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Unit327

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Everything posted by Unit327

  1. KSP with a lot of mods often hangs forever during part loading for me, does anyone else get this? Sometimes it takes me 5 goes to get into the game, but once there it runs fine. I'm on mint/ubuntu, 64bit, using LC_ALL=C. I'd post the log but I've watched it with tail -f and it's not very informative (always stops on a different part, no obvious exceptions or errors logged). Still have around 500MB of ram free after loading the game.
  2. Nope, haven't seen that one. Does it happen on windows 32bit (or linux/mac) for you? Most mods authors (and squad themselves) don't support 64bit on windows because it is quite flaky. I can't replicate it on linux myself.
  3. Hmm. Try using pavucontrol (you can install it from the software center).
  4. Is anyone else experiencing much worse performance in ksp 0.25 compared to previous versions? Specifically the aerodynamic fx (re-entry heat) and the green highlighting when attaching a part in the SPH/VAB bring the game down to single digit FPS. This is on a gtx680 with the proprietary 343 drivers (same thing with version 313). This never happend on the same computer with ksp 0.23.5.
  5. A good place to start is reading the code of other mods and seeing how they work. You could even consider contributing to an existing mod rather than starting a new one.
  6. Looks like it could be quite handy. I see you are going through every part on every vessel on every physics frame (FixedUpdate), do you have an idea of the performance impact that will have?
  7. Download tar.gz or zip Changelog: * Updated for KSP 0.25 * Fixed a bug stopping main menu from working on client * Fixed a bug with the auto start setting not being honoured * Fixed a bug preventing focus switching in map view * More logging to help diagnose connection issues * Vessel renaming synced
  8. I have tested and can confirm that the mod works with the 0.25 release of KSP.
  9. That question might be better aimed at Squad, but I think they'd probably be ok with it. You're still only playing the one "game", despite there being two processes. It's not like you have to buy a new copy of your word processing software if you want to have two documents open at the same time.
  10. Yikes, the KSP forums seemed to have stopped emailing me when someone replies in here. I thought no one was interested in the mod, so sorry for the radio silence. The first thing I will do is download .25 and make sure it works okay with that. Now to address all your comments. I'm glad you like it! Yeah the navball doesn't work, it's a feature I tried to implement for a day or two but didn't get very far. The ship part count etc will most likely never work. I very deliberately decided to make this mod "map view only" because it is far simpler. Getting mass, fuel, parts etc synced would be a lot more work, and my full time job takes up most of my screen time. Sorry to hear that. From the log it appears that the data sent via UDP isn't arriving on the other end. I will try and replicate it but most likely it is a networking/firewall issue on your end. What IP/port settings are you using in samv settings? Most of those bugs are just "things I haven't done yet". A few are listed on the github issues. As far as an API goes, it's pretty much already there. If any modders want to use it to sync their mod data across, they can. It's not something I am going to work on myself, there are too many bugs to fix before adding new features! Yes, it would be more efficient in terms of initial network bandwidth, but that isn't a big issue. The saves/crafts are transferred very infrequently. The positional/velocity updates which are transferred every 1/60th of a second or so are much, much smaller. Unfortunately ksp really doesn't like it when you force update the position/velocity of vessels near the ground, and the built in cheat mode "Indestructible vessels" doesn't do what it says on the tin. I usually mute the map view instance.
  11. The mod still works as is with 0.24. It does seem a little bit more buggy, but the good news is that it won't effect your game negatively in any way, it's just that occasionally the map view will be looking at the wrong vessel. When stuff like that happens you can just restart the map view at will without interrupting the main game. I do plan on trying to address these bugs soon, but real life keeps getting in the way.
  12. Our window managers are very different. In mine (openbox) I can just right click the window's title bar and select "undecorate", poof, the border disappears.
  13. Sorry for some reason the forums haven't been emailing me when people post here, so I missed out. Grumble grumble. You probably want to run one of the instances in window mode, then "borderless window" it. Sorry I don't know how to do that on a mac (I run linux myself), but you can at least enter window mode in the ksp options (it won't conflict with the options of your other ksp instance). Hmm that shouldn't happen especially on the one machine. I know at least one other person has it running on mac, so that shouldn't be the problem. Have you started the game on the "server" and loaded a save? As usual log files might help diagnose the problem. You can probably run the second instance directly from a command prompt/shortcut, bypass steam, and pass in the arguments that way.
  14. There was nothing obvious in the logs and I haven't been able to replicate the problem on my machines/network. Perhaps it is a firewall blocking things? You could also try without other mods installed just in case there is an incompatibility (I noticed telemachus in the logs). That's probably unlikely though. In the next release I'll put more logging messages in there which should help diagnose these kinds of problems, but there's not a lot else I can do right now, sorry.
  15. Thanks for the logs, I won't get the chance to investigate properly until tomorrow, but it indeed looks like the udp comms isn't working.
  16. Yep they're the ones. Post them on pastebin.com, send me the link.
  17. Stand alone map view uses two connections: A tcp connection for transferring the save file A udp connection for updating the state of the current vessel It appears as if #1 is working but #2 is not (log files would be informative here). When the udp connection is working, the map view switches into flight mode automatically. At a first guess the settings for the udp connection to the other machine aren't correct, what do you have them set to?
  18. That little grey box is the window, but there should be an icon in it. If it is empty it could be an installation problem. Does "icon.png" exist in the samv_client and samv_server directories? If it is missing then that is the problem. If not, then I'll probably need the logged output from the game to see what is going on. As a work around until we figure it out you could manually create the configuration files. The server one goes under the "saves" directory and is called "samv_server.cfg". Set its contents to: { Enabled = True Client = localhost ClientPort = 26719 ListenPort = 26718 } Change the client to the hostname/ip of the other machine if necessary. The client one is pretty similar, it also lives under the "saves" directory and is called "samv_client.cfg". Set its contents to: samv_client { Server = localhost ServerPort = 26718 RecievePort = 26719 StartAutomatically = False } Again change the server to the hostname/ip of the other machine.
  19. Yes. You set can set the hostname/ip and port on the main menu screen of KSP. Click the icon in the "samv" window.
  20. You're right, thought I fixed that. Will release a new version sometime today with the fix.
  21. Hmm the mega host still worked for me. Regardless, I've changed the host to github releases, grab it here.
  22. OP is no doubt building ships with big part counts, which will cripple any computer known to mankind. Try that raptor and you'll see the yellow time slow mo.
  23. Yes. Theoretically with a bit of port forwarding magic there's nothing stopping it from working over the internet too, but I haven't tested that. The advantage to having it on the same computer is you can just move the mouse cursor to the other monitor, rather than juggling two mice and two keyboards.
  24. That is odd. The mod just uses a standard nslookup, which on my machine (I run linux too) resolves to the ipv4 address. On yours it appears to resolve to the ipv6 address for localhost (::1). Theoretically that shouldn't cause any problems, unless the version of mono that ships with ksp doesn't like ipv6. I'll do some testing, but glad you got it working.
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