Roxor
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Posts posted by Roxor
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1 hour ago, linuxgurugamer said:
Ok, then please test it as a plugin, using the toolbar to open the window, I want to know if this is an IVA problem or not
Thanks
Ok I did not know that it had an external plugin and config editor. Nice!
I found that when I turn on the plugin it did lag just as bad as the IVA MFD. Then I checked out the config editor, and under Other Configurations: I found Latency Mode: Low. As soon as I put Latency Mode: High, the Plugin lag stopped and it's working perfectly. But then when I switch it IVA and turn on the VV MFD, same lag.
Latency Mode: High stopped the lag on the plugin side, is there any way that I can switch it for the MFD as well?
Latency Mode: Obscene is even better.
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22 minutes ago, linuxgurugamer said:
Oh, one more question: Is this in an IVA, or are you using it in a window as a plugin?
IVA
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Just now, linuxgurugamer said:
That kind of makes sense. I'll have to do some testing when I get time with large part-count vessels
Thanks. I will also try to do more testing to find out at what point this lag starts. At some point I could try to rebuild from the ground up doing testing in between.
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2 minutes ago, linuxgurugamer said:
So it is related to the number of parts, or number of mods?
idk I tried to put a finger on whats causing it. I thought it could be the procedural wings or parts but I tested it and its not. It only seems to happens with craft over 100 parts. is this normal? I don't think its the number of mods but the number of parts on the craft, or the kind of parts on the craft.
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15 hours ago, linuxgurugamer said:
What are the specs of your system? What kind of video card?
It's a resource intensive mod, I haven't heard of anyone else having problems.
Please send me your log file, maybe there will be some info there.
Thanks
I have a AMD 8350 8 core, gtx 1080, 16g ram using 4k w/ SSD
Log: https://www.dropbox.com/s/34cim8i9zaasucj/KSP.log?dl=0
Changing the resolution dose not seem to make it better. It is most likely because I'm running 70+ mods. I searched the log but I did not know what i was looking for. When spawning in a basic pod with VV on it dose not lag but while I'm in my 170 part shuttle it dose lag.
SpoilerMod List
KSP: 1.2.1 (Win64) - Unity: 5.4.0p4 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit
Toolbar - 1.7.13
Ambient Light Adjustment - 2.6.2.7
B9 Part Switch - 1.5.1
B9 Aerospace Procedural Parts - 0.40.10
Chatterer - 0.9.91.1586
Color Coded Canisters - 1.5.1
Colorful Fuel Lines - 0.3.2
Community Category Kit - 0.1.2
Community Resource Pack - 0.6.3
CommunityTechTree - 3.0.2
CryoEngines - 0.4.3
DistantObjectEnhancement - 1.8.1
DMagic Orbital Science - 1.3.0.6
CapCom Mission Control On The Go - 1.0.2.5
Contract Parser - 1.0.5
Progress Parser - 1.0.6
EditorExtensionsRedux - 3.3.10
Extraplanetary Launchpads - 5.5.3
Firespitter - 7.4.1
Fuel Tanks Plus - 1.11
Haystack Continued - 0.5.2.1
Interstellar Fuel Switch - 2.2.9
JSIAdvTransparentPods - 0.1.12
RasterPropMonitor - 0.28
Kerbal Attachment System - 0.6
Kerbal Engineer Redux - 1.1.2
Kerbal Joint Reinforcement - 3.3.1
KerbalKonstructs - 0.9.8.5
HyperEdit - 1.5.3
KIS - 1.3
KSP-AVC Plugin - 1.1.6.2
KWRocketryRedux - 3.0.24.1
Infernal Robots - 2.0.8
Infernal Robotics Sequencer - 1.0
MissionController 2 - 1.4.2
ModularFlightIntegrator - 1.2.2
NearFutureElectrical - 0.8.2
NearFutureSolar - 0.7.1
Final Frontier - 1.2.5.2906
DockingCameraKURS - 1.2.1.1
Outer Planets Mod - 2.0
Kerbal Planetary Base Systems - 1.3.5
PlanetShine - 0.2.5.2
Portrait Stats - 1.0.12
Precise Node - 1.2.4
Procedural Parts - 1.2.8
RCS Build Aid - 0.9.1
RealChute - 1.4.1.2
RealPlume - Stock - 0.11.1
ReentryParticleEffect - 1.2.0.1
RemoteTech - 1.8.2
AmpYear - 1.4.3
SCANsat - 1.1.6.11
Sigma Binary - 1.6.1
Sigma: PluronKhato - 1.3
SpaceY Expanded - 1.3.1
SpaceY Lifters - 1.15
StationPartsExpansion - 0.4.2
Stock Visual Enhancements - 1.1.4
SVE Snow and Geysers - 1.0
Stock Visual Terrain - 2.0
TAC Fuel Balancer - 2.11
TAC Life Support - 0.12.6
Trajectories - 1.6.5
Kerbal Alarm Clock - 3.8.1
Transfer Window Planner - 1.6
TweakScale - 2.3.2
Universal Storage - 1.2.1.1
EVAParachutesAndEjectionSeats - 0.1.10.1
VesselViewerContinued - 0.8.2
Waypoint Manager - 2.6
[x] Science! - 5.3Could it be because I have parts clipping inside other parts? e.g. landing gear, food&water tanks ect.
Database:
Spoiler -
Is it normal for it to lag when I switch on vessel viewer? Any time I activate it on the MFD, my IVA starts lagging like crazy. When I turn it off on the MFD, the lag stops. Any ideas?
I'm running in 4k
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Just now, Stone Blue said:
Go read page 74 of the ASET ALCOR Landing Pod thread, and you'll find the answer
thx!
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42 minutes ago, Zapo147 said:
The navball issue can be fixed by copying the navball prop code directly from ASET and pasting it into the broken lines of code in the pod's file. It's pretty easy, I did it to fix the old ALCOR pod I'm using before the new one comes out for 1.2.1. You posted this in august though so I highly doubt you care anymore but in case anyone does just message back for more detail on how to fix.
Do you know if this can be fixed? Its saying "#ffffoo" everywhere.
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On 11/24/2016 at 1:54 AM, Ziw said:
Timewarp bug fix.
ZiwKerman released this 4 minutes ago
Requires more testing, but it seems I've found a proper workaround.
BETA RELEASE, NO PARTS HERE, USE YOUR OLD PARTS
Download: https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/tag/2.0.8
@WildLynx @V8jester @kcs123 Please test the 2.0.8 with your crafts. I've managed to fix the timewarp bug in my test cases, but they were not very extensive.
So this will fix my arm from tweaking out while in time warp? I will test.
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Will there be an updated to 1.2.1 some day?
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16 hours ago, Sigma88 said:
Yes it should work fine
I just didn't have time to make a proper release, I'm prioritizing mods that need fixing
Ok cool..TY!
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Anyone know if this will work in ksp 1.2.1?
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2 hours ago, kcs123 said:
Pre-release is already available to test. Although it could still have issues. So, use it at your own risk, have some fun, report any issue found or just wait a bit longer until proper release.
https://github.com/MagicSmokeIndustries/IR-Sequencer/releases
Thanks !
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10 minutes ago, SpannerMonkey(smce) said:
@Z3R0_0NL1N3 @Roxor @Piaras @TMasterson5 and everybody else that has asked. I give in I'm being asked far too often, getting PM's daily from people wanting them to not make the Harbors piers and all that goes with it available for download.. SO this is it the announcement you can now get the Harbor parts and piers and all the other items that go to make KSP a more interesting less barren place. You will of course need to have Kerbal Konstructs installed. There are several locations with prebuilt harbors around Kerbin and 1 on Laythe. There's lots of stuff in the pack so if you don't want it all just delete it, that said I've used most parts for the harbors. so if you do delete the parts you will have much less interesting or picturesque places to visit.
SM Statics Harbors piers and marine facilities
Note this pack also includes the water spawn buoy, currently it is zipped up, if you have already used the standalone water spawn, you can simply delete the existing version , unzip the one in the pack and all the water spawn points will be available ( the standalone version is actually the same part simply removed from the pack) or leave the one in the pack zipped and use the standalone, your choice
Please note that this is not the support thread for the statics, in fact there is no support intended or inferred. If you have any questions or requests i would be happy to get them via pm marked "Re Statics" , i have no intention or wish to start a thread or have this thread full of static discussions and will likely simply ignore any such comments
Examples of current Harbors below, this is not all of them BTW and I'm not saying where they all are, so you can see how many you can find, bear in mind though that like the water spawn buoy I will keep adding and updating the facilities, so you may never visit or find them all
As with all my Mods SM Static is only available under the conditions of ARR (All rights reserved)
Thank you so much for doing this for the community
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Any plans to bring this to 1.2.1?
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2 hours ago, StellarumSectatio said:
Haven't ever used Ferram but i'm looking to get into it (I need more realistic aerodynamics to advance any further in my glider development) Does anyone know if Ferram aerospace was/is/will be compatible with B9 Procedural Wings? They're pretty essential for my purposes.
Yes it will work.
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Thanks, best mod.
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18 minutes ago, Z3R0_0NL1N3 said:
Am I missing something? Where do those docks and the ones on the Kerbal Konstructs page come from?
I would also like to know this
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14 minutes ago, Galileo said:
Yes it will work along side opm but the ground textures will only work with the stock planets. I haven't don't ground textures for opm. . That's really up to @CaptRobau. I wouldn't mind doing them but I would want his permission.
Cool. I can't wait till it updates.
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@Galileo. Will this mod be compatible with the Outer Planets Mod? I remember using Sigma addons with OPM a few versions back.
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7 minutes ago, colfighter said:
Is there 1.2 compatibility? I am a HUGE fan of this mod.
On 11/4/2016 at 4:57 PM, V8jester said:Welcome to the forums.
When looking for an update to a mod it is usually good practice to check the last 3-4 pages of a thread before asking for an update. As in this case there is an updated version one page back. You will need the plugin found here
as well as parts which can be found here
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7 hours ago, Avera9eJoe said:
Yeah that should work. The whole point is to make sure there isn't any part of the texture with 0% transparency.
Result
SpoilerI did it step by step
I don't understand why because I put everything to 1% nothing is at 0%
Why do I need that extra blank layer? (#3)
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Ok so to recap
Starting from the beginning? I'm somewhat confused.
#1. I take the Cormorant Aeronology texture and make all but the windows 1%
#2. Make a new layer on top of the window texture and paste an unedited texture and set to 1%
#3. Make a new blank layer under #2
#4 Merge #2 on top of #3
#5 Save with Flatten
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When you say 1% transparency, my slider is 0-255 dose that mean I do 2.55?
[1.12.x] Shuttle Orbiter Construction Kit | Stockalike Space Shuttle Orbiter! | (Tubes!) | v1.1.8
in KSP1 Mod Releases
Posted
I cant close the cargo bay in the VAB or in game, It says retract and deploy but nether do anything.