-
Posts
682 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by godarklight
-
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Splendid: Jumba manages it manually for now, Post a thread on reddit (http://www.reddit.com/r/KMP/), and ask to be added. If I had to take a punt at it, I'd say KMP needs on average 15kb/s per client both ways but it varies between players that are idle in the VAB and players that are surrounded by debris (or uploading screenshots). If you do make it on the list feel free to join us on IRC - Most of the server admins (and devs) hang out there. It's handy to keep in touch @inigma: I'll attempt to explain this in simple terms: For the actual KMPServer setup: On the first (public) server, you would just "/start" as normal. On the second (private) server, you would type (for example): /set port 2077 /set httpPort 8082 /start Now for the not so easy bit: If you are not hosting a server for your local network and want to be open to the internet, you will need to a) Port forward, or Have the real internet IP address inside your computer. a) The best I can do is point you to http://www.portforward.com. Pick a router that is close to your model if it's not there (the same brand is usually enough to figure it out), and pick any application - But use TCP and UDP ports 2076, 8081 (first server) This is unlikely and also insecure - but it's how I have my internet set up at the moment. This usually involves running a modem in bridge mode (or if you are in australia - connecting an NBN NTD straight to your computer). My basic explanation is this: With IPv4 addresses, The public address usually lives on the modem. Any internet computer trying to access your KMPServer will end up at the modem, and the modem will say "I'm not running a KMPServer" and close the connection. If you port forward, the modem knows it should pass the connections to a computer on your local network, and then your KMP server will work for internet addresses. <ipv6_rant> The good news: With IPv6, port forwarding does simply not exist. Every computer has a real public IP and one day port forwarding will be forgotten, Although you might have to allow the port in your firewall... The bad news: Having an IPv6 address is beyond rare because ISP's are slack - I have to use a tunnel broker. Here's a IPv6 link to my dodgy* build server, too bad you won't be able to see anything http://[2001:470:d:9f7::1]:82/kmp EDIT: IPv6 in KMP does not work on windows, I'll tackle this after the server lagging bug (seen as chat lag) is solved. It *should* work but there is something funny going on inside of KSP. </ipv6_rant> EDIT 2: Removed forwarding ports because I realised you also want to run a lan server. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Vladthemad: That's a tad interesting, It appears that your VAB is rotated 90-something degrees... But I see you also have mod parts - Does the VAB-rotation thing happen with just KMP? @desj16: That's actually a workaround to stop you from wiping your science, but I have a another workaround that also helps (it's server sided): http://chrisand.no-ip.info:82/kmp/testing/science-only-once/ Overwrite KerbalMultiPlayer.dll and KMPServer.exe in the server folder. Basically, It sends the science data only once, which stops that error from appearing after you warp / sync. Because the science data can't change from the server side (yet - we haven't implemented co-op science mode), I'm not aware of any side effects from doing this. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
When updating the server you only have to replace KerbalMultiPlayer.dll and KMPServer.exe. Copying over everything works too . 0 1.6 will break KMPModControl.txt but will include a /modgen command to make the file for you thanks to ChronicSilence. My new 'biggest issue' is to reduce the server lag. Anyone who has played on a public server has probably experienced extreme chat lag (on the order of minutes) even with 2 or 3 players. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@JohannesMP: There should not be, But I've noticed that hitting one of the arrow keys on the end causes strangeness. [07:40:51] [Info] : Command Input: /deleteship 7a488cf9-a010-4a14-a61a-72f1af8a3b3c [07:40:51] [Info] : Vessel 7a488cf9-a010-4a14-a61a-72f1af8a3b3c marked for deletion. /deleteship 7a488cf9-a010-4a14-a61a-72f1af8a3b3c [07:40:54] [Info] : Command Input: /deleteship 7a488cf9-a010-4a14-a61a-72f1af8a3b3c [07:40:54] [Info] : Vessel ID invalid. Hopefully this was the issue (I believe other keys do it too) Yatagan: That sounds like a bug to me. When I launch ships, they do appear in the game exactly as you would expect to other players (above 22km on kerbin I think - below this they are destroyed by KSP). The thing I find strange is that you managed to land near each other and could see the kerbals, but not the actual landers themselves. Did a reconnect to the server fix this? -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@makkenhoff: Tracking in https://github.com/TehGimp/KerbalMultiPlayer/issues/626 I've seen this reported a few times but never knew the cause - I always thought it was from a bad install of the server. From my experience with KMPVesselDumper (which doesn't work due to the same bug), Using ConfigNode anywhere outside of KSP causes a crash due to bad/strange dependencies. Some users are affected by this, I think it is quite rare. I don't have an issue running it on mono 3.0.6, I haven't tested Windows XP (But I know you would need at least .NET Framework 4.0). -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
Haven't had a change to pull that video apart for bugs just yet, Something on my to-do list for tomorrow I haven't played with RemoteTech2 but that sounds like something funny is happening with input locks. I think you can see what input locks are on in the debug menu. @Nold: That sounds suspiciously like a KMP crash from the description. The only other explaination is you got kicked for having an invalid player token (which is should tell you on the main screen), or incompatible mods compared to the server (which is should also tell you on the main screen). If it was neither a player token issue or incompatible mods, Can you upload KSP_Data/output_log.txt to pastebin and PM me? If you see an exception in the log, feel free to also open it on our github bug tracker: https://github.com/TehGimp/KerbalMultiPlayer/issues?state=open (That requires a github account however). -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@tetryds: It's exactly once every 3 seconds (by default) I can't speak for the others, but because I was on ADSL (and then accidentally got shaped when I switched to 4G-LTE), my priorities were improving the network. Pre-0.1.4 I couldn't even play on any internet server at all, in the current dev (my improvements got merged), even UDP refuses to drop out. My priority at the moment is to do final testing with my NTP sync branch. The "Kicked for being too slow" messages won't exist in 0.1.6. @JohannesMP: Now I have to watch 35 minutes of video and open up lots of bug reports @Rizendell: To be honest, I think that might even be more tricky. I've never even attempted 3-way docking mode. Spectate mode has been around for quite a while now but it's a little unclear that you have to try to fly the other players ship. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Figglezworth: You should have still had everything when you loaded KMP in singleplayer, but 0.1.5.0 has a bug where the clients will wipe their own science data. It's fixed in dev (which is still the tagged release version). EDIT: Interim server back up due to 0.1.5.1 being released. chrisand.no-ip.info 2076. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@DougJunior: We don't do anything special with regards to mods, if a mod works then it works. If it doesn't then it doesn't. Luckily most mods seem to work relatively well. @jeb_the_potato: Ask the server admin to delete Squad from the required section, that really shouldn't happen and it's a little unnessecary for 0.1.5.0/1. I'll bring this up with ryan/ChronicSilence when I get the chance -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Vladthemad: The only thing lag related that I have changed (for 0.1.6 though, in my ntp-sync branch) is deleting the override for the FRAME_DT_LIMIT. It was set at 1f, which means the game won't slow down until it's running at 1fps. As this is a user setting and I can keep the clocks in sync better, I removed it (Not merged into dev yet). The cause of the lag would be nice to figure out however. @Spider0804: I haven't used scansat personally, but if it's in scenario blocks then it will be saved. 0.1.5.0 did have a bug where the client would reload bad scenario data and resend it back to the server, this has been fixed in dev - but using a workaround (for the moment). @JohannesMP: You make *much* better bug reports then I do . I'll open an issue with a brief description and link to your post. I can give you some answers however 1:47: That's definitely a bug. 2:10: That can only be fixed if a way is found to reload the tracking station list. 2:38: If you reconnect quickly enough, you will run into issue #568. 3:05: That's.... strange. It would have been nice to check if there really was 2 rovers in the servers /listships (this would mean there's a duping bug). 4:00: Vessel updates are sent every 333ms to be exact, nice spot. Actually, I've noticed the 333ms 1-2 1-2 1-2 jitter while docking too. There's more to this bug. As far as the velocity things go, That's one for gimp . 4:42/5:16: I wasn't expecting them to disappear - So they aren't actually duplicated. It sounds like a vessel update is getting in before a player syncronizes - This might be another attempt at understanding the vessel code. 5:34: At least they don't insta-explode now, they fail in a very specific way. I have to link this. (sorry) 5:52: I'd expect the vessel debris to be loaded faster, maybe a bit of #555 (server processing lag) mixed in here. 6:02: I guess #555 could cause that too - But that seems like a bit of a logic / ordering error 7:15: Errr... That's a little too kraken-y for my liking. Speculation: Weird secondary updates sent to each other perhaps. 7:27/8:26: Opening the docking ports can take up to 45 seconds because that's when we send the full vessel again. Sounds like it could be improved by either using some type of "part modified" event or just simply checking the vessel to see if it changed (somehow). 9:14: Well it's an improvement from the early days: . There was talk of using the kerbal AI to actually get the kerbal to walk, but kerbal AI is apparently isn't very smart - Plus do sit on those monstrosities we call "rockets" after all .10:10: Kerbals are dangerous smoking hazards . Err, I have a feeling the kerbal is being placed in the space where he should be, and not actually holding onto the ladder. This would cause badness. 11:05: Sounds like the full update hasn't come through yet, the vessel will still have the kerbal inside of it. 11:18: Ahh yep. Ladder bug confirmed. This video is a really good and clear demonstration of some of the surface bugs. I'd eventually like to see everything listed under the gameplay section of the OP to work without a hitch: Then we really would be able to have drag races on Eve. KMP does have its moments, but it's improving every day. I guess that's why it still has the [wip/alpha] tag. I would love to see a reaction video to this video (or any other "assorted weirdness" KMP video) from squad, because they want to include multiplayer into the base game. Gimp has taken up quite the challenge here -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
The only reason the new default is 2000 in 0.1.5.1 and not 1700 is because 2000 is a nice round number 1700 is conpletely fine 0.1.5.1 should be released soon. The release build on my build server is basically a release canditate (it got tagged), if nothing pops up that will be 0.1.5.1 -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Spider0804: Dekessler has always worked (It removes debris older then 30 minutes), but the client needs to go through a sync to see the changes (aka go for a quick flight / use one of your vessels and jump back to the tracking station to see). Normal ship terminating from the tracking station has been fixed in dev. @Figglezworth: Type !bubble so see if you are still in the safety bubble. The new default is 2000 (2km), the lowest you will want to set it is 1700 - It just protects the end of the runway. You shouldn't need to be in sync to see each other (I think, I know future vessels are transparent though) - "synced" just means you are both playing in the same time. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Vladthemad: I've forwarded your alien reports to the relevant authority and they will be dealt with accordingly Also, I think we should chuck something up on reddit and come up with a few different "semi official KMPModControl.txt mod packs" or something along those lines. It is listed in the "Here we can discuss" sidebar so I'll open a thread on it. *Note, 0.1.6 (not 0.1.5.1) will break KMPModControl but only slightly, it's relatively easy to fix up. @Figglezworth: Something "working perfectly" in relation to KMP can only be good news. Glad to know. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Figglezworth: Far must use modulemanager then to edit the base control parts and stock control surfaces. Either way "FAR ships" won't load correctly when changing back to stock. Disclaimer: I haven't used FAR :-/ Also, I understand setting up the server can be a little tricky to set up for some, so I've attempted to document it (But haven't quite completed it and I don't think it contains enough humour in it). https://github.com/godarklight/KerbalMultiPlayer/blob/docs/docs/user/server-config.md Scroll down to TL;DR, It's worth reading, then mods is right under that -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Vladthemad, This story would make a good bug report. I'll look into it when I'm home. Also I mean the fine print on my build server page down the bottom. I really must pick a different colour scheme... @Figglezworth, I nearly guarentee that it will work. Someone launched FAR parts on the dev server during 0.1.4.2. Dev server is supposed to be stock :/ -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Rawbowke: From what I understand, soonish. We haven't talked about release dates but the 100% server cpu thing is kind of important - and I believe the only thing left (which is assigned to me, but others can poke it too). @mnau, For some reason the frame_dt setting was getting overridden in KMP. I've removed this with my ntp-sync branch, so that's probably something for 0.1.6. Also: all servers are probably sufferring from the 100% cpu thing, which you experience as 3 minutes of chat lag and kicking everyone who doesn't lead the subspace (which I'm also going to fix in my ntp branch) @Vladthemad, Haven't had much experience with mods (especially any with spaces) before, but give them a try. You never know Yay for dodgy* build servers (You guys may want to read the fine print down the bottom). @lumpman2: In 0.1.5 the server controls the mods but doesn't actually use them. See if your friends can launch the parts, and if possible compare any differences with GameData. -
The modcontrol upgrades have already been coded and pull requested but can't be merged until after (if we don't skip it) 0.1.5.1, And even after that some people might prefer your program. Either way it will be useful until 0.1.6 comes out, which will probably be quite a while. Thanks for providing your program, It makes modded servers slightly less painful to run
-
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Lolaks: Servers don't automatically show up, you would be after the add server button in the main menu. We don't want to rely on any central server from what I understand, although technically that would be possible to implement... I put the server list that Peder linked in my signature because of the sheer amount of posting I do on here @Everyone: Just trying to keep you all updated, If we don't skip 0.1.5.1, these are probably the current blockers: Issue 555, assigned to: godarklight: Constant 100% cpu usage on KMPServer https://github.com/tehgimp/kerbalmultiplayer/issues/555 Issue 577, assigned to: nobody: Unable to terminate ships for good. https://github.com/tehgimp/kerbalmultiplayer/issues/577 If we do skip it, we've got a few things ready to be merged in and some really close: client-side-priority-splitting: Basically better management of the TCP stream. Talking in chat while uploading screenshots and syncing will work completely fine. Oh... And no UDP dropouts. Ever. ntp-sync: Instead of getting the user to skip time and get kicked if they are too slow for too long, the game will dynamically warp them (1.05, 1.1, 1.5x) them similar to how NTP works. toolbar-support: If we like it. server-side-modcontrol-upgrade: Basically dump the mods in a Required and Optional folder and /modgen will do the rest of the work making a KMPModControl.txt file for you. As per usual: I would have missed a ton of things. Gimp has avada kedavra'ed the bug with career mode (and many others) so you will be able to SCIENCE!!! with your friends -
Hrmm, Looks like some people are having troubles with newer versions? http://www.reddit.com/r/KMP/comments/1uve8u/is_there_any_tool_to_put_all_the_mod_parts_into/ I did mention for him to get in touch though. Also: It's looking like the improvements to mod-control will get merged for 0.1.6 (after we get 0.1.5.1 out), so instead of going through this program, server admins will just have to run /modgen on the server and it will auto-magically make a KMPModControl.txt file. I on the other hand will have to update KMPModClient to support the new version :-/
-
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@mnau, does it look like this?: (Bug #557)I suspect it's a KSP bug, but it seems to become very common with KMP... @Vladthemad: I would totally laugh if it's just another player messing with you. Leaving Jeb stranded seems a little odd though... I usually care about my kerbals . I haven't heard of this bug before... EDIT: Welcome to the forums matcr It seems something's up with docking mode, the vessel updates are sent 3 times a second which is why you see jumpyness. However you should see the same thing from both computers, It worked in 0.1.4.2, but 0.1.5 looks like there is a problem with it :-/ EDIT 2: My interim server is up and running again, chrisand.no-ip.info 2076. I'm profiling the server and think I've worked out the source of the lag, but need some actual players to hammer it for a while to see if it breaks . It's compatible with the release 0.1.5 (I think). -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Spider0804/AlchemicalAgent: I commented on that bug report, When I can confirm it I'll reopen it. @Vladthemad: 1-2: *Should* be fixed in dev. 3: I've noticed that too. I intend to reallow reverting and physwarping, and stopping the "User kicked for being too slow" messages. The time would catch up when you're back on the pad / in flight. 4. Usually that's caught and it rebuilds the database if it's missing or bad. Nothing's wrong after the database exists :-/ My build server isn't actually dodgy, but I just wanted to let the people using it know that things can break in the development version. It sounds like my build script is messing up on the packaging. You have the right idea updating from 0.1.5 though, for the client you only need to replace KerbalMultiPlayer.dll, for the server you have to replace KerbalMultiPlayer.dll and KMPServer.exe. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
Because of a few questions regarding the server and mods, I've made a server documentation file, currently work in progress. The final version may contain more or less humor. https://github.com/godarklight/KerbalMultiPlayer/blob/docs/docs/user/server-config.md @KvickFlygarn87: Most people have been concentrating on things for 0.1.6, but there's been a few fixes for 0.1.5.1 Probably the most notable for everyone: Career mode should now work without loosing science points Something that obsoletes my command line chat program: Linux users can now type in chat without fear of staging their rockets And the ton of things gimp does. He will make the changelog when it's released. A release date has not been discussed yet though. You can always check KMP's pulse if needed https://github.com/TehGimp/KerbalMultiPlayer/pulse -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Wilmotron: It sounds like the joystick is still being detected somehow by KSP. Perhaps try rebooting with it unplugged?. It sounds like it has something to do with input locks. @soulmakerpl: That usually means it's not installed correctly :-/ @YellowDart: The hardcoded error messages do say what mods are missing, but if you are a small group just tell them to use the mod pack you made . I made a form of mod manager where it re-arranges GameData and backs up mods in GameData-KMPModControl, it's on my build page. It's helpful for playing on different modded servers - but it's a command line program atm. @ChronicSilence: Fork https://github.com/TehGimp/KerbalMultiPlayer, do your magic, then pull request it . It's handy to jump on IRC where most devs and server operators hang out: irc.esper.net #KMP. @SCVsUnion: I knew that would happen eventually. I talked to ryan about putting that file in memory but he said it's a good idea to see what config the server has. That file must be changed on the server, the client one gets overwritten on connect. EDIT: Also note KMPPartList.txt is completely unused now. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Jimasaurus: It means exactly that. But more specifically, it means you didn't copy the saves folder into your KSP folder. @Beekerson: They are public servers for everyone, The server admins are friendly (they don't bite) and most hang out in the IRC channel with us, some of them are also devs. Jump on and say hi @fresh_sms: I'll try to finish it today, seeing as how I'm mostly free with KMP for now - Just have to write a little documentation for some of these frequently asked questions. I've made something that has potential, but need some opinions on it, it involves never seeing the "Disconnected for running too slow" message ever again. EDIT: @fresh_sms: I'm having trouble running this mess on mono. I can't seem to use a ConfigNode, which means getting the data will be impossible for me. https://github.com/godarklight/KMPVesselDumper It's complaining about a missing System.Core 2.0.5.0 - Which doesn't exist on mono (Referenced from Assembly-CSharp.dll) It works if you comment out the confignode.count line, but only debug dumps vessel guids and owners...