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Jebs_SY

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Everything posted by Jebs_SY

  1. @MOARdV Would it maybe be possibe to update the version file to 1.2.2 so that CKAN lists it again? :-)
  2. @Stone Blue I've rechecked it, I asked already 3 weeks ago. When one uses a mod, 3 weeks no response with a non usable mod is a long time when you are waiting for it (imho). I personally don't see a problem, when Linux is saying, that the is very happy to get the mod back, as soon as it's possible. I from my point am very thankful to agises for making this mod and also for linux for making a quick 1.2.1 version. And yes, I am one of that persons, that asked Linux if he can recompile it, after waiting 3 weeks for an answer. Cause we shall not bother authors for updates (which I can totally understand) I think that step was OK... and, once again, Linux already stated that he is happy to give the maintaining back.
  3. I have asked in the old thread for an update, 2 weeks ago and got now response. And it DID needed an update, I had a +300MB memory leak each time clicking on the VAB. After 6h debugging on my 90+ mod install, I saw that it was ImageViewer that caused that. The old version really didn't work with 1.2.1
  4. @blackrack Do you think, that v0.0256 is compatible enough to 1.2.1? Then I would ask for a meta update for 1.2.1 compatibility in the ckan thread. (It's the last missing dependency for stock visual enhancements on ckan 1.2.1 atm,afaik).
  5. @TriggerAu @Badie Any chance for a prerelease of the flicker free 1.2.1 on steam? I would like to start my next modded career so badly. ... No problem if not, but if yes, it would be great. BTW, on some (more than 1) streams with 1.2 release I saw a problem, that fuel transfer was possible and after undocking/redocking it wasn't possible anymore until one enabled/disabled obey fuel transfer crossfeed rules. In one case there was a materials lab inline, which has no crossfeed, according the part file. In the end my assumption was, that fuel transfer with "obey on" in this case had not should be enabled at first time, at all. So I think the bug was more, that it was working before and not, that it was not working later. Is this the problem you guys talking about when talking about a fix regarding fuel transfer?
  6. @Padishar IIRC Anti Aliasing is needed for (something for) the highlighting system. So this makes sense. Should this be reported to squad then? Do you carry the information on to them, if yes? Thx for your effort.
  7. @Padishar 700kb/s for a pod on the launchpad. It starts to raise to ~30MB/s when loading the Odysseus2 ship from Kerbital's savegame, which you were analysing, too. Debug console never opened. You can't reproduce it? I just did load this savegame (with Odysseus2 cleaned from MechJeb) into a fresh unzipped 1.2 install without changing ANY setting and put only Memgraph into it. As soon as I load it, 30MB/s. Maybe you try it with the persistent in the pastebin.
  8. @Padishar Does NOT seem to be MJ. I've installed MKS to disassemble the MJ-Parts via EVA. Then I removed MKS+MJ (only Squad+MemGraph left in GameData). Then I've created a new sandbox and copied the vessel to the new persistent file... Result: Still 30MB/s. Is 30MB/s expected on a 250 part vessel?
  9. @Padishar I'm using a Core i5 4570, 16GB RAM, Win7 x64 and KSP x64 with "-popupwindow". Here is a screenshot of Kerbitals savegame with ALT-END (your default padding values):
  10. @Padishar I used a clean 1.2, added memgraph and mechjeb, loaded kerbitals save and switched to the only aviable vessel ... and got 20-30MB/s with a really small heap... What do you think about that? I am used to 20-30MB/s with my 1.1.3 install with 130 mods... But a ~200 parts ship with MJ only? I am wondering that you call 5MB/s "large" What are normal values for stock / "normal modded games" here? I must admit, at my 130 mods 1.1.3 install the 20-30MB/s resulted in a unpadded stock GC cycle of around 5-10s which was very annoying. With padded the delay was not that frequent, but the GC lags were higher... not really less annoying. I noticed that cleaning up ships from the save game made it better an also removing contracts made it better. So I assumed I have had "just to much mods"... Or some mods that were iterating over all the ships / all the parts in the save game... PS: I have no experience in 1.2, cause my favorite mod selection is completely unplayable cause the part count dependent flicking-bug in 1.2 and I am waiting for a fix.
  11. @TriggerAu Yes, indeed, the author has implemented a click through protection and he said that the missing updates are cause by that. However he also said, that the rest of the window should still update itself. The orbit itself updates as one can see, just the pinned PE/AP values doesn't update itself. Would be nice it this can be optimized. But I don't want to go more off-topic here. Thanks for your effort.
  12. @TriggerAu If you need some more testers, gimme a sign, with around 90-100 mods it should be a good test and I would be very happy to test... and I could maybe even play. o/
  13. Depends on which mods I have installed... atm it is Filter Extensions, Filter Extensions Config, Toolbar, USITools. But as I said, cause I removed some mods with huge part count yesterday, flickering changed from unplayable to few. Adding / removing Filter Extensions didn't make a noticable change. It's the part count...
  14. @Shalidor Hmm. But when looking at the 2nd post of this thread, where LeLeon reproduced the flicker without a single mod by duplicating only stock parts. Also, I've just removed 5-10 mods, that have a high part count from my 90 mods install and the flickering changed from "100% unplayable" to "few". I think it's the part count. Or, at least the part count is the thing that makes the flickering worse. :-)
  15. It is already known, that it's not a specific mod that is causing the problem. The problem is caused by a high part count. Few parts = no flickering. Much parts = flickering.
  16. @TriggerAu It's not the flickering but kinda related to the UI stuff... Is the thing that pinned AP/PE numbers do not update when the mouse is in a click-trough-protection zone intended or a bug? I had such problem with "Precise Maneuver" and asked the author, if he can fix it and he said he hopes that this issue get fixed by KSP. However it is still there in KSP 1.2. You can see it in the video, that AP/PE numbers doesn't change while the mouse is over the precise maneuver window. As soon as I move the mouse out of the PM window area, the numbers are getting updated. The video was recoded in KSP-1.2-pre, however, I saw a streamer with KSP-1.2-final, which still has this problem. Maybe it's quickly fixable? The response from the author to this problem are these 2 posts here.
  17. @TriggerAu The thing in question is the bar on lower right? On my setup (the ckan I've uploaded) I can make the mod icons down right easily disappear, see attached video. However, the four KSP stock icons stay. Only the mod icons there go away. Hope it helps. I've opened the debug contole in the last part of the video. Also I can't get flickering in other buildings than SPH / VAB (also shown in video). EDIT: This flickering at around 15 secs on the Space Center is the clicktrough protection used by the EPL popup, or?
  18. @TriggerAu You can view/install this .ckan config file, start the game, start a new career, go to the VAB, move the mouse and the UI/Toolbar is gone. Just tested it again. Hope that helps. PS: Do you have a very rough assumption if its a matter of days or weeks until this fix reaches us? This CKAN config is 95% of the career I would like start since the mods came out but this is totally not playable for me. On the other hand after 2 light modded careers in the prerelease, I don't want to go back to 1.1.3... so I only can wait.
  19. My wish for a 1.2 stock bug fix would a flicker remover for the VAB is possible. :/
  20. Thx for the friendly response. Sorry for asking.
  21. @TriggerAu If needed, one can save this paste as ckan file and install the modlist via ckan, the flickering starts as soon as one enters VAB/SPH even after a fresh game start with these mods. I only get flickering in the VAB and SPH.
  22. @Malah There is a issue that quickload loads the career faster then EVE is able to load the clouds after the main menu comes up... So EVE users cannot use it. See here. Is there a chance this can be optimized?
  23. @ev0 Thx for this mod! From your activity here in the board I hope/assume a 1.2 version is a WIP?
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