FS3D
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Everything posted by FS3D
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Same here. Looks like something's up with the site, or with CloudFlare.
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Doesn't help the situation, any. I'm also having the same issue. I'm going to open a ticket and see what can get done about it. I've already done all the usual checks locally, across multiple PCs on my network, so it's gotta be somewhere online.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
FS3D replied to Thomas P.'s topic in KSP1 Mod Releases
I think his argument is that he got something for free, but it doesn't work with the latest version, and rather than realise that nobody is getting paid to develop Kopernicus and make it work with the latest quite-extensively-changed version of KSP, he'd rather go on about how those of you who have worked on Kopernicus are deliberately leaving everyone "hanging" (you know, as opposed to what is happening in reality). It's a little like a Karen walking into a coffee shop, complaining that the free donuts she was given at the drive-thru aren't fresh from 5 minutes ago or aren't made with Strawberry jam. Right? I'm amazed that people think it's acceptable to complain that the free content they are getting from people who do not get paid a red cent for any of this work, have to wait while those who do the work have to somehow fit it in with their full time studies or employment. Not everyone has a trust fund and time to waste. -
[1.2.2] Netherdyne Mass Driver Mod- Version 1.3.2 is now LIVE!
FS3D replied to Northstar1989's topic in KSP1 Mod Development
Apologies if this is the wrong place for this... But I'm having trouble getting the mod to work with any build of KSP 1.2.2 The parts appear just fine in the editors. There are no options in the Action Groups Editor for any of the parts, but having never been able to get it working, I don't know if this is normal or not. The models load just fine on launch. They also have an arm accelerator option. However, no amount of clicking works to arm the accelerator. The options do not change. Nothing happens. I have tried this with a sole accelerator, and an accelerator chained to its' network counterpart. I have tried this with and without a coupled mass to propel. I have done this with huge stacks of batteries to ensure electric charge, with and without cheats etc. There is always a probe core attached directly to the ring for control. I have tried this on my standard KSP build with other mods, as well as on standalone KSP 1.2.2 64 bit, and even the 32 bit build I haven't had to use since 64 bit was made available the second time around. I have tried it on 1.2.9 (although I suspected it would crash, which it did) and 1.2.2 (where the above all applies). I have yet to try it on prior builds, though I suspect it will either work, proving something is out with 1.2.2 on my desktop PC, or it won't, proving that my build of Windows is at fault. I'm on the latest build of Windows 10. Are there any dependencies that aren't listed in the README file? I haven't seen any, and I ensure that the folder structure is replicated exactly as it appears in the GameData folder so I can't see that being an issue.- 218 replies
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Same here. Unfortunately, I do not have the Steam version of the game, meaning I cannot update.
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Single ship seperate CPU's(docking)
FS3D replied to Arugela's topic in KSP1 Suggestions & Development Discussion
Wrong... At least in this particular instance. Every calculation on every part of a given object needs to rely on calculations performed on all connected parts in order for the results to be available. Let's try an example... A collidable object has 3 parts that all need to be checked for forces. Let's say that they are checked for forces from bottom to top. In a single thread, which is where it has to be done, you pass calculation for part 1. The result of that force calculation is retained. Part 2 is then given the same calculation, with the difference being that part 1's results are also factored in. Then part 3, with all force calculation results for parts 1 and 2 already available. In a multi-thread situation, you handle the calculation for part 1 to 1 thread. You hand the calculation for part 2 to the next thread, etc. The problem is this: Part 2 does not know what the result for part 1 was, because it was not available to the thread at the time of calculation. Your solution: " No, you could run it so they wait for each other with a little lag ..." Now here's the problem with that solution... You are simply wasting valuable CPU cycles and instruction cache space by doing this. Imagine that the above scenarios is fixed by implementing wait states in each thread. Thread 1 calculates OK. Thread 2 has to wait for Thread 1 to finish what it's doing before it can calculate. Thread 3 has to wait for Thread 1 AND Thread 2 to finish what it's doing before it can calculate. So in effect, all you've done is to make all of those threads wait for each other to finish what they are doing before they can proceed. And no... The time lost to waiting for calculations is not reduced to below that of the time required for a single CPU core or thread to perform those same calculations. If anything... More time is lost because you are no longer able to take advantage of the aqdvanced CPU features such as data and instruction caching if the data you have cached has to be flushed as a result of a separate CPU thread giving an unexpected calculation result due to poor multi-threading practices like the one you think is going to work so fantastically. For the time being, calculating forces upon a body of objects connected to each other, and therefore dependant on each others' calculated forces, is best done in a single thread, sequentially, so that all of the prior results are available to THAT pipeline. All you are doing by splitting it up is adding a requirement that the results be duplicated once they are worked out, AND you are making the other threads wait, when they could be getting on with something more useful. -
I don't suppose there's an appropriate method of reporting bugs that I can use, is there? I've come across a couple I'd like to report that I have yet to see anywhere else.
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This mod, with the right changes, should be integrated into KSP's stock version in the future... Even better is if Squad could implement the functionality directly using Unity.
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If you have 4GB installed RAM or less, don't bother. It won't be of any benefit. If you have more than 4GB, it depends on whether you need mods, what OS you're running, etc. On Windows, it's not very stable, so should only be used when you need to exceed the 4GB address space of the 32-bit version. This is true if you use a lot of mods and no Texture Management tools. The 32-bit EXE is far more stable on Windows, so it's probably best to stick to it. Performance wise, there's not a lot in it.
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Official Mod Compatibility Thread for .25
FS3D replied to NathanKell's topic in KSP1 Mods Discussions
Edited from earlier today... My brief results from testing: Note: I have already updated ModuleManager to 2.5.1 before installing B9 Aerospace, and removed the 2.4.4 version included in the pack. No other mods have been installed other than those bundled with B9. KSP has flagged the bundled CrossFeedEnabler and Firespitter as incompatible on startup. Testing in-game has been limited so far, but anything that doesn't rely on Firespitter or CrossFeedEnabler seems to work OK for now. I will try updating Firespitter and CrossFeedEnabler (if newer versions exist) to see how that fares. More in-depth testing will follow. Tests so far have been conducted in Sandbox mode only. -
Another follow-up: I've just tried accessing the Telemachus server from a web browser in my Android tablet, and it works normally by accessing it from its' built-in index page: http://IP_ADDRESS:PORT/telemachus/information.htmlas well as all linked pages from the Telemachus server. However, I cannot access the JSON data from the web browser e.g. IP_ADDRESS:PORT/?pe=o.timeToPe Because it simply displays an error page asking if I intended to load the index page (as listed above). Is this by design? If so, what resource do I need to access in order to send the HTTP arguments you mentioned earlier? Or would this information only be accessible through a request that's not in a web browser? Or is this a bug? I don't know how the Telemachus server structure is set up, so I can't see what resources are on the server for me to access. Then again, I'm fairly new to this.
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Sorry I haven't gotten back to this before now, I've been busy but I'm going to look into it now. Just to follow up: Is it possible to access the JSON data directly using JSON functions that can be included in Java libraries? I've seen a few implementations of the JSON framework (off the top of my head) for Android programmers, and I'm thinking of network overhead when I pose this question, but if it's too difficult, I may just rely on an HttpGet request in Java to pull the JSON documents off of the server. The latter is easier from a programming POV, but the former might eliminate unnecessary network traffic. Assuming I go with an HTTP request as suggested by xZise, I can avoid DoS'ing the server by using a Handler in the Android Framework (I learned about Handlers and Threads in Android recently). It allows a thread to spawn off to deal with a given request, which can then send a message back to the main UI thread, and once that message is received, the UI thread can decide what to do next. In this case, I can send another request for data once the HttpGet request has successfully completed, or timed out. Either way, it's possible to set up a polling schedule that respects delays in network traffic.
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Is there any possibility that you can give information about how to access Telemachus' data from within java code (e.g. what type of connection should a Java application make to the Telemachus server, what format is the data that Telemachus transmits over the connection, and what are the commands that Telemachus recognises)? Is it done through the use of string data, or is some of the data converted to byte form for efficiency reasons? I ask because I want to write an Android interface so that I can directly use my tablet to control KSP without having to open a web browser (I don't like unnecessary middle-men) and so I can design my own interface scheme. I'm in the process of learning Java and have just covered sockets and InetAddress methods, and would prefer to work in Java as opposed to using Javascript and HTML if possible (if not, then I'll adapt).
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Sorry if this is in the wrong place, but I haven't been able to find any email links for you guys. I've two Android devices for testing (Samsung Galaxy Note 10.1; 1st generation, and Galaxy Note 2) and can provide feedback for beta testing if you guys are interested.
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Small bug: If you have Mission Controller Extended and this plugin installed at the same time, the buttons overlap. I can't find a config entry anywhere to change the location of the Sct button in the interface, and the MCE button always gets the mouse click instead of the Sct button.
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I'd immediately retire from gaming.
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Nothing in KSP, but I did check to see if the 0.21 update had been posted yet (for the nth time)... Getting impatient... Which I blame myself for!
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I warp back to 1984 and put a quarter into "The Last Starfighter", before getting the high score and being whisked off to an outer space colony to fight a powerful enemy. $0.56 remaining
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[0.21.x] KerbCom Avionics 0.3.0.6 Alpha (29 August) - now with video!
FS3D replied to ZRM's topic in KSP1 Mod Releases
I would go ahead and release it, making sure to carefully state the instructions in the appropriate place. Having never posted a mod myself, I don't know how Spaceport works. Oh, and I'm going to try this one out once I've downloaded it. I wonder what you'll do with this mod once .21 comes out? The ASAS is supposed to be much improved.