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Raknor

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  1. You won't believe what has been posted before: https://www.reddit.com/r/KerbalSpaceProgram/comments/5x63qb/we_are_very_happy_to_announce_a_prerelease_date/defja8a/
  2. I managed to recompile it for 1.2, all I had to do was remove the references to ksputil.dll and vectrocity.dll and also the blizzy toolbar stuff. Seems to work fine me.
  3. Thanks for the fix, performance is great again. Sadly now it sometimes doesn't work in Career mode: // Couldn't get a contracts frame, shouldn't happen if (contractsFrame == null) { Destroy(this); } Guess what happens. I can reproduce it reliably. When loading the game, the contracts app is nice and big at the space center, but after entering and then leaving the VAB, it is back to the default size.
  4. I had a look at the source, it's easy to see why the performance problem happen: If there is no contracts frame to begin with, as is the case in sandbox mode, the mod never unloads and keeps looking for the non-existing contracts frame, iterating over all frames each frame.
  5. Unfortunately no, that's not the case. Using the latest mod version still roughly halves my FPS on KSP 1.1. I get around 100fps in orbit without the mod, and only around 50fps with it installed, in a fairly new sandbox game with a stock Dove vessel in orbit.
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