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kidSwift

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    Bottle Rocketeer
  1. I like having the expanded memory support (and please don't preach ATM to me - I know about it). There is no need to be condescending in your reply... I am aware x64 is frowned upon, but, as I mentioned, I had had literally no problems with it since 0.24, both with and without mods. This seems like something that has come up only with 0.90. Searching both on the forums and on Google for all sorts of permutations of "flight", "crew", "feed", "video", "issues", "ksp", etc. etc. led to absolutely zero results for me. I'd like to think my Google-fu isn't that bad, so I would think I would have seen something if it's a well-known x64 bug. Am I to understand then that the x64 exe for 0.90 is worse off than the previous versions?
  2. Hi all, Picked KSP back up again after a brief hiatus, enjoying the new features in both stock game and small mods that I rely on. However, I have noticed since I started playing on 0.9 that the flight crew video feed (the bottom right windows of their faces) is much, much slower than it used to be. I know the feeds are meant to be mildly choppy, but this essentially a 1 fps slideshow of the Kerbals inside the ship. For comparison, older versions of KSP were much smoother and would have more Kerbals in the ship. The game otherwise runs at a rock solid 60+fps, and I have in fact had a processor upgrade since I last played. I am running mostly aesthetic mods - a couple replaced universe/planet textures, cities and lights, custom suits, etc., as well as Chatterer and KER. Only one mod that adds items (forget the name, but it adds navlights and beacons like on planes). Hardware is beyond "recommended" specs. x64 exe. Ran the exact same mods back 0.24 and 0.25 with no problems. It's honestly a minor thing, but I personally love seeing the Kerbals react to everything that happens mid-flight. With it essentially a slideshow now, it just loses that magic. Has anyone else seen slowdown/choppiness of the flight crew video feed since 0.90 came out, or am I just unlucky? Thanks in advance for any help.
  3. So I did call it... Nice work on this mod, godarklight. I like the new feel it has. Solved some performance issues that I was having with the dev builds of KMP, and being able to limit the number of untracked asteroids has to be one of the smartest things anyone has ever done for a mod of KSP (I used to have dozens in KMP, completely cluttered the tracking station view). Quick question though. I only fired up the mod for the first time last night and went to work on bringing up a space station. I may have just been too tired to notice, but is the undocking bug still present? I know you've been putting a lot of work on "p2p-docking", but from what I recall seeing I docked and saw that one of the docking clamps had only the uncouple node option and not the undock one. Afraid to undock anything now if that means I will have two large chunks of SS floating in orbit... Thanks in advance for the help, and thank you godarklight for keeping this project alive and kicking!
  4. The dev build of 0.1.5.2 supports the ARM update. Works pretty well, actually.
  5. Hi guys, Newly registered here, but love the community, love the game, and love the mod here. Excellent all around, I hope to become more active and learn a few things from everyone. What prompted me to finally register was a question about the mod in particular. Is there any way to edit the .db files reliably? I have done some quick attempts with Notepad++ and SQLite browser to change some names around (a flag name was misspelled, and though I could just remove it and place a new one, I figured I'd go the geeky route) and found that the GUIDs of everything are all sorts of messed up. The tables and schema are visible in plaintext, but try to alter the data and you have a lot of uh... non-ASCII characters, so to speak. Any attempt to modify anything resulted in a failure to start up the server, asking me to make the DB was valid or just start a new one. So hopefully the question isn't considered too off-topic, but how do you go in and modify values in the KMP db? Thanks in advance!
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