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Everything posted by technicalfool
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adding multiplayer
technicalfool replied to wolf creates16's topic in KSP1 Suggestions & Development Discussion
Problem with KSP being that it really isn't a game where you want to dump all the math on the server. Right now I can run a Minecraft server and several DMP server instances on the same micro-instance VPS with its single virtual CPU and massive (heh) 1.5GB RAM. Even the Minecraft server is more of a RAM hog than any kind of a CPU eater, at least with the small number of users it gets. If DMP was primarily server-controlled, you're upping the required machine stats to something on the order of a multi-core dedicated host, which most people just aren't going to afford. While the simple message-passing DMP server has its issues, the only extra brains that really should be added to the server (and probably client too) is whatever is required to ensure proper consistency between clients. Asking the server to calculate everything in a multiplayer KSP game with probably thousands of parts active in multiple physics bubbles is going to be a very big nope.- 367 replies
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Sometimes you'll get a direct response, sometimes not. The forums can be a busy place! Seems like you've done everything properly in the bugtracker though. Guess it's one more thing to add to the list for 1.1.4 (or whatever version number it's jumping to next). Also, hi!
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Re-installment
technicalfool replied to JoshSmith1501's topic in KSP1 Technical Support (PC, modded installs)
You can download from the store as many times as you like. Just log in and go to your purchases, there should be a download link available there. Also helps to keep hold of the zips or install packages in case you want to play on old versions that are no longer available to download. HTH -
Mod managers should be regulated by forum rules
technicalfool replied to passinglurker's topic in Kerbal Network
Done. I'll even use your tube to do it. -
logistics "LEGACY"
technicalfool replied to KNOEBBER's topic in KSP1 Technical Support (PC, modded installs)
Ah, you mean this one? Heh, I moved one of your help request posts out of there because there were multiple of them and just putting the one request in the tech support forum seemed like the best option. If nobody answers you here, try a polite help request in that thread. First step is to make sure the mod works when installed manually, in case you've used CKAN and something happened there. @RoverDude doesn't currently support CKAN installs for various reasons, but it's not too hard to manually download a .zip file and extract it to KSP_Win/GameData. He'll also appreciate a copy of your KSP log (log file locations listed here), same with most other support requests. Just throw it up on pastebin or upload it to a file sharing site. -
I can't speak for @sarbian, but I do know that if I got cheesed off about something to the point of hitting the nuclear button, I'd make sure I hit the nuclear button and not the "minor inconvenience" button. I don't know how long you have been following this, but the issue has been brewing for months. Some people have been predicting fallout like this for just as long. It didn't just happen, there was plenty of warning. Fortunately it seems that since a couple of the biggest modders have stood up and forced the issue, we're going to see some change, and in a good way. As far as end users go, normal service will be resumed shortly.
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logistics "LEGACY"
technicalfool replied to KNOEBBER's topic in KSP1 Technical Support (PC, modded installs)
Hi. I'm not sure exactly which mod you're on about, but I've moved your post into Technical Support where you might get better help. -
Any plans for stock larger SRB's?
technicalfool replied to strider3's topic in KSP1 Suggestions & Development Discussion
Moving this over to the bit of the forums I'm supposed to look after. Welcome to S&DD. Enjoy your stay. -
Yet. No such cast iron method exists yet. Never say never. Multiplayer gaming in KSP when people can time warp was regarded as an unsolvable problem until KMP and DMP came along. Build the support structure into the CKAN client. Have CKAN put a support button next to each installed mod in the listing that links directly to a related forum support thread or other support page. Either the author's support thread in the case of approved listings, or a CKAN-specific support thread if the CKAN listing is not maintained by the original author. Have a main "I don't know what the problem is but a mod broke" support button that links to a main support thread. All just ideas right now, but at least something to throw out there that other people can poke at, tear apart and maybe use for something useful.
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Unfortunately, the Napster defense did not work out so well for Napster. An ARR license absolutely gives you the right to restrict availability of your mod. "All Rights Reserved." However, the problem here isn't copyright. The problem is support. I'm sure a lot of extant hostility toward CKAN would evaporate if a cast iron method of ensuring that support requests go to the person who made the CKAN-META file were to be implemented.
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An author not wanting to deal with the support headaches that come from their mod suddenly appearing, without their knowledge or approval, on a mod manager service that has up until now been very reticent to fix the "dumping support problems upstream" issue is nothing to do with freedom of speech, and it is disingenuous to suggest that it is. I hope the problem is resolved soon, without more weaponising of software licenses. I have always been in favour of a workable mod manager to make stuff easier for end users and authors. However CKAN up until now, was not heading in that direction.
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Modders bring their mods to the table. That said, can we steer away from the impending shouting match and get back to CKAN, please?
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Trying *another* lock! And stay locked!
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64 bit support has been fixed since 1.1. I know of at least one mod where the author actually doesn't support Win32 builds any more. Though what this has to do with the thread subject, I have no idea.
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If it does, point people at the fork thread. If they refuse to take no for an answer, hit the report button. Give your friendly neighbourhood philanthropists something to do.
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Why people need license to pilot FPV drone
technicalfool replied to Pawelk198604's topic in Science & Spaceflight
UK lets you fly up to 7.5kg and in the case of fixed-wing, up to a 3 metre wingspan. There's other stipulations such as distance from airports and public rights of way, and there's an altitude limit of 400ft unless it's in designated airspace. For larger models as I recall, you can get a license that covers the specific model you're flying. Honestly even within those constraints, you wouldn't want to hit someone at the speeds even a .50, .60 cubic inch or so glowplug engine can get a racing airframe up to. At 25KG? You could probably send something through a roof if it just dropped like a drone out of power. Also a reason why the whole "I'll just shoot it down" thing is not the best idea. They're not pigeons. -
LiquidHype's Real Scale Launch Vehicles (RETIRED)
technicalfool replied to liquidhype's topic in KSP1 Mod Development
It looks like it's in development, and there's currently no public availability. Best thing to do is be patient! -
Moved to Add-on discussions!
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Stock Communications System: What's the Word Now?
technicalfool replied to Geschosskopf's topic in KSP1 Discussion
We done arguing about semantics? Because I'm fairly certain that's not what this thread is about. Posts snipped. Please keep to the subject, thanks. -
Alt+F12 - Flight Debug Stats
technicalfool replied to MircoMars's topic in KSP1 Suggestions & Development Discussion
Locked. -
Generally, mods go in (KSP)/GameData/(your_mod). The main class in your .dll (the class you want to instantiate when the mod loads) should have a [KDPAddon(KSPAddon.Startup.... tag on it declaring in what scenes it should start up (and whether it should only start up once), and you should be requiring UnityEngine.dll and Assembly-CSharp.dll at the least. You'll also need to make sure that your main class subs from MonoBehaviour. If you use Debug.Log("foo"), the debug log will have a "foo" in it when the code reaches that point. Useful for.. well, debugging. HTH.
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adding multiplayer
technicalfool replied to wolf creates16's topic in KSP1 Suggestions & Development Discussion
Ahem. Request denied. People are going to discuss multiplayer, and this thread might as well be the place for it. By the way ladies and gents, dsonbill is one of the contributors to the DarkMultiplayer project. You want to know how multiplayer is very much possible? You might want to listen to this guy.- 367 replies
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