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KSP2 Release Notes
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
@fresh_sms: Making some progress. They are stored slightly strangely. @Wilmotron: I guessed joystick because some joysticks have return to centre buttons that are interpreted as an axis. It confuses me why KMP brings up the issue though.. Did you try starting ksp with it unplugged? @meeces2911: Sounds helpful, Gimp should put this in the OP. @inigma: Yes, but in 0.1.4.0/2. It jitters a fair bit and it's quite difficult to do, but it is possible. Something seems wrong with 0.1.5, docking mode seems to be one-sided, ill confirm that later Docking mode works by comparing the other ship to where is says it is and putting it in the middle of those 2 points, hence the jiterryness (I think... Gimp might weigh in) I generally recommend getting one of the players to sit still, and get the other player to do the rendevous burns / warping. When he is close and killed relative velocity, get the other player to sync to your time. @Reeposter, you have to add the mecheb parts to KMPModControl.txt on the server. Because it adds parts it should also go in the required section. Someone made a part list program for the old KMPPartList.txt file, its generally easier to use that (not sure if link is in the op but I know its on spaceport) @inigma: Lol yes, this is not a hoax. It works (mostly...) -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@ChronicSilence: Type "mono --version" into the command line. If that says something like 2.6.7.5, You need to stop using squeeze and start using wheezy (the current stable). The debian stable version is "2.10.8.1-8" - which supports .NET 4 Mono-complete is the correct package to install, I'm guessing you have squeeze in your /etc/apt/sources.list instead of wheezy or stable. That could explain it... And don't worry, you didn't break anything @Wilmotron: I've never heard of this been reported - ever. You wouldn't happen to have a joystick plugged in would you? @Spider0804: I've seen vessels explode for no good reason even without KAS, but glad to hear it *kind of* works for you -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@fresh_sms: Probably not, but as I have written a few other utilities for KMP I'll knock up something in C# that dumps the vessel data in a sane format, probably CSV. It will help me understand the vessel code a little better... @Spider0804: I know kethane stores its data in a scenario block, and that's how career mode saves too. There's a bug in 0.1.5.0 that doesn't reliably save/load this type of data though. One quirk with kethane though: The scan/deposit data exists for your player only. you won't see the same data.. I'm unsure about the other mods, give em a whirl -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@kaldt: When i set up a server in career mode it does not save the progress This *should* be fixed in the development version, but will be fixed for 0.1.5.1 @Yilmas: I know if you warp and come out of it you do some type of sync, but it's not a full sync. Reconnecting seems to be the only way :-/ @JeXus: It sounds like you had career data saved, changed back to sandbox and it still downloaded your career data from the server. That's a bug @Ratzap: Yeah, sub assembly sharing works in the same way as craft sharing for kerbal live feed (which KMP is based upon). I just extended what was there. @ChronicSilence: "Debian" "WARNING: The runtime version supported by this application is unavailable.". I'm a debian user myself, except I run debian unstable. If the server doesn't work with "apt-get install mono-complete", then "ls /usr/lib/mono" probably isn't showing a 4.0 folder. Debian stable is old, but hopefully you just didn't install the mono-complete package *crosses fingers* -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Robzilla: War games, a strange game. The only winning move is not to play. @Yilmas: If you terminate a non-active, non-private and non-loaded ship, then it should be gone forever. If it's not, you might want to open a bug on github: https://github.com/TehGimp/KerbalMultiPlayer/issues/new There are still many bugs in KMP, you will experience more Also, bad news about that one. You can access the KMP_universe.db using 'sqlite3', to delete a vessel you have to set its "Destroyed" flag to 1. The only problem is the Guid's are stored in a binary format, so are the vessels: sqlite3 KMP_universe.db "SELECT * from KMPVessel;" I mentioned "/dekessler 0" and "/set autoDekessler" true because they are pretty much well needed on public servers. I think destroyed vessels take a resync for the client to find out... EDIT: For anyone interested, here's a visualization of the git repo (idea stolen from totemcatcher): Many people have contributed to make KMP better. This video really shows that, thanks everyone EDIT 2: Just saw the issue Yilmas, thanks. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@wargames, Welcome to the forums - Little harsh for a first message there I don't expect people to read the whole thread, 128 pages is a bit much... But yeah, they were on the same page and only 5 posts apart. You only get one of those Don't feel bad though, some people a still a little confused with how the safety bubble works. You want it on 1700 on private servers and possibly a little higher for public servers if you have problems with debris around the pad. There's a commit called "Living dangerously" (43fcd6c) in the git log. It's appropriately named. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@JeXus, You have to set the mode before starting the server, and by default it's sandbox already: /mode sandbox /start You can't change the mode while the server is running. EDIT: Just thought about this, Did you run the server in career mode first and then change it back to sandbox? -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Peder: Glad to hear it. Gimp really is a wizard. @Ratzap: I've heard of this: It looks like it has been fixed for 0.1.5.1. Subassembly sharing works the same way as craft sharing. Type !sharecraft craftname. A message will appear in chat for everyone, they can type !getcraft yourname to receive it. Note: !sharecraft looks for the ship in the VAB first, then SPH, then subassembly. If it shares the wrong type you will have to rename the subassembly -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@fresh_sms: Obviously forgot to reply to your post. Unfortunately it's a serialized vessel type, so nothing short of a C# wrapper that depends on the assembly/unityengine dll's is going to help :-/ @Ratzap: Remember that's only client side Career mode seems to be hit and miss with it's saving/loading at the moment. That's been fixed for 0.1.5.1. Also: Nobody likes having too many bills. I'll look into that one too. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@iMAniaC: 0.1.5.1 has a fix for receiving scenario modules. Kethane *should* work in the next bugfix release - but the maps will be different for each player, just like career mode points... @The Destroyer: Like this (while the server is stopped/before it is started): /set safetyBubbleRadius 1700 1700 is as low as you will want to go, it only just protects the end of the runway. Public servers probably want this a bit higher to avoid craft from rendering on launch. As of 0.1.5.1, the new default will be 2000 (gimp likes nice round numbers). @Everyone My KMPModClient program has been reported to crash or hang on windows 8.1. If you are running windows 8/8.1 and it does not crash, let me know about it please -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@fresh_sms, This is probably the best I can give you: https://github.com/TehGimp/KerbalMultiPlayer/blob/master/KMPServer/Server.cs#L3534-L3544 To use MySQL, type these before a server start: /set useMySQL true /set mySQLConnString Server=localhost;Database=KMP;Uid=KMP;Pwd=KMPPass; Then just your normal /start command. You will have to create a KMP user, create KMP's database, and grant privs to KMP. The server will create the tables when it first runs. EDIT: My interim server is back up - chrisand.no-ip.info 2076, I'm going to do some profiling on the server (I think the CPU load is too high). EDIT 2: @Peder 1. Each player has their own tech tree. There's an idea kicking around (nothing implemented yet) to allow giving of science points, or full co-op sharing like you suggested. 2. Sometimes deleting vessels does not work. I recommend /set autoDekessler true (or just run /dekessler). It removes old debris. To force-delete a ship, you have to find its GUID with /listships, and then /deletevessel guid. I'll try to make it easier in 0.1.6 with name matching. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Everyone, The KMPPartList.txt file is no longer used, it should be safe to delete. The client downloads KMPModControl.txt from the server. It ends up in the client folder as a convinience thing (I discussed putting it in memory instead, but ryan came up with a good point: Client's can see the exact config of the server). This also makes server mod configs "borrow/stealable" as well - which is a *good* thing. You guys should not be getting sync loops. It should kick you out of the server, return you to the main menu screen and very clearly say (For example): "Disconnected: Missing MechJeb2". I've never heard of/seen a sync loop. I've seen syncs then end half way (The vessel counter doesn't increment). And I've also seen fake game connects (like this, but during the inital connect): http://tinypic.com/view.php?pic=1441fq&s=5#.UsZr8f6PVqM -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Spycoclown Changing to mysql will result in a server wipe, sort of. (the sqllite databases would be simply unused until you turn off mysql). @KvickFlygarn87: I'm hosting an interim server at chrisand.no-ip.info 2076 (EDIT: It restarts if it does 20 ghost-checks due to a CPU load bug). @lmw5201: A sync loop sounds very odd indeed, the server-sided-mod-check should only mess with parts (It will kick you if you have "bad things" loaded however). I'll give it a shot, The sync loop sounds more like a generic bug and not really "Real solar system" specific. So... It appears there's a few bugs... I've listed everything I could find on the bug tracker. I don't mean this in a bad way, but... RIP L.O.G. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
Looks like gimp packaged the server a little incorrectly. To host a server, you will need to rename "MySql.data.dll" to "MySql.Data.dll" EDIT: It might be more than that for windows... Checking it out on virtualbox now.. EDIT 2: Thanks destructdez for pointing me to the right spot: Go here and click "Raw" https://github.com/TehGimp/KerbalMultiPlayer/blob/master/MySql.Data.dll The MySql.Data.dll file has changed :-/ -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
I'm hosting an interim server until some other server operators get a chance to update: chrisand.no-ip.info port 2076 It's a forced stock only server - This is more restrictive than the default setup. I only have 25mbit/5mbit, so your mileage may vary. daita's server is not a release server *yet*. EDIT: If you are lazy and don't want to play around with your game data too much, and aren't too afraid of the command line, here's a CLI program to sort out all your troubles connecting to different servers: http://chrisand.no-ip.info:82/kmp/testing/modcontrol/ The source is available here: https://github.com/godarklight/KMPModClient -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
It's been tagged, which means you have to keep pressing F5 on this page now. Barring any catastrophes, that version will be the release -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
Docking can be a little touch and go, but I managed to dock with another player while 0.1.4 was getting released. When you are near another player in orbit, it goes into a different positioning mode that keeps you both relative to each other. It may make your ship twitch like mad, but you will both see the same thing from the other point of view. Just get really really close and let them come towards you. When they dock to you the other player will watch your vessel in spectate mode (or you will watch them if they saw you dock first). I *think* your old vessel is "destroyed" and you will watch the new player, that's how it works in KMP. When they undock your ship you can hop back into it. There's also another thing about spectate mode, if the other player leaves you will instantly control that ship too. The best way to understand KMP is to just try it out @Everyone using the 0.1.5 dev client, I updated my KMPModClient program to be *slightly* less stupid and more idiot proof. I also dropped support for ICSharpblahblahLib, as the compression methods are already in .NET/mono. You only need KMPModClient.exe now (A whopping 10240 bytes!). You can find it on my build server. 0.1.5 is coming Real Soon . EDIT: Vessel piracy docking is like regular single-player normal docking - Except it unsets the target within 500 meters. Good luck. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
That exact SQL bug is one of the 2 bugs holding 0.1.5 @Everyone, I believe you have misunderstood me. I was referring to vessel piracy as in the setting that defaults to "off" that allows you to dock with private ships. It's hard even for thoae skilled at docking. This is 0.1.4.2 behaviour.... The problem with the mods in 0.1.4.2: There is no check server side. People were launching FAR and MJ parts on "stock" servers. 0.1.5 will change this, but any sane server admin will provide a config they think will be the most popular, or offer a mod and non-mod server. MJ should be put in the "required" section because it adds parts. Things like Kebal Alarm Clock should be put in the resources-whitelist section (If whitelisting optional mods) New players and old players are welcome to play KMP, we don't have the "Learn to play" attitude -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
Two caveats (at the moment) though: MySQL support might be a little "crashy", and some people have issues with science points / research not saving correctly. My mod client source code (I hope it doesn't make your eyeballs explode): https://github.com/godarklight/KMPModClient As it uses code borrowed from KerbalMultiPlayer it inherits GPL. It can be found on my build server page, or a slightly more direct link http://chrisand.no-ip.info:82/kmp/testing/modcontrol (The how to page) or a direct link http://chrisand.no-ip.info:82/kmp/testing/modcontrol/KMPModClient.zip The program *could* be a little dangerous, I haven't seen it do anything bad yet, but there is a chance it can delete all mods from your mods folder. It works like this (excluding KMP/Squad folders): 1. Connect to a KMP server and download KMPModControl.txt (hold it in memory) 2. Copy mods not in GameData-KMPModControl from GameData 3. Copy mods from GameData-KMPModControl into GameData that are in the required list 4. Delete mods from GameData that are *not* in the required list The program is command line but should be pretty easy to pick up - The idea is someone else will pick it up and make a GUI for it. There's still a few things left to implement: Like how to handle the md5 section (it doesn't) or the resource whitelist/blacklist section (it doesn't). EDIT: It was a curveball to me and I'm *good* at docking. Took me a while to figure out how to ignore the navball. I was also thinking about deleting KMPModControl.txt locally but ryan brang up one good point: How will users know the exact config of the server... It's good to hear that KMP is becoming playable, The first release kind of showed Squad why multiplayer was a bad idea, but gimp's worked out most of the teething issues Hopefully KMP runs fine under these conditions if it becomes popular again (I'm talking normal ships though): http://i.imgur.com/rfSQ0wP.png Also, 0.1.5 isn't out yet but there is already a public server (on the server list) running the development version. Short domain names for the win -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
There's a few big features coming in the next update: -- Ryannathan's server sided mod control. This has been ready to go for quite some time (Nov 25th by the commit log). Instead of each player editing the partlist.txt file, It's now downloaded from the server during connect. That means you can no longer launch (or even use) mods on "stock" servers. In 0.1.4.2 a stock server and a mod server were the same, in 0.1.5 this has changed. The other important section is the "required mods" bit, If you don't have the mod you can no longer join the server. Mods that add parts listed in the part list shall be put into the required section of the server mod control file. This is a server admin thing... I did create a (kind of dodgy but seems to work very well) program that connects to a KMP server and manages the mods in GameData for you. It hasn't been heavily tested and will not be distributed with KMP - But I'll make it available on my build server. -- Career mode "/set gameMode 1" will make it a career server. -- MySQL support Because some people (especially mac users) don't like sqllite. -- Vessel piracy (This was more of a configurable bug fix) The target still unsets at 500m away from the craft, but if you can dock without using a target (the nav ball is useless), you can take control of the craft by docking to it. -- Even more connection improvements (shameless self plug) You should no longer get the "UDP connection lost" spam. More important messages get through quickly, thereby making things like chat much more responsive. You can even talk during the initial sync. There's been quite a few changes and I've missed a *ton*, but I'm not really fond of combing through the commit log. I assume gimp will do that to make the changelog -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@KvickFlygarn87 The issue tracker looks promising, but it always looks promising: https://github.com/TehGimp/KerbalMultiPlayer/issues Select 0.1.5.0 milestone A better way to look how far we come is the commit log since 0.1.4.2, but you could be in for a little bit of a reading.... At least you don't have to read all 666 commits -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@cricrithezar I haven't had a crash in 0.1.4.2/0.1.5-dev but you may mean the connection. In the dev version I've probably improved it to the point of it working over avain carriers: http://en.wikipedia.org/wiki/IP_over_Avian_Carriers @Ajent_K, "It rejects my IP address and port" means you are either running a server already (if the server "crashes"), or hamachi isn't working properly. If you are in the same LAN network (connected to the same router for example), you should just connect with your 192.168.x.x addresses. If you aren't in the same network and hamachi is giving you troubles, try port forwarding (here's a guide): http://portforward.com/english/routers/port_forwarding/ You need to forward TCP and UDP port 2076. EDIT: I have no idea what the ads are like on that side as I use adblock plus :-/ EDIT 2: Most routers have a default password, It's more than likely its unchanged. Sometimes the router username and password is written on the bottom of the box, In other cases it's just user:admin, password: (nothing) -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@everyone: because I'm still shaped until the new year, I'm going to try to get KMP working on really slow connections, I'm talking molasses slow here (as in 30kb/s both ways shared between 5 computers type of slow). Hopefully I can abolish the "Lost connection with server" issues completely. EDIT: Yay, welcome back signature. EDIT 2: I did it.... https://github.com/TehGimp/KerbalMultiPlayer/pull/530 https://github.com/TehGimp/KerbalMultiPlayer/pull/534 https://github.com/TehGimp/KerbalMultiPlayer/pull/536 -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Rockyfelle185, kerbal.wlsing.nl is the "official" public server list. I added it to my sig but I don't thinks the gods/mods have approved it yet. It's definitely set correctly... @gallexme, that's bug #455. It was kicking around for ages and we thought it was fixed a few times. It's fixed in the dev version. (Another link I had in my sig). Murphy's law is probably going to come into play here, but I *think* the goal is to release on new years day. A few critical bugs come up on christmas . -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Rofl47: That's actually not completely impossible, but it would be in camel case (addMoreRockets). We already have a variable named gameArrr, which is the variable to let you steal private vessels if you can dock to them without a target set. (EDIT: In case it was not obvious, Pirate-speak "Arrr" for the vessel piracy setting) @tetryds I've seen that reported before, try a bubble of 1700 and then drive backwards a bit. Vessels spawned in my game but sometimes exploded