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bigorangemachine

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Everything posted by bigorangemachine

  1. For anyone looking for tool that will help you rework your difficult ION Maneuver nodes you should checkout this tool I built: The Kerbal Ion Node Calculator
  2. Hello! I'm the Big Orange Machine! You might know me from my other KSP Posts such as Checklist Generator and the Khermira (0.25). Today I got sick of always tweaking and re-calculating my precise manouver nodes after I determine my planetary encounters; so I built this tool. The Kerbal Ion Node Calculator. It'll allow you to recalculate your long maneuvers into smaller segments based off inputs such as how long it takes your battery to charge and how long you can burn for until you have to stop again. Its obviously could use some UI tweaks (I know minutes instead of seconds!) but I hope someone else can find it as helpful as I do!
  3. I'm sorry PTNLemay I've comment in this thread before why I won't accommodate that feature (too complex actually). Your best bet is to just scale the parts after overlaying them in photoshop. For those experiencing the memory leak issue; please try this hotfix.
  4. Until I can isolate the source of the leak; that's what you'll have to do. I think on the curse page I recommend backing up you KSP Root when using this plug in. It's got lots of ugly flaws. I wouldn't be surprised if either a) unity 5 fixes these types of leaks or with a lot of renders done many times might create the leak as well. Another theory is that the shader swapping that was increased after a recent patch could be an issue.
  5. Hey Enter Elysium. Started watching your YT series. If there is a memory leak it's native. Probably an issue with unity. Maybe part of the issue with the last update of the constant loading and unloading of shaders. Try turning the quality of the images down. I have a hunch it could be some part packs. What parts/mods do you have installed
  6. I've done an update for 1.0.2. Sorry for the late update (even from 0.90). The new biomes ended up creating a horrible infinite loop with the asteroids & biomes. This is fixed now. Enjoy!
  7. This was fixed on the 1.0 release day (just late in the day) Doesn't need an update for 1.0.2. Curse doesn't let you flag a 1.0.2 file. I recompiled with no errors. Its all good
  8. That was mentioned in one of the patch notes. Exploded view just didn't seem to fit correctly and didn't sound technical. Thats probably the shader loadings (fingerboxes patch). Which parts are slow specifically? When you enter the VAB/SPH? If so that'd make sense. Seems like a necessary evil to avoid the shader issue.
  9. I just came of a intensive contract. I started the 0.90 updates. A few things need to be reworked I'll be getting to as soon as I can.
  10. Implemented fix from GitHub:fingerboxes and posted as a pre-release. Should be considered stable; however mod 'eco-system' of Module Manager 2.5.2 is causing a consistent crashing issue with Windows 64 Bit (non-OpenGL). I am unable to replicate original issue (see through shader rendering or other weird shadow glitches) however I have seen many other posts confirming similar rendering issues with KVV.
  11. Hey guys Go ahead distribute the dll amongst yourselves (the license is as wide open as Laythe's oceans ). I've been busy with RL will do a distribution as soon as I can test it.
  12. Every Node Alarm you make has a time margin As you can see from this image. In the top right corner "Add new Alarm". Change the "Margin" by whatever you wish. There is a default setting for how much Margin that should be default. You may also want to use pause instead of kill time warp. I always give myself 1m
  13. From the issue posted on github. If you are playing 64-bit and the game crashes; when you restart and there are no alarms in the menu. The fix is to load in 32-bit and save the game (such as just quitting back to the main menu) and closing KSP. Then restart in 64-bit and your alarms will be restored.
  14. Here you go TriggerAu! I'm going to update to the new version. Hopefully all is well [EDIT] When the 64-bit Game Crashes the alarm clocks come back empty. They are still in the save game file. I'll post a new file soon (I just re-imported using my tool without thinking). [EDIT 2] Here is a good set of 3 files (with a readme).
  15. Hey TriggerAu, I just opened a bug on your github about something else! I am experiencing a loss of alarms. I just realized that the alarms are still in the save file but don't repopulate when the game loads. I'm running 64 bit. I did experience a crash and lost my alarms. Here is the crash log from that. [EDIT] For Anyone who is experiencing this issue; I created a tool that will generate the old format for the KAC files so you can import them using the migration tool. What this does is extracts the lost alarms from your save game and puts it into a data friendly format for the existing KAC import tool. I was only able to test using Maneuver Node alarms and Timed alarms. I am in no way guaranteeing this works. Use at your own risk.
  16. Hey man. Been busy... thanks for the notice I wouldn't have been able to react as quick. Updated 0.25. If people download from github please be sure not to download the pre-release and download this one. Otherwise feel free to use KerbalStuff or Curse
  17. Alright guys. Sorry about the bug! Fix is on the site(s)! [EDIT 0.25] Compiled with 0.25. Waiting for KAS/PF updated.
  18. No doubt. But I need a starting point for troubleshooting. If its working for me its very difficult for me to troubleshoot. Are you guys using 0.24? I just downloaded it from kerbal stuff and it worked fine. If you downloaded from Kronal's page thats the old 0.23 version. [EDIT] Issue is that if you don't have the KAS or PF mod installed it doesn't explode. [EDIT 2] Fix coming. More testing this time
  19. I have no clue what to base your problems on if you don't provide a craft file. Everything works for me so I can't troubleshoot it without seeing what crafts are not breaking apart.
  20. I actually messaged you to see if you were savvy enough to download the new version when you did because thats about when the first implementation of the new feature is done. Have you been trying the new camera controls out? I'm sure you like them
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