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Everything posted by godarklight
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KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@JohannesMP: It might be worth checking the normal dev build with your build of sqlite in the server folder. I think the port to mono is unlikely to be merged, because I've made everything use the disk database and not the memory database. The server lag is another problem I'd like to tackle one day, #555, and the devils bug #666. The server is building up messages in its queue and it can't process them fast enough (or doesn't want to - I've noticed that CPU usage can be low but the server can still lag). It is worse in MySQL, but you may be experiencing similar results because it's using the disk database. @CaptainAviation: It means that KSP_folder/saves/KMP/start.sfs is missing, which means it wasn't installed properly. @bcspazer: Kerbal the mass drivers! -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Hayden06: After someone warps, everyone from the past can press the sync button next to that player, which basically warps you to their time. So easy @Coda: If you use sqlite, You might get away with 1 or 2 players *maybe*. There's still a few database issues, if you have ever noticed chat lag on public servers, that's due to the server falling behind (usually followed by kicking everyone but the leading player from a subspace). -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Hayden06: At the moment it's not currently possible to disable time warping, Keep in mind it takes half an hour to orbit kerbin and (I think) 18 hours to get to the mun. Space is big... Subspaces are a really nice way to solve the multiplayer warping problem - I'm not sure how gimp come up with the idea, but it does make things easier. I initially thought the first multiplayer mod would have been master controlled warp (everyone warps at once), but here we are -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
2) Close, When you time warp, you stop sending vessel updates and the server ignores you completely. When you come out of warp the server allocates you a new subspace. When you reconnect, the client asks for the latest subspace. The local save can still be found in saves/KMP/persistent.sfs, but KMP loads from start.sfs and pulls all the ships in. I'm wondering if it's possible to check for bad dockings (like how they are different from ok docked vessels), and see if it's possible to detect and fix. 3) Docking in KMP actually destroys the other vessel and reupdates one of the old ones, so I can see that helping, but it's probably a random chance thing 4) I put probes on everything and I still hit this, so it doesn't fix it. 5) That's clever. I tried to make a blowtorch to explode the docking port off, the first one ended up basically a mass driver, but it doesn't stay still for long enough, then I tried to invent one with a hook to wrap around a 2.5m part. I failed with that one too -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Vladthemad: Servers usually get posted here: http://www.reddit.com/r/KMP/, and were getting manually added by jumba to here: http://kerbal.wlsing.nl. I've basically duplicated the server list in php here: http://chrisand.no-ip.info:82/kmp-serverlist/. Server admins can register (Just username and password - that's all I want to store), and add the server themselves. The will only appear on the front page if my server manages to talk to the http port of the KMP server, Just like the other server list. I'll attempt to add some CSS so it's not as ugly. When I feel like it's ready I'll change the link in my sig. EDIT: It's no longer the dodgy* build server, but my CSS isn't that great either. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@ffenliv, I responded to the reddit thread but post here for convenience, some of the ships not loading is being tracked under https://github.com/TehGimp/KerbalMultiPlayer/issues/605. Ships not loading or saving at all sounds like a different issue however - If you manage to duplicate it open an issue on github and link KSP_Data/output_log.txt. If you don't have an account I can open it on your behalf, but github accounts are free and handy By default the server listens on all ipv4 addresses, you don't need to restart the server for an ip change. @inigma: Yeap, but that glue sets harder and harder every day @thetunnelrat: Haven't had this myself, but Kvick did, I've reopened that issue yesterday issue at: https://github.com/TehGimp/KerbalMultiPlayer/issues/488 @boberro: That's a common bug, I'll open it on the tracker If I don't find an issue for it. EDIT: Tracking at https://github.com/TehGimp/KerbalMultiPlayer/issues/669 @Rob2222: https://github.com/TehGimp/KerbalMultiPlayer/issues/563. It's been around for a while, we believe it's a KSP bug, but I'm unsure how to avoid it. Once you hit the bug the ships are locked together forever. Gimp's been a little busy lately, but I've been tackling what I can. I'm also trying to get the new server list working relatively correctly - It needs some CSS. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Mulbin: I do that all the time, I don't even copy the folder . As long as you would be able to see them normally (as in the 2 clients are out of the safety bubble), then it works. That's how I do most of my local testing that requires a second player @<script>alert("Hello!")</script>, That's by far one of the best usernames I have ever seen. I've decided to let you keep it, but it doesn't actually run the code in the server list / manage page now It would have probably worked on the main page if you pointed it at a server. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@inigma: Blocking OUTGOING port 8081?, That's beyond strange. My server list does seem to be working, but it doesn't have any CSS at the moment which makes it beyond hard to read. Only online servers will appear on the main page. http://chrisand.no-ip.info:82/kmp-serverlist/ As the intention is for you to take over it, I'll give you a dump of the database if there's enough people that have registered and added servers. @Everyone else: Adding a server to it is easy, register and then add a server pointing to the address and http-port. Uses prepared statements so your username can be "Robert'); DROP TABLE students;", and passwords are stored in a mysql hash so that should be secure enough... And it only asks for a username and password. No other information is collected at all. -
Spazer.net Kerbal Multi Player Server Information
godarklight replied to bcspazer's topic in KSP1 Mods Discussions
Completely correct about kethane, the map / resource data is saved on the server and downloaded on connect, but with a different map for each player. There's different pros and cons to career mode though, the main one I see against it is dedicated players will have 1000 part ship eating machines while you're still trying to make it into space exploding SRB's. If EL is more popular and more active - You will probably want to use that instead. However it does sound like we need a really slim version of hyperedit that has a "warp to base" function, and possibly a "send you directly into the sun if you enter another factions base" type of thing. That would force me to learn how to shift a vessel which *should* be quite easy. EDIT: Also vessel updates in the future aren't synchronized until your time passes the time when it happened, so no paradox. EDIT 2: ERMAHGOD THYME PARADOX!. I'm not even sure if that can be solved, or how it's even handled in KMP. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Vladthemad: The server list seems much more busy with 0.1.5.1, if you were on the server list you will see a fair bit of traffic. Unfortunately Jumba seems to be missing in action to manage the server list :-/ The problem is that the frame_dt override also affects single player. I've got a small change that reverts this ready to be merged in dev, but for now the latest dev + manually changing the physics frame delta limit back to 0.04 will work to remove the frame rate lag. 0.1.5.1 will keep setting it to 1, and 1fps is unplayable... @tetryds: It's a little unclear what you mean, If you mean rendezvous / docking mode, I'm unsure - That's gimps area EDIT: Posts appearing before my eyes!, Bookmark the KMP Server List in my sig -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Vladthemad: If you quit KSP that should also free all memory usage, the slowing down over time thing sounds odd, but I don't think we do anything that would cause that. The lag fix has been merged in the dev for 0.1.6, but for now you still need to manually bring the frame dt limit slider back to the sane value of 0.04. I'll code a little workaround for this that automatically sets it back to 0.04 if it's set at 1 (the current value). I don't expect everyone to do this manually (or even know about it). @rymdlego: After a vessel update has been sent to the server, there is no way to restore it back to a previous state. Salvage any usable modules and pretend it never happened (Or blame it on KMP - they might believe you). And yeah, the last comment was replying to bcspazer about the war server . @KvickFlygarn87: We all understood perfectly fine . @JohannesMP: I know MySQL is the only viable option for mac, but when I was profiling the server queries, MySQL runs much slower. Any more than 2 clients sending updates on my build server and it flakes out. Players will notice it as extreme chat lag. -
Spazer.net Kerbal Multi Player Server Information
godarklight replied to bcspazer's topic in KSP1 Mods Discussions
@KvickFlygarn87: Kethane shouldn't do that anymore, Each player has his own map but it should be saved on the server, meaning kethane won't reset anymore. This come with career support - They both store data in the same way. EPLP or orbital construction is a cool idea as it lets players "spawn" at duna or eve which means kerbin can be the contested planet, but I'm just thinking out loud :-/ Also trying to kill someone in atmosphere is very hard at the moment afaik - I'd nearly call it impossible (you have to be within 500 meters to see them). -
Spazer.net Kerbal Multi Player Server Information
godarklight replied to bcspazer's topic in KSP1 Mods Discussions
Now I'm generally a co-op player, but a war server is pretty guaranteed to have mods. It probably should be a sandbox server. I'd make a suggestion that a war server would still have to follow some rules: Kerbin must be neutral territory as all ships have to be launched there. Each faction must have some type of base, that other factions will not touch - Preferably something easy to get to. (Eve/Duna make sense but might be a little out of reach for some players). There must be a dedicated or contested planet/moon. (Fight over the mun maybe - I'm not sure. Maybe the Neil Armstrong memorial is precious). /allowPiracy should definitely be set to true. EDIT: Joolian battles would make sense as there are many moons and they are still close together - But Jool takes around 2.5km/s to get to, and players would still need to know how to transfer to jool. The "battle for laythe" could be interesting. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@rymdlego: Deleting the server database is way overkill, You only need to /unregister playername, or if you want to keep private ships, /update playername newtoken. I'll comment on that thread of yours -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
In 0.1.6 KMP will no longer override the FRAME_DT_LIMIT (I'm unsure why this was happening in the first place). That will remove lag from using big ships. I did have a bit of a feeling that griefing would eventually take place on public servers, but I'm unsure what the best policy for that is yet. Banning griefers isn't exactly going to work - at least not for very long. The better idea seems to be this: There is demand for a public war server, A server admin has a chance to fill this current gap in the public servers -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@tetryds, I forgot my program depends on ICSharpZipLib (I thought I was using the built in library - but windows 8 doesn't like it). http://chrisand.no-ip.info:82/kmp/testing/KMPChatClient.zip http://canyouseeme.org should work though - That is quite weird. I haven't tested KAS personally, but if you are referring to the dev builds everything should work - Not much has changed with regards to actually handling any mods - Only the KMPModControl format and how mods are detected has changed. EDIT: And /modgen on the server to make things easy. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@SDIR: Basically, most mods are compatible, but KMP may release krakens. Kethane, mechjeb, hyperedit etc all work fine*. *Kethane data is saved per player *Mechjeb can't rendezvous to players -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@tetryds/Vladthemad: Looks like my chat client fits your needs quite well: https://github.com/godarklight/KMPChatClient, With a build hosted here: http://chrisand.no-ip.info:82/kmp/testing/KMPChatClient.exe. Yes it looks dodgy because it's a single 11kb exe - but it's as big as it needs to be to work, and it fits the theme with the rest of my dodgy* build server (I'll make it look pretty one day). I do remember in the past that you could just type in what you wanted to say and it would be parsed as text - I'll double check with the other devs why this changed. About the cannot be seen thing, That's pretty weird. Players drop out of the list after 6 seconds if you haven't received a update from them (this happens during the initial sync *all the time*), but being connected and never showing is slightly different. My chat client used to do this before I fixed it - It needed to send update messages. @Carheadbutt: I replied to your reddit thread. It was unclear wether you were connecting to other servers - or if other players were dropping out after others connected to your server. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Vladthemad: Your client will see the ship at the launch pad, but the ship will really be where you left it when you reverted. To other clients (and the server), it will look like you just hopped out of the ship. Reconnecting to the server will confirm that it was never reverted. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Phoenix-Aerospace: The easiest way *by far* to check if you are set up properly is to go here and tap in 2076. If it works, give them the IP that website tells you. http://www.canyouseeme.org/ If it doesn't work, then double check port forwarding settings - I don't think firewalls will be a problem. I recommend *not* using DMZ as well - It's a bit of a security flaw. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Verdecken: Sounds like this: https://github.com/TehGimp/KerbalMultiPlayer/issues/436 That can only happen if you were around other players though, I know it's not really a solution - But if one player waits at the tracking station or uses another ship far away, docking will work like it does in single player. When it's fixed you should be able to build fly and dream together . @chfhimself: I haven't heard of this one before, I'll open it up on the issue tracker. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@JohannesMP: Bug 3 is *kind of* expected - Try it in single player . I'll tackle what I can today. @tetryds: https://github.com/TehGimp/KerbalMultiPlayer/issues/527, But there's really bigger fish to fry. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@inigma, If you're thinking php/mysql, then I'd be able to help easily. Catch me on IRC tomorrow I would take you up on the nameserver offer but I have a dynamic ipv4 but a static ipv6. @Vladthemad: Leave the underscores as underscores. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@inigma: It's just a status page, if you are running the server locally you can visit http://127.0.0.1:8081 to check what it says. The unofficial server list scrapes that page for info if you have requested to join it. @Splendid: To be listed on the server list, open a thread on reddit; http://www.reddit.com/r/KMP. Jumba should pick it up Keep in mind that list is mainly for 24/7 servers, and you want to consider bandwith requirements (around 30kb/s per player I think). @JohannesMP: I've noticed the RCS jet burst as well, It comes from the game locking up for a complete second. KMP currently overrides the frame_delta_limit setting, This should/will be removed for 0.1.6 and the game should run just as fast as it does in single player *crosses fingers*. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@inigma: The HTTP port is not used by KMP clients and is completely optional, you can either change the port or turn it off: /set httpPort 8082 /set httpBroadcast false @jay1_1: A player vessel limit doesn't exist in KMP (at least yet). However, most servers tackle debris with auto dekessler, which deletes debris older than 30 minutes, every 30 minutes: /set autoDekessler true The clients wont send vessel updates and ships in the safety bubble won't be loaded.