).

    I wish it wouldn't tbh, that it would let me decide when to sync. Especially if we're gonna use something like Life Support systems someone warping forward to a transfer window can be a bit tricky...

    Kinda means you can't log off while your ship is in a transfer, or it's likely to miss its maneuvers. Especially troublesome if you're trying to do anything complex together like meeting at a planet.

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