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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
To celebrate the release of 0.1.4.0 (when it comes out - hoping for a weekend release), I will be livestreaming and jumping on one of the public servers. KMP has come a long way since 0.1.3.1 and should have nearly no dropouts (I just finished a 3 hour session), which makes it much more usable for me. I'll try to convince as many developers as possible to hop on as well - I'm trying to organize a community get-together . I'll likely pick one of the servers with the most slots - I guess this makes for good stress testing of KMP too!. I'll announce the date later on, as it depends on when 0.1.4 is released. Disclaimer: I'm very new to streaming. Everything seems to have been fine for the last few tries so hopefully see you there in twitch, or in KMP.. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
Something strange is going on with your windows box there. I was expecting to see exceptions being thrown. Does KSP crash on your windows box *without* KMP? KMP is cross platform (although I did see bug #461). The build server compiles on linux and most of the people using those builds run windows -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
The KMP player list thing can be hidden with F7. We might need to document things a little better . Stargazer jeb is definitely now a sync plate, in geosync orbit. I think the fading chat idea is quite a good idea while not typing. Open it up on the issue tracker, perhaps I can poke wetmelon (i think) about it That rover duping bug might be something I can fix. I generally stick around the network code area but it sounds like a full update is duplicating it. Does the active vessel reproduce every 45 seconds? Breakdancing jeb is (was?) a funny glitch, but I'm not familiar with that area yet to fix things like that EDIT: I just realised you were talking about the viewer. I may be able to change the colour for unviewed screenshots, sounds easy enough. Open it on the tracker to get an opinion on it. I do like being notified of screenshots in chat though. Even though it's usually accompanied by a "Everyone look at my GDL The Kraken on gilly" message. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
Yeah, my build server is the kinda-semi-offical development build server . I have a hook on github so it updates every time gimp pushes. Also, The safety bubble has little to do with mod parts, It's more along the lines of 2 players launching, being inside each other at the same time and everything exploding (maybe pun intended?). The bubble also prevents greifing of the KSC area by making lots of rovers and leaving them there *looking at you JohannesMP* , however most of the server radii are set to 1500 because that's the smallest that still allows plane launches. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
It might have been a better idea testing the dev version . Instead of getting kicked to the tracking station you now go into spectate mode. I think the duping thing was fixed but not completely sure. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
dotvezz, The server itself could probably run on a potato, as long as it had around 20-50kb/s per client. The client however seems to reduce my performance from launching 1000ish parts down to about 600 (GTX760). Gimp's moving house atm, so it's hard to give a releasedate. On the other hand a major feature for 0.1.5 is already complete - server sided mod control (replaces the part list client side) -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@magnus333, I think with the few different issues you have it would be helpful to jump on IRC. I'm really only a small contributor to KMP, but I should be able to work through some of the bugs. Being in the GMT+10 timezone usually causes issues for me though EDIT: @Gamercraft_GC, But then you will miss out on things like this: -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@magnus udp is only used for small messages that aren't too critical. If you see udp connection lost if will send stuff over tcp so it's not too big a problem. Uploading a screenshot is the most likely cause of this on slower connections as the upload will block other messages getting through. They will catch up afterwards. Loading *huge* ships also seems to drop UDP too. About the hamachi thing, if you are all using windows and don't have access to the router for portforwarding, it makes perfect sense to use it. If you can port forward I'd recommend that instead, you may get less lag too. /me waits for the day we all have native IPv6 and portforwarding will no longer exist... -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Skamp_X, In relation to debris, there is a server option called "/dekessler", and I believe autodekessler is coming in the next version too, This is more the server operators responsibility however. Players with laggy connections shouldn't add to the lag because I'm fairly sure each client is handled in its own thread on the server. Another plus for these guys, dropouts are nearly non-existent in the next version. Bug #312 was a huge pain for me so that was my first fix to KMP. There's also a /deletevessel command coming for server operators too, but that may be a little tedious as it only takes GUID's atm. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@spagett, hamachi complicates things, try to port forward or see if you can connect to one of the public servers listed on kerbal.wlsing.nl @timmartland, I think I'll let gimp comment on that one -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
The "docking mode" positioning got fixed in the spectate merge, Players will see each other at the same distance in the next release. You may (probably will) notice a bit of jerkiness and loss of thrust when near other players in orbit however. I'm not sure how to reliably duplicate ships yet, However I know it involves docking, the ambient noise level surrounding your computer, the moon phase, the distance mars is currently from earth and possibly the name of your first pet... EDIT: because of the goog's post: You might want to check out this tool, it scans your KSP for missing mods and adds them to the parts file: http://kerbalspaceprogram.com/kmpmodbuilder/. This will still work for the next release 0.1.4, but in 0.1.5 (hopefully) the parts list file is going to be server-sided and will be downloaded on connecting. DOUBLE EDIT: I have no idea why that button says buy now, But I assume it's an attempt at humor. It still downloads -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
Describe the sync bug. Players in the past can sync with players in the future. When you join in you automatically get sent to the most advanced player. If there is nobody in the future there will be nobody to sync with because you are already in sync (or the other players in the past have to sync to you). If you mean the server not synchronizing on login, there have been improvements in this area. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Agises, If you are compiling from source I recommended downloading git and cloning tehgimp's repo, rather than downloading the zip. The master repo moves that quickly that it will be out of date in less than half a day @ahappydude, if your interested jn contributing, fork gimp's git repo and follow COMPILING.md, I can generally guide you to the correct section if you catch me on IRC. Testing also helps a lot, "many eyes make all bugs shallow". @thegoog23 the server should tell you if you are missing those 3 files, put them in the same folder as KMPServer.exe @magnus bug #438 on the github issue tracker, I was hit with this too. If you can reroduce it reliably I'm sure we would like to know -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
Jair, I managed to rendevous with a windows ipv4 user on linux ipv6. Perhaps you typed the address wrong or didn't port forward. Kmp works cross platform. 19spacepug, I assume you mean limited bandwidth, not time. My estimation (combined up and down) is around 10kbs if idle, 30kb if flying. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
I attempted to put it in my signature.. Maybe that could help EDIT: "I was setting it as lows as 2 and having this issue. Never tired 1." 2? 2 *meters*? I think 1500 covers the end of the runway *just*. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
It's all good - you can re-add it. My build server is for everyone, but I just wanted to point out that strange things can happen on the development version. I wouldn't mind a few more people testing it on the IRC channel, it helps to catch new bugs before releases. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
Reducing the size of the bubble to 0 is known to cause issues with clearing the pad. You can tell you are outside of the bubble when the player list changes from "Preparing/Launching from KSC" to "Flying at Kerbin" or "Landed at Kerbin". -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
Oh god. Well my build server is mainly for those testing in the irc channel, so we could keep a close eye on any regressions or new bugs (or are the features? ). If you really must use my dev builds, please keep in contact with me on IRC. I'd like to know how they work for you. Although we try to keep a stable master, sometimes things break. Remember that you will be using unofficial experimental builds of an experimental addon . Edit: 1.4 will be released Real Soon , hoping for Wednesday, but it will be released when it's released. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@milint33w You're looking on the server for: /set profanityWords "very:long,list:here". You get an internets for making my laugh (for real) though. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@lionbear players in the past can sync with players in the future, you can only go forward in time. And the docking duping thing has been reported before, I'm not sure why it happens yet however. Treat it as free fuel for now -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@The space monkey: It doesn't look like there are any australian servers just yet. The server list is here: http://kerbal.wlsing.nl/ @AlchemicalAgent: Not at the moment. It's been reported on the bug tracker but nobody has picked it up yet. ALT+F12 works in KMP too, you don't need mods to cheat... -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
You need to replace "_" with "." But will do, I just searched the readme and found no reference to this, I'll add it right down the bottom under mods. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
I managed to test rendezvous today in the development version, we saw each other at exactly the same distances away and everything seemed to work fairly well. It feels a little jittery on my connection (australia - add 200ms to all pings), but it should make things much improved (you will notice a loss of thrust however). Anyone with working a working IPv6 connection (gogo6 tunnels are fine) are welcome to come test on the development server -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
If you are simply building and not developing, it may be easier to just run "xbuild" or "xbuild /p:Configuration=Release" inside the git directory, these come installed with mono-complete (Of course after copying the 3 dll's you need). Some notes on the next version: - The spectate branch has been merged. This means docking should work much better too. - My #312 fix. Caused tonnes of dropouts and should now make connections rock solid. Even people on ADSL1 shouldn't drop out - Full IPv6 support. Not sure how helpful this will be, But if you have IPv6 and run into issues, As per usual PM me . -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
This is by far the worst issue I've had. It took me a week to figure it out, but in the end I got it. This kraken is known as bug #312 and it's got it's tentacles in everything. It WILL be fixed in the next version. https://github.com/TehGimp/KerbalMultiPlayer/issues/312 EDIT: The docking bug is now getting tracked in bug #382 https://github.com/TehGimp/KerbalMultiPlayer/issues/382