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Jebs_SY

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Everything posted by Jebs_SY

  1. Well, I can show you this bug in 1.1.2 / 1.1.3 if you like.... however, highly modded (130-150 mods) and I must admit it occured much less often. You hear me saying "Not that bug again :/". Recorded around 1. June 2016. Also used filter extensions... trying to hunt the issue down since then... but in 1.1.x it occured so much fewer, that no direction for a detailed search was possible for me...
  2. I have had this flicking since modded 1.1.2 (or even longer). I thought it's a mod problem. Always searched into the mod direction for the cause. I am surprised that this (stock?) bug survived that long time... the whole prerelease... o.O
  3. Oh. Thx. Then this is a STOCK-issue for such a long time since 1.1.x ?! o.O Didn't had expected that... Thought it is maybe the way the mod categories are put in. EDIT: Can a mod please delete this redundant thread then. Thx.
  4. @RoverDude I took your request, to open another thread for this. I just took a clean 1.2 install and put in only the "USI_2016.10.16.01.zip" mod compilation and was able to reproduce the flickering by clicking the categories like crazy: (EDIT: It seems to be NOT specific to USI, but being a stock problems that can occur, when there a to many parts in a category) (EDIT2: Link to the flickering thread in the unmodded installs board) (EDIT3: Could a mod please delete this redundant thread then...) Some more background: I've trying to track this issue a long time. I thought KER is the problem. I've had this flickering since 1.1.x and also I am using plenty of USI mods. A friend was playing vanilla and I suggested KER and soon later USI-LS... I've got the information back that after KER the flickering began. But maybe that friend mixed that up. Yesterday in a stream someone told, that he has the flickering and is not using KER. Today I've found another guy who is using KER, has no flickering, but is also not using USI. So this brought back my attention to USI. I've did this test in the video. Maybe this is a stock bug that USI triggers... Hope it helps debugging.
  5. I think I had that while prerelease testing. EVE needed 1-2 seconds to load in main menu. Quickstart was faster loading into the last career. So maybe even Quickstart should add a little delay. Or can EVE block loading a savegame before it finished loading itself?
  6. @agises Will you give KSP 1.2 a chance for this great mod? :-) It work's half way in 1.2, some image windows don't go away / are doubled. Maybe it only needs a recompile?
  7. I just wanted to confirm, that I've had the problem, too. However, glad that you can reproduce it already. And thx for the re-root-switch. Much apperciated.
  8. @Morse Clickthroughs are awfull, however precise maneuver usage is really cut by not seeing the AP/PE changing when fiddling around. Could you make do is as setting like I've seen it on other mods ("prevent clicktrough"), or maybe as button on the main window to make it switchable? At least as setting would be nice. Button even more. I think I would prefer accepting clicktroughs, but being able to see the AP/PE change when working with precise maneuver.
  9. I can say that I have the same issues.
  10. Is there a recompiled EVE version for KSP 1.2 PRE build 1564, yet? It need's a recompile, I assume.
  11. Just a notice, I think the 1.2.1564 prerelease update broke some mods again, cause they have a new map-open-check, I think. Scansat also spams a "MissingFieldException: Field '.MapView.MapIsEnabled' not found." From the changelog 1564: "Added a map toggle interface for add-ons"
  12. Thank you very much. Confirm it works. This mod ist just priceless!
  13. @Morse Oh, Just found out that one of my favorite mods has a 1.2pre version \o/ to see that it got just broken by the 1564 update. Cause they have a new map-open-check, I think. Much mods now spam a "MissingFieldException: Field '.MapView.MapIsEnabled' not found." From the changelog: "Added a map toggle interface for add-ons" And, BTW, thank your VERY much for this mod.
  14. @blackrack Just a notice, I think the 1.2.1564 prerelease update broke some mods again, cause they have a new map-open-check, I think. Much mods now spam a "MissingFieldException: Field '.MapView.MapIsEnabled' not found." From the changelog: "Added a map toggle interface for add-ons"
  15. I cannot re-test at the moment, but if I remember correct the fix from blackrack corrected the shadows but not my visual artifacts.
  16. Ahh, thx a lot. Adding it to the clouds.cfg solved the issue and its playable now. Much thx!
  17. I've tried the latest testing versions of EVE for 1.2 and the latest testing version for scatterer for 1.2 I've found here in the boards. While both work alone, when combining them, I've get strange results in craft view at around 100km orbit. When zooming out it becomes fine. Seems to have something to do with the post processing. Tried much options with scatterer and differene EVE configs (SVE) and different cloud heights up to 100km but it doesn't remove the glitches. Not sure if it's more a EVE or a scatterer problem. Anyone a idea or tested this already? http://imgur.com/a/fVwbQ
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