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Ser

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Everything posted by Ser

  1. Thanks, I know about them. I've just had a stupid issue with Fraps: it has a default hotkey to start recording a video bound to F9 - the same key KSP's quickload is bound to. So every time I had Fraps running and pressed F9 it started recording and certainly caused "strange" FPS drops. I found that accidentally while inspecting my HDD and looking into Fraps folder that contained over 16Gb of randomly recorded 30 second videos.
  2. Tested with 1.4.5 and everything seems to be fine. And it was compiled last time against 1.4.3, so it should work in 1.4.4. What king of troubles do you have with the mod? Your trouble is most likely caused by some mod incompatibility. I'd recommend you to try running KSP with only this mod installed and see if you still have FPS drops. It's not hard, you only have to move all other mods to a different folder out of GameData and that takes a fraction of second if you move to the same drive. Otherwise you'll have to find the interfering mod. Only then there will be something to look at. By the way, what do you use to measure FPS? Isn't it Fraps?
  3. The glide indicator center is at your B mark. I agree with you, it would be better to have it matched with the center of the gauge as it is in the most real life HSI's. The HSI wasn't designed by me, not even the original creator of the mod @kujuman as I understand, so I can only guess why they did it so. Perhaps, the reason was the free window space as its parts are crowded with indicators those aren't there IRL. I'll look what I can do with that, perhaps.
  4. The absolute mode enables you to make something face straight forward or up while still doing it manually (with the help of angle snap). With this mod you can exactly align everything, e.g. control surfaces to angled wings by just pressing the key. Watch the video linked at OP.
  5. My god, so much time passed since the last post in this thread. Just want to inform everyone who still haven't forgotten the mod that I am trying to make it slightly better time to time. The trouble with redouts on high timewarp lies deep in maths used mixed with KSP on-rail physics, so I have to change them properly. Also I remember the requests made by the community. As I've said, I try to get to it time to time, between real life activities and the evil lord Dart Employer trying to drain all my force away.
  6. Currently you can match them only manually. What do you mean by "the same place" for lines? Do you need to restrict a part's movement to a certain axis?
  7. Officially verified KSP 1.4.x compatibility
  8. But it still works, doesn't it? Though metadata isn't updated.
  9. 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.
  10. 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.
  11. It just can't be so. Analog Control doesn't add AnalogHSI or interact in any other way with NavUtilities. Are you really sure?
  12. Please post your save when this happens and the mods used.
  13. 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.
  14. 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.
  15. Version 2.6.1 quickfix Download here Someone post a vessel file on which you experienced previous log spam, please (preferrably stock).
  16. I've got it. I'll release a fix once I get on it.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. Sorry, I've missed your edit. Do you want to turn the entire mod off in IVA? Then what would be the point of using it at all? If you mean turning off muffling for IVA sounds only then the mod does exactly that, the problem is to determine if the sound is an IVA sound. Thus incorrectly positioned sounds are a subject to get muffled. Anyway, I'll take a look at those sounds to find out what's wrong with them.
  23. Yes, I experience that annoyance too and haven't found any fix for that yet for all the times I've tried. That happens to "sudden" sounds like explosions, leg servos starting and stopping etc., those are created just at the moment of an event unlike all other sounds. They are created and start playing at the same time and that seems to randomly cause the filter to which they are routed by the mod to play that damn clipped chunk of sound.
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