• Content count

  • Joined

  • Last visited

Community Reputation

559 Excellent

1 Follower

About Ser

  • Rank
    Sr. Spacecraft Engineer

Recent Profile Visitors

3,644 profile views
  1. Officially verified KSP 1.4.x compatibility
  2. But it still works, doesn't it? Though metadata isn't updated.
  3. Ser

    Strange FPS Drops

    I have drops like that too, both on clean or lightly modded KSP. Except I often get FPS halved to 20-25 at the Flight scene start. Then Alt-TABbing, going to space, revert to launch or whatever happens that I don't know exactly, FPS returns to normal 60. Sometimes the game starts with normal FPS but often it doesn't. And in my case it is caused by GPU load: GPU-Z shows 100% GPU load, with video memory and engine load far from max. CPU is also far from being overloaded at that time too. I have fresh video drivers and nothing graphics-heavy is running in the background.
  4. It is suspicious that the AnalogHSI prop is shown on your screenshots. Certainly some mod adds it to the MK1 cockpit. I haven't tested that prop so it can probably cause troubles. So if I knew that mod I could check that myself and fix.
  5. It just can't be so. Analog Control doesn't add AnalogHSI or interact in any other way with NavUtilities. Are you really sure?
  6. Please post your save when this happens and the mods used.
  7. Sorry, I was on vacation and couldn't respond. Seems like you use some mod that adds AnalogHSI prop to the Mk1 pod and it breaks everything. Could you identify that mod? It should contain a cfg file with "analogHSI" word in it.
  8. You see, I don't play RSS or RO and it's a bit of a headache to maintain something you don't actually use. So, why don't you want to be that hero? The mod has a tool for that, all you need is just use it and may be edit some names in the resulting config then. If you run into any troubles, feel free to ask.
  9. Version 2.6.1 quickfix Download here Someone post a vessel file on which you experienced previous log spam, please (preferrably stock).
  10. I've got it. I'll release a fix once I get on it.
  11. By the way, the Audio Muffler doesn't eat it anymore. But your mod has an issue: you bind AudioSources to the vessel's GameObject on Start(). That leads to all sounds just vanish forever after switching to another vessel. The simplest way to fix that is to create a new GameObject not bound anywhere and use it to create AudioSources instead. Thus all the sounds will stay inside the observer's head wherever you switch. You may lose sound "wobbling" together with the vessel with that approach but otherwise you'll have to implement some more logic to track all those vessel and part switches.
  12. Version 2.6 is out Changelog: Fixed routing of non-prop cabin sounds when on IVA (@ muffling of ShipEffects) Done something else but won't even mention that it could help performance because you wouldn't notice that anyway Download here P. S. while testing the mod I've ran into some strange FPS drops time to time but they certainly weren't related to the mod. After updating KSP and my video drivers the drops have gone.
  13. Good. But 1. @m4ti140 is right, it should be added only if MakingHistory is present, and we gonna wait for the new Module Manager release to be able to determine that. 2. There are no "00" runways. The "36" is used for straight north direction instead. 3. You could post just the desert runway config because all others don't change. I'll test and include your config in the official release with the said changes after a while.
  14. Yes, I saw your commits but lost ability to edit my post because... umm... government does stuff sometimes. Can't wait this feature to be released.
  15. Is there a way to require a KSP expansion to be present? It seems like MM scans GameData only, and thus we get SquadExpansions in mods-by-dir list, but not concrete expansion names contained there. For example, I want to skip adding ILS and other navigation stuff for Dessert airfield when there's no MakingHistory.