Jump to content

KMP v0.1.5.1 [0.23] [alpha] [inactive]


TehGimp666

Recommended Posts

I'm curious about something I've noticed. Can someone test this on their end? I've noticed that in 1.5.1 I lose my kethane mapping and resource if I logout without the grid enabled. I've tested this a few times, I'm just wondering if anyone can confirm. It seems to be hit and miss with my own testing.

@godarklight: is this fixed in any of the recent dev builds? Hard to follow what's going on sometimes :)

Edited by Vladthemad
Link to comment
Share on other sites

I've previously had a problem with this mod where loading up the KMP save in singleplayer made me lose my science. That was in a previous version of this mod, but it just happened again.

I had 20 ships active in the world (mostly flags) and lots of science unlocked, but I was testing a VTOL plane and wanted the revert to launch option, so I loaded up the KMP world in singleplayer. I still couldn't revert, so I went into a normal ksp save file. Later, I went back on server, and there's no ships, and my science is gone.

Link to comment
Share on other sites

I've previously had a problem with this mod where loading up the KMP save in singleplayer made me lose my science. That was in a previous version of this mod, but it just happened again.

I had 20 ships active in the world (mostly flags) and lots of science unlocked, but I was testing a VTOL plane and wanted the revert to launch option, so I loaded up the KMP world in singleplayer. I still couldn't revert, so I went into a normal ksp save file. Later, I went back on server, and there's no ships, and my science is gone.

As far as I know, ships and science are stored on the server, not the save file, and are just sent to your client when you are running KMP; Nothing is written to that file. I would strongly discourage trying to load KMP's save, since it's specifically crafted to be used by KMP and is not used to store universe data.

However coming back to your revert problem: while revert is not currently implemented as it works in the normal game, you can easily remove an in-progress flight by switching to the tracking station and terminate the flight from there, or while piloting a ship by clicking the green 'recover vessel' button when you mouse over the elevation indicator at the top of your screen.

Edited by JohannesMP
Link to comment
Share on other sites

@Vladthemad: I'm sure other people have worked on this too, but the one change I can think of is the server now only sends the science during connect. It's a workaround because my ntp-sync branch fought with it a little bit (Think "Error loading scenario data, Please restart your client"), so I made science only send during the initial sync and at no point afterward. Because science data cannot change server side I felt like this was a fairly safe change (It has to be removed when we decide to implement co-op science sharing / shared kethane support etc).

@Figglezworth: Really shouldn't happen, science is saved server side. The above change may fix it.

@Figglezworth/JohannesMP: Actually, KMP loads directly from start.sfs and saves into persistent.sfs. Which means you can load up in single player and do whatever you like, but as soon as you reconnect to a server it will be overwritten.

Link to comment
Share on other sites

Is it possible in any way to reset the universe without actually deleting the players? My server is getting kinda laggy with all those ships and flags just floating around. I know theres a console command to delete 1 ship at a time. but when theres hundreds of them it could take a few hours. Any fast way to just delete everything (except players)?

Link to comment
Share on other sites

My server is getting kinda laggy after a weeks uptime. Too many ships/flags all over the place. Is it possible to "reset" the universe without deleting the players (science etc) ? I know theres a console command to delete 1 ship at a time. but when theres hundreds of them, then it could easily take hours

Link to comment
Share on other sites

@Coda: The good news is we didn't have to change anything, putting the library in the current KMPServer folder for mac is all that's required. You can actually download it straight from my branch, but it's the same one Jo linked: https://github.com/godarklight/KerbalMultiPlayer/raw/native-sqlite-library/KMPServer/libsqlite3.0.dylib

Thanks, I didn't realise I didn't need the dev build. I'll give it a try and report back :-)

Link to comment
Share on other sites

@Audon: If you haven't set this already, /set autoDekessler true

It removes all debris older than 30 minutes automatically.

There's no way to do it from the server, but if you want to delete all vessels, then this should work (if you have the sqlite3 program installed):

sqlite3 KMP_universe.db 'UPDATE kmpVessel SET Destroyed=1'

If you need it, you can download it here

Welcome to the forums :)

@Everyone

In case you are wondering where the KMP connection window went in the dev version, it's been integrated into the main menu as shown in my video:

I like the bug so I thought I better record it incase it disappears :)

Edited by godarklight
Link to comment
Share on other sites

@Audon: If you haven't set this already, /set autoDekessler true

It removes all debris older than 30 minutes automatically.

There's no way to do it from the server, but if you want to delete all vessels, then this should work (if you have the sqlite3 program installed):

sqlite3 KMP_universe.db 'UPDATE kmpVessel SET Destroyed=1'

If you need it, you can download it here

Welcome to the forums :)

I like the bug so I thought I better record it incase it disappears :)

Thanks! i already did the autodekessler. Its not the debris which is the problem. it seems like the server keeps the vessels even though they dont exist anymore? if i do a /listships, then tons of vessels which arent even in game anymore show up. ill try the sqlite thing. thanks again

Link to comment
Share on other sites

Great mod. Question on syncing, is it more bandwidth or CPU intensive for the server? I'm hosting and connecting to my server on a semi decent i7 laptop but my upload is truly terrible and every time myself or my friend try the sync button we crash out. We're also running it in career mode if that matters.

Link to comment
Share on other sites

@Audon: I think the server is supposed to remove old vessels from the database, but it currently does not.

To know the true number of ships, try this one:

sqlite3 KMP_universe.db 'SELECT COUNT(guid) FROM kmpVessel'

@DrBo42:

In the database, the size of the ship can be anywhere from about 50kb for a simple rocket to about 500kb for something like my kraken, but big messages actually get compressed to about 1/4 of the size to save bandwidth (using zlib, which makes does make things more CPU intensive). Testing locally, my atom build server server writes 100 ships in about 3 or 4 seconds, so the initial sync is most likely bandwidth limited. Sharing or viewing a screenshot also uses about 500kb of traffic too.

After the initial sync, KMP can use as little as 2kb/s.

The initial sync times out after 5 minutes, the in-game syncs should be fairly fast.

Link to comment
Share on other sites

Thanks for the response. Based on the above I'd think it'd be okay with just myself and my friend if the initial sync was successful. Might be because we're using Hamachi to establish the connection or because I accidentally deleted the SyncPlate early on. Although it seems to have respawned maybe something is error-ing out as a result.

Link to comment
Share on other sites

@Figglezworth: Really shouldn't happen, science is saved server side. The above change may fix it.

@Figglezworth/JohannesMP: Actually, KMP loads directly from start.sfs and saves into persistent.sfs. Which means you can load up in single player and do whatever you like, but as soon as you reconnect to a server it will be overwritten.

@Figglezworth: that being said, I *still* recommend against using the kmp save in single player. Duct tape and elmer's glue afterall!

My assumption is that youre worried if you crash your new vtol while you fine tune its construction you'll lose your Kerbals. You won't. They come back after a KSP restart. If you have other reasons, just build it in a new single player save, iron out whatever issues you have with it, and when you have it the way you want move it into the SPH or VAB folder of the kmp save. All .craft files are separate from the actual save game files. You can switch and swap them around as you please.

Thanks! i already did the autodekessler. Its not the debris which is the problem. it seems like the server keeps the vessels even though they dont exist anymore? if i do a /listships, then tons of vessels which arent even in game anymore show up. ill try the sqlite thing. thanks again

A quick way to get them all out is to copy and paste the /listships details into a txt file on your desktop. Then, spend five or ten minutes deleting all the ship names and stuff. Then just cut and paste /deleteship in front of all the alphanumeric designations. Doesn't take too long. After that, just cut and paste it into you KMP client window and they're gone.

They do seem to come back after a restart of the server for some reason though, but that's been an issue for awhile.

Great mod. Question on syncing, is it more bandwidth or CPU intensive for the server? I'm hosting and connecting to my server on a semi decent i7 laptop but my upload is truly terrible and every time myself or my friend try the sync button we crash out. We're also running it in career mode if that matters.

If you're playing on the same computer you're hosting from via localhost insteaad of an IP, bandwidth isn't the issue. You're computer is talking to itself, the internet isn't involved. :)

Edited by Vladthemad
Link to comment
Share on other sites

@DrBo42: The sync plate gets loaded from start.sfs, so you can't actually delete it. KMP should be quite tolerant of slow connections now, I've fixed most of the network issues because I was stuck on ADSL1 at the time.

If you don't sync within 5 minutes it should kick you back to the main menu screen and say "Sync Timeout". If it doesn't, then that's a bug I'm interested in fixing (Although I've got even more network changes coming for 0.1.6).

@Vladthemad: It's completely fine to use the KMP save in single player, but it is going to get overwritten the next time you connect to a server.

Kerbals are currently randomly generated, you can test this by leaving one in orbit next to a ship, reconnecting, and then hopping in the ship. It's renamed as soon as you board it.

We definitely need name matching on the delete vessel command :(

CPU/Bandwidth) that's how I probably should have answered. The server has a spike on cpu usage as it builds the messages either way (lasts a few seconds), plus however long it takes to transfer all the ships (50kb-500kb each).

Link to comment
Share on other sites

Can anyone post a server?

Look in the signature of the poster above you. There's a list of public servers for KMP.

What I came here to ask about: someone once made an automatic part list generator, for using addon parts in multiplayer. I can't seem to find it, though. Can anyone link me to it? It might also be a good idea to put the link on the OP, as I'm sure I'm not the only one who doesn't want to add 1400 parts by hand.

Link to comment
Share on other sites

It might also be a good idea to put the link on the OP
Need mods on your server? Read the included README and check out this tool

To be fair, it's quite a big original post :)

When 0.1.6 comes out this will be largely solved, all you have to do is sort mods into the right folder and type /modgen.

Edited by godarklight
Link to comment
Share on other sites

To be fair, it's quite a big original post :)

When 0.1.6 comes out this will be largely solved, all you have to do is sort mods into the right folder and type /modgen.

D'Oh...

Anyway, it sounds great that it'll be integrated into the next(?) update.

Link to comment
Share on other sites

Hi,

firstly thanks very much for the great mod :)

I have a Little Problem with my kerbal multiplayer Server being that rockets which were launched into space respawn on the launchpad after restarting the Server... then multiple rockets respawn at the same time crashing into each other causing huge issues if I'm nearby as the game tends to Crash due to the physical Animation of like 200 pieces of debris at the same time ;.; Is this a bug or might it only be a mistake i made in the Server config? Is there any way to fix this or will I just have to wait for the next update? :S

Link to comment
Share on other sites

Hi,

firstly thanks very much for the great mod :)

I have a Little Problem with my kerbal multiplayer Server being that rockets which were launched into space respawn on the launchpad after restarting the Server... then multiple rockets respawn at the same time crashing into each other causing huge issues if I'm nearby as the game tends to Crash due to the physical Animation of like 200 pieces of debris at the same time ;.; Is this a bug or might it only be a mistake i made in the Server config? Is there any way to fix this or will I just have to wait for the next update? :S

I think this has mostly been fixed in the upcoming 0.1.6.0 update, but luckily you don't have to wait to try it, just look at godarklight's signature for a link to his build server where you can find the latest client and server builds.

If you do try it, you'll notice that the KMP window is missing from the KSP startup screen. In the dev build it's now integrated into the main menu:

Edited by JohannesMP
Link to comment
Share on other sites

hey i just downloaded the mod and me and my friend are flying around in space planes but we can't see each other. he can see some of the debris from previous flights but that's about it. help?

This is a combination of potentially two things:

  • A feature: You need to be outside of the bubble, which is a safety mechanism designed to ensure that you don't collide with someone else on the launchpad/runway. Use the !bubble chat command to check how far you are from the bubble's edge. You'll also be able to tell from the status of the player in the player list: "Preparing/Launching at KSC" is inside bubble, "Prelaunch at Kerbin" is outside of bubble.
  • A bug: While in atmosphere, vessels don't sync until you both log out and in again. You can see this in action in my rover tests, where I list it as issue 2 in the Key Issue Summary section (note: in that test I'm using the latest dev build so it also has some other features/issues). It's been a known issue for a while (bug tracker) and is being worked on.

TL;DR: Use !bubble to check that you are out of the bubble, then both log out and in again.

Edited by JohannesMP
Link to comment
Share on other sites

hey i just downloaded the mod and me and my friend are flying around in space planes but we can't see each other. he can see some of the debris from previous flights but that's about it. help?

You are both attached to the same server? You won't see each other until you are a certain amount of KMs off the ground, and then you are added to the 'universe'. Its called the bubble.

Edit:Crossover post

Edited by Coda
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...