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Gordon Dry

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About Gordon Dry

  • Rank
    Agnostic with two eyes

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  • Location
    The Hanse was here
  • Interests
    formerly KKFF

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  1. I was not able to do any docking for two days now - and today suddenly a significant fps drop started to annoy me. But at least I can tell - docking or not - that there is no log spamming regarding DockRotate.
  2. @R-T-B no matter how many mods I have or remove - what helps a lot in Map View and Tracking station is toggling off the orbits with that mod "TooManyOrbits". And I only got 4 probes, 1 "station" (Agena target vehicle) and 6 relays total (Kerbin and Mun). The 20x debris are hidden. It seems that the vessels are not the issue, the rendering of the orbital lines seems to be the culprit. At least in map and TS. I still don't know what tanks the fps in flight mode.
  3. @R-T-B darn - actually I got tanked fps (again) and have no clue where it comes from. No exception spamming or such. So it could™ be the rls 37. As I got lower fps in flight scene, SPC and in the Tracking Station (I'm used to 60 fps @VSync in SPC and Tracking Station) the issue must be a mod that affects all those scenes. Last session yesterday, before I updated Kopernicus, I got a much better performance. But I'm not 100% sure that Kopernicus is to blame because I also updated "Docking Port Alignment Indicator" and a test/debug .dll from "DockRotate" (no spam coming from t
  4. It does not matter which mod or from where - as long as it's not the stock jump to ship from Tracking Station.
  5. This is a typical symptom of having jumped to a ship flight scene without using the tracking station but any mod's "jump to ship" feature. Afaik it's a stock bug.
  6. This question was asked then and when over the years and the answer is unfortunately no. I remember that there was a short discussion about ways to change the code to accomplish that (by recognizing radially attached clones) but it never happened.
  7. Do you use ReScale on SigmaDimensions? If yes: Difficult to find and badly communicated about - here is the solution https://github.com/Sigma88/Sigma-Dimensions/issues/95#issuecomment-650375904 If no: Sorry, cannot help.
  8. https://github.com/Kerbalism/Kerbalism/pull/663 This is a support config for CNAR. The pull request is targeted to Kerbalism 4.x dev but still got the "old" Kerbalism 3.x release syntax. This means this config actually works correctly on Kerbalism 3.x The direct link to the file: https://raw.githubusercontent.com/Gordon-Dry/Kerbalism/Add-support-for-CNAR/GameData/KerbalismConfig/Support/CNAR.cfg The end of the url tells you where it has to be placed.
  9. https://github.com/Kerbalism/Kerbalism/pull/677 This is a support config for Luciole. The pull request is targeted to Kerbalism 4.x dev but still got the "old" Kerbalism 3.x release syntax. This means this config actually works correctly on Kerbalism 3.x The direct link to the file: https://raw.githubusercontent.com/Gordon-Dry/Kerbalism/add-support-for-Luciole/GameData/KerbalismConfig/Support/Luciole.cfg The end of the url tells you where it has to be placed. @Well Examples: (the availability of certain setups depends the unlocked tech tree, based on CTT)
  10. @Tonka Crash At least, when you want dog food but see the sign saying it's cookies, the chance of entering the building is lower, isn't it?
  11. @Tonka Crash Well, yes. But imagine you go into a building with a big wide sign at the front where it says "1789 style cookies to go" and inside you get "vegan dog food in cans". Some™ people read the title (the sign) and assume something about it.
  12. btw you are on Github, could be a branch. I will try it. I already put it into https://github.com/Gordon-Dry/HabTech2/tree/merge-for-playtest
  13. https://github.com/sumghai/SDHI_ServiceModuleSystem/pull/130 No more two sets of MechJebLocalSettings in parts.
  14. https://github.com/shadowmage45/SSTULabs/pull/838 No more double MechJeb modules on parts.
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