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DomiKamu

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Everything posted by DomiKamu

  1. I don't have the high CPU load issue I've mentionned by using your config xml file (link you've provided - thanks again), even I've done some customizations without problem. Without this XML, this bug comes back... I precise by default this value is (xml created on exit to KSP menu): <?xml version="1.0" encoding="utf-8"?> <config> <vector2 name="SettingsWindowPosition"> <x>0</x> <y>0</y> </vector2> <vector2 name="GaugeWindowPosition"> <x>0</x> <y>0</y> </vector2> <bool name="ShowAppLauncherButton">1</bool> <bool name="LockGaugeWindow">1</bool> <bool name="ForceShowGauge">0</bool> <double name="GaugeShowingThreshold">0.5</double> <double name="GaugeHidingThreshold">0.40000000000000002</double> <bool name="ShowTemperature">1</bool> <bool name="ShowTemperatureLimit">1</bool> <bool name="ShowTemperatureRate">1</bool> <bool name="ShowCriticalPart">1</bool> <bool name="HighlightCriticalPart">1</bool> <bool name="PartMenuTemperature">1</bool> <bool name="PartMenuTemperatureLimit">1</bool> <bool name="PartMenuTemperatureRate">1</bool> <bool name="UseExclusionList">0</bool> <string name="ExclusionList" /> </config> The GaugeHidingThreshold value seems stange (bold red), in my opinion... in your separate xml, the value is 0.4. Tell me if you need some KSP logs, don't hesitate!
  2. I'll try this 1.3.0.2 ASAP (this afternoon) and I'll report if it works fine or not without, then with your xml file (thanks!) In case of I'll encounter similar issue, I'll try it from fresh (unmoded) KSP 1.3.0, then I'll add mods I'm using but one after one (in case of conflit with another).
  3. Hi Sarbian, Using MechJeb 2 v2.6.1 Build #710 (Dev), KSP 1.3.0 (x64 Windows), I have an issue concerning Landing Guidance module: sometimes, the distance between desired landing point and real, is enormous. This is an example (Mun landing), difference is 219 kilometers. Just before deorbit burn, they're a normal plane change (very small burn). Link to both logs + .craft + screen capture : https://www.dropbox.com/sh/7ynf8h5eb1xmsdb/AABFhmiYWxI9V2XHd1H45-cQa?dl=0 Spacecraft is KerBus (homemade, Apollo-style), using stock + MechJeb2 AR202 cases (one mounted on each vessel) + optional DPAI (for named docking ports) Thanks in advance. EDIT: perhaps "HyperEdited" (lastest 1.5.4) "Apollo-style" vessels around the Mun first (directly, without KSC launch), prior landing, may be the culprit... After removing HyperEdit, doing a real flights, no issue found.
  4. Thanks for this tip, I've reported an issue above, and probably I've picked it from Spacedock (I don't remember). I'll retry it because I love this mod too! EDIT: I have checked my FireFox browser history, and I confirm I've downloaded it from Spacedock last night. Re-downloaded from GitHub (v1.3.0.1), but MD5 comparison reports that same files/folders, BTW Spacedock is up to date (12:10 France time).
  5. Hi, For me the mod doesn't crash (I don't see exceptions), but I have a high CPU load, even setting window and gauge aren't displayed (only the icon in stock toolbar), KSP in unplayable due to very low framerate. CPU is Intel Core i7 4790 @ 3.8 GHz, 32 GB RAM, NVIDIA GTX 660... Using KSP 1.3.0 (1804) Windows/x64 (fresh install), OS is Windows 7 Pro SP1 64-bit edition. Installed mod: MechJeb 2 v2.6.1.0 (Dev build 710), ModuleManager v2.8.0, BetterBurnTime 1.5.4 (lastest), DPAI v6.7.0 (lastest) and Chatterer v0.9.93 (lastest). KSP runs fine when I remove Critical Temperature Gauge. Thanks for this usefull mod - I've used it (previous version) under KSP 1.2.2 without issue. Greetings from France.
  6. You're welcome NavyFish! don't worry about this, I (we) understand we've a life alonside KSP (fortunately lol). Of course, it's not a critical bug, fortunately! Your DPAI gauge is simply fantastic, assuming it is always installed in my KSP.
  7. This bug exists since KSP 1.2 (including KSP 1.2.1 and 1.2.2), I'm surprised because other mods I'm using never have this issue : MJ2, Critical Temperature Gauge, KAC, Chatterer, [x] Science!, KER and KSP Alternate Resource Panel. I suppose some additional code must be added in source. Probably some changes in KSP API since 1.2...
  8. @LameLefty@Jebs_SY This plugin works fine in KSP 1.2.2, and it's one of my favorite, stable, useful... just simply a small bug (not critical, however) about "DPAI icon" staying in KSP menus (top-right side of screen), as I've described in previous page (47) - post date: 6-Oct-2016. I'm not alone. I suppose it's not too difficult to fix. Versioning is only for update checker such MiniAVC or perhaps CKAN (I don't use them).
  9. No code change l'Ami... (mate in En) Only .version file was updated, not the plugin!
  10. Hi NavyFist, I don't understand why this fantastic addon (really) wasn't recompiled for KSP 1.2.2. Also the "bug icon" in menus isn't solved. Thanks anyway, really I love this plugin, in particular the rename port feature, useful for stations having many docking ports. Happy New Year!
  11. Ok, of course they was holidays, it's normal. Thanks to have replied, appreciated, and have an happy new year!
  12. Is TriggerAu M.I.A.? No reply about my post (17 December 2016, page 84) about possible bug concerning Replace Maneuver Node(s) button, described above. Anybody else have tried this? (I don't know if I'm alone or not to have this issue). Have a nice holidays. Dominique.
  13. Unfortunately, from main page (page 1) in description it's indicated: This version of OPM works best with Kopernicus 1.2.1-1. We can't give proper technical support if you use a Kopernicus version that a particular OPM update wasn't designed for. Lastest OPM is designed for KSP v1.2.1, also I've noticed every time OPM is updated, they are an updated Kopernicus too too bad... Maybe CaptRobau will confirm us if OPM v2.1 is working fine on KSP 1.2.2 and Kopernicus Release 1 (7 Dec -v1.2.2.1) - TIA Regards. Dominique
  14. Bug report about KAC v3.8.3.0 & KSP 1.2.2 EDITED: tests/investigations from fresh & unmodded KSP (only KAC) + providing files for support (logs/savegames/screen captures). Hi TriggerAu, Firstly many thanks about KAC, it's very useful tool and really I love it! However, I have a strange issue when clicking Replace Maneuver Node(s) button (when alarm is triggered just before reaching maneuver node), I don't know if I'm alone to have this issue. Issue description: after clicking the button, I can't remove (nor edit) created node. Also the orange gizmo remains displayed on menus, when I quit game (appears in yellow color, as shown in screen captures). I'm using KSP v1.2.2 build 1622, 64-bit version for Windows, non Steam (bought directly from KSP Store couple of years ago). This issue is easy to reproduce (the best way is to use "1-Orbiting Kerbin.sfs" savegame, however): - Orbit Kerbin, any vessel (I use stock Kerbal X spaceship). - Set a maneuver node anywhere along your orbit (any parameters, it's not important, for example add just few "prograde" dV). - From KAC, create an alam related to this maneuver node (kill warp, message, 1 minute). - Now warp and wait... when alarm is triggered and warp killed (1 minute before maneuver node - as expected), click once on Replace Maneuver Node(s) button, from alarm window. - From map view, now try to delete (or edit) created node: nothing occurs. Now quit game to main menu, from menus, the node remains visible (yellow) - as show in enclosed screen captures (PNGs). Provided files to help support: Single ZIP file (with folder structure) containing logs, whole savegame folder (with ship), and 5 PNGs -> here (from Dropbox) -or- Folder here (from Dropbox) Of course, I precise this button isn't vital for me (really I don't need this feature yet) and I've discovered this issue only by chance. Regards Dominique (Sorry about some English mistakes, I'm French and I hate online translators).
  15. Don't worry Snark, thank for quick fix (1.5.3) really a "must have" mod for me, so thanks a lot for this amazing mod!
  16. @Neoxon : SSTV sound while transmitting science is working for me (Chatterer v0.9.91, KSP Win x64 v1.2.1).
  17. Yes of course, but it's more simple/easy (even for sarbian) to do this directly from MechJeb source code (instead using MM + config file - be sure I don't have enough skills to do this). You're right tg626, also I've noticed this! also green when you open stock window (e.g.: "Docking autopilot" window, even if AP is disabled). I precise I don't use custom window from MJ, but only default windows (mainly autopilots for ascent, landing, rendezvous AP and docking, also Maneuver Planner window). Other thing: when an autopilot feature is currently running, its related label (text) from MJ main menu is turned green too (I mean: text color in menu). Sorry for my English...
  18. Threy're two separate indicators on AR202 case (one green + one red), and grey color (when off) already exist. Also, blue isn't a good idea (in my opinion) - useless and more complex.
  19. Hi, It's only a simple suggestion about red & green lights (indicators) on AR202 case (MechJeb 2) : 1/ When AR202 is disabled (from right-click menu), both red & green are off (assuming it's not too difficult to implement). 2/ When AR202 is idle, red light is on (green is off). 3/ When AR202 is active (eg running autopilot), green is on, red is off. Opinions from MJ users, of course, are welcome! @sarbian: perhaps this feature will be planned for future MJ release? Merci. Dominique.
  20. Awesome mod, Teilnehmer! Bravo!!! EDIT: Critical Temperature Gauge v1.2.0.3 (2016-10-22) - lastest in date - seems to work fine with KSP 1.2.1 (x64 Windows)
  21. Unfortunately, this issue isn't fixed in KSP 1.2.1 - EDIT: also for KSP 1.2.2...
  22. Hi, I'm testing 1.2.1 (x64, Windows, bought directly from store, unmodded) but I've a problem during my station design from VAB: I can't find the option to rename any docking port. Doing a "right-click mouse" on Clamp-O-Tron (any model) give me only "Disable crossfield" option from menu. Help will be appreciated. Thanks in advance. Dominique.
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