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JohannesMP

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  1. Thanks @4x4cheesecake and @OHara, that does clarify some things. As far as I understand it now, you will only see a difference with the Parent and Vessel options if your parent part is not inline AND not attached with symmetry. What the Vessel/Parent Symmetry Setting Actually does Given this vessel: Attaching a part to the non-inline part in 3x symmetry with Vessel symmetry results in this: The parts are mirrored as if around the root of the vessel axis, but positioned over the parent part. And attaching a part to the non-inline part in 3x symmetry with Part symmetry results in this: The parts are mirrored around the parent part's axis. Note that this no longer works if the parent part you are attaching to is itself symmetrically attached. Then all attachments to it will behave the same way they do with the Parent option selected on a non-mirrored parent part. Here is a video showing the above details: As shown in the video posted by @4x4cheesecake, if you are attaching a part to another 2x symmetry part, hitting the symmetry hotkey (X) will perform the behavior I was originally expecting. Sort of... What hitting X in 2x symmetry does You have to use the hotkey while mousing over the part, because the behavior disappears once you mouse off the parent, so clicking the symmetry UI button is not an option. However even more interesting, if you hit X to enable this local symmetry, now hitting F will actually do something again. This results in 3 possible ways to attach a child to a 2x parent symmetry: Default: radially around vessel axis, one on each parent part After hitting F: In Parent mode: The part is mirrored around the parent part axis, on one side only In Vessel mode: The part is mirrored around the vessel axis, but translated onto the parent part: Once again it should be noted that 2 and 3 above only work if you hit X while the parent part is in 1x or 2x symmetry. Whew, ok, I think that covers it?
  2. Overview When in the editor (VAB or SPH), and placing a part with radial symmetry enbled you have access to the Radial Symmetry Space Option, which is supposed to let you switch between having the symmetry mode be relative to the vessel, or relative to the parent part. It appears that while this option has a hotkey, as well as an on-screen button, its toggle state does not actually currently affect object placement; The part placement always defaults to using the vessel as the axis of symmetry and not the parent part. Details Given this simple vessel which has two tanks (FL-T400 Fuel Tank) on radial decouplers attached to a larger central tank (FL-T800 Fuel Tank) using 2x symmetry: The default behavior for attaching a small spherical tank is to do so relative to the vessel. In other words, The spherical tank is placed with the axis of rotation being through the center of the vessel: In the tools section there is an Option that toggles between "Vessel" (Default) and "Parent" Which when pressed displays the corresponding notification: This option can also be toggled by hitting the F hotkey, described on the Key bindings wiki page as "In place mode: Toggle Symmetry between vessel or parent part". With it set to "Parent Part", I would expect the spherical tank to now be mirrored relative to is parent part (the FL-T400 Fuel Tank), which would look like this: However this is not currently the case. The above image was mocked up using single symmetry, and was not achieved using the "Parent Part" setting. Here is a gif screen capture showing the issue: https://imgur.com/p0jLF0y Note how despite being in 'Parent' mode and the on-screen notification saying "Radial Symmetry around Parent Part", the spherical tank is not mirrored around its parent part, the FL-T400 Fuel Tank, and is instead always mirrored around the vessel's center part, the FLT-800 Fuel tank. Summary Am I correct in my assumption that when the Radial Symmetry Space Option is set to "Parent Part" that objects should be placed in relation to their parent part, and not the vessel? If not, I would really like to know what this option is intended to do otherwise. Tested using KSP 1.4.5.2243 (WindowsPlayer x64) en-us Note: If an admin could move this topic to the Technical Support (PC, unmodded installs) forum, it would be much appreciated.
  3. This information is available on github: https://github.com/TehGimp/KerbalMultiPlayer/issues I would suggest filtering the current issues by milestone for 0.1.6.0, and sorting them by 'Recently Updated', as you can find here: https://github.com/TehGimp/KerbalMultiPlayer/issues?direction=desc&milestone=5&page=1&sort=updated&state=open For a list of fixed issues just click the closed' button instead of 'open'. Most of the work currently is still being done with resolving various positioning issues, specifically regarding issues #436, #509, #659, #731 and #734. Some good work has been done there, mostly via Godarklight's 'orbit' branch, and we have had some good success with small-scale testing with people in the IRC (see Godarklight's signature). I would say that these issues are probably the core of what still needs to be done for 0.1.6.0. Just as an example of why it's not quite ready yet, just recently I did some testing and had this problem: https://www.youtube.com/watch?v=lvHXFPaf6wc Although that has probably been resolved by now.
  4. darklight: did you fix the camera-resetting-while-spectating issue? In the it happens a few times, but I didn't notice it in the at all.Asking since I've been meaning to make an issue report regarding that. Is that fixed now? Do these changes also benefit viewing vessels out of spectator mode? Like say, if you had client1 sit on the runway and client2 was flying overhead.
  5. Hmm, yeah exactly what you described there is what should happen normally. Switching to a controlled vessel -should- just have you spectate it. Is his server (and your client) running the latest development build?
  6. One thing I would also just advise to check is that everything is installed in the correct locations: (click for full size) Just make sure that nothing is out of place. What version of mac OS is he running? What version of KMP is he running? have you tried the developer build? (see godarklight's signature) Lastly just for future reference:
  7. We would probably need some more info from your friend there before we can help him. For the record, I personally run KMP on mac and experience no such crashes. What version of KMP is he running? What kind of a mac is he using? We would probably need to see his Player.log file to see what is causing the crash. He can find it in Macintosh HD/Users/<his username>/Library/Logs/Unity If he is running Mac OS Lion or Mountain Lion (10.7) or later, his Library folder will probably be hidden, so he may need to follow a guide like this: http://osxdaily.com/2011/07/04/show-library-directory-in-mac-os-x-lion/ - in Mac OS Mavericks (10.9) you can set it as a preference when you have the User folder open, then open the view options (Command+J), and check 'Show Library Folder'. Once you have the log file, you or your friend can upload its content on www.pastebin.com or www.dropbox.com, and then post the link here so the devs can look at what might be causing the crash.
  8. At the time of this writing 0.1.6 is 87% complete (72 issues closed, 11 remaining) and has a listed due date of Monday, 24 March 2014. (see list of remaining issues on github). However to be clear, the due dates for this and previous Milestones have been moved back on several occasions and are not something you should become too attached to. Simply put, even tentative 'guestimation' is very difficult with an iterative project like this. All issues are not created equal; Some can be fixed quickly if someone sits down and dedicates their time to it, while some others would require considerable more work to complete and need to be tested after each iteration, which makes it effectively impossible to reliably predict how long they will take. As godarklight said above, on a few of these issues it's getting to the point where it's not just an easy fix, and will require a considerable amount of massaging KSP to do stuff that it is not currently designed for. I would suggest instead of looking for a date, just keep an eye on the issues that are left on github and how they are progressing. Then you can decide for yourself how much longer you think it might take. In any case, when 0.1.6 is released officially is I think irrelevant. If you really feel passionately enough about it then you can poke over to godarklight's build server and grab the latest test build whenever a new one pops up. They're generally already far more stable and usable than the current 0.1.5.1 builds, and is also quite easy to set up. You can hop onto the IRC as well if you need any help.
  9. I'm not completely certain, but I think science is currently handled client-side, and is not stored on the server. Someone confirm or correct me here just in case.
  10. That should be listed on your Dev server page, like in its own section titled "KMP Testing Servers"! They're specific to testing and so are relevant to show there, even if they already appear on the general server list. In any case, in a day or two that post will be buried and no-one will want to search the forums for it. I'd almost be tempted to say 'add them in your signature', but that might be going a bit far
  11. Port forwarding is only necessary if: you are behind a NAT (a router) you need someone outside that NAT to access your server. For a more detailed explanation of why and when you need port-forwarding, please see this post Since for testing you only need to connect to yourself, you don't need to port forward. Heck you don't even need an internet connection at all, just use 127.0.0.1 (local host) as the IP in the server browser when connecting.
  12. Your best bet there is to come on the IRC and ask people there. Godarklight has a development test server he uses occasionally, and he lists a server in the 'Development Clients' section of his build server page, but I'm not sure it's using that version. You can also always run the server yourself locally. It's pretty easy to set up.
  13. As of right now, you can find the latest version on godarklight's build server - if you ever need to find the link, look at his signature here on the forums. Installing it is a little more difficult than the version that's on Spaceport, since it does not include the readme. Here is what you have to do if you want to run the absolute latest version: In the "Development build" section in the top-left corner on the build server, download the latest 'CLIENT PACKAGE'. - If you want to host a server, you'll need to also download the latest 'SERVER PACKAGE' right below that. To install those you can for the most part refer to the readme that is included in the build from space port. After unzipping the client package you will need to move the contained KMP GameData folder into your Kerbal Space Program's GameData folder, and move the KMP save folder into your Kerbal Space Program's save folder. - For Hosting a server you will need to look at the readme from the build on the spaceport; it describes which dll files you need to copy into the server folder and I don't remember them off-hand. At this point you will have the latest 'official' development build installed, but because TehGimp666 is gone for a while, godarklight has been working on his own 'unofficial' branch which includes the newest changes and bugfixes. The next steps tell you how to apply the unofficial changes. They will eventually be included in the official version, but we need to wait for TehGimp666 to come back for him to add them. You can then follow the instructions further down on the build server in the "Update while gimp is away" section. The link there will show you the latest version of the two files that update most frequently: "KMPServer.exe" and "KerbalMultiPlayer.dll". For the client, you will have to download this new KerbalMultiPlayer.dll file and replace the old one that you installed back in step 1. (in other words, you will want to replace Kerbal Space Program/GameData/KMP/Plugins/KerbalMultiplayer.dll with the new dll). - If you want to run the Server then you will replace both the dll and the exe that came in the download in step 1 with the new ones.
  14. Just as a general disclaimer, not to discourage anyone from trying out KMP, but please be aware that it is indeed still very much a 'pre-alpha'. That means the following: In many aspects, not just lack of manuals, the Mod is still not as user friendly as it could be. I personally would discourage anyone from trying to use it if they are not reasonably comfortable with things like Port Forwarding, using a Terminal/Command-line to run scripts, compiling source-code or managing a database. That is not to say you won't be able to figure it out if you don't have that kind of experience but your mileage may vary. Regarding the 'Manual' being out of date: The Mod is still early enough in development that its functionality will changes very frequently, and time is often better spent working on fixing bugs than re-writing the manual. Also there are only effectively two core developers (TehGimp666 and godarklight) working on the mod, in their spare time, and so even something as simple as updating a manual can sometimes take a while to get around to. While of course the community could help out there, it also requires an in-depth knowledge of the features of the mod to be able to do well, and it's long and tedious work. I personally wouldn't want to attempt it until at least 0.1.6.0 has been released and some more of the functionality has been nailed down. Also, if you are having difficulty getting the mod to work, please consider jumping on the IRC chat (which you can access via your browser by clicking here), so we can try and help you in person. If you are getting errors where it says that a directory was not found, please double check that you have everything in the right place. Here is a visual reference: (click for full size) Note: While the screenshot was taken on mac, the file structure should be identical.
  15. I don't think anyone here would ask you to give 'full access' to your computer... "one of those people" would cover basically everyone here. The whole point of taking a screenshot is that you choose what is shown. If you ever need to show someone something but don't want to show everything on your screen, just use the windows snipping tool: http://windows.microsoft.com/en-us/windows7/products/features/snipping-tool With it you can select a section of your screen, save it as an image and then upload that image on an image hosting service such as imgur. The screenshot at the bottom of this post is an example of where using screenshots helps, because it can convey information easier than trying to describe it in words. In windows you can add command-line parameters through shortcuts: http://vgstrategies.about.com/od/faq/a/CommandLineP.htm What godarklight said is for you to modify a shortcut to the game. The exe itself remains completely and totally unchanged. Another way to do this that might be easier for you would be by adding it as a launch option in steam: https://support.steampowered.com/kb_article.php?ref=1040-JWMT-2947 You can follow the above tutorial, and the launch option you would type in the text field is -kmpdebug. In short, this is what you should see in steam: Though the windows will of course look slightly different, since I'm using mac OS here. This ultimately does exactly the same thing as adding the parameter on a shortcut, and it will only work if you launch the game inside steam (the same way that parameters on a shortcut only work if you actually run the game by using that shortcut). Once that launch option is added, just click 'play' on kerbal space program in steam, and the log file that is created will now include some extra debug information.
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