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BlackLotus

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  1. Actually the stutter is due to memory leaks in the code, that is very clear because once you close the app and reopen they just stop for a good while. Also, if you never leave the Tracking Station / Ship control views it takes a veryyyy long time for it to occur. But do some atmospheric launches, some vehicle editing in the VAB/SPH and it starts happening in no time. Either Unity's IL2CPP (which I doubt, frankly) or inefficient code from Squad that allocates memory too often (very likely) are the cause of this. In fact, Unity's Buffbot's latest hits two key points that Squad should look into (Particles Systems' recursive calls and Physics' API allocating too much memory, unless the proper methods are used): https://create.unity3d.com/tame-unruly-apis?utm_campaign=saas_global_nurture_2017-Pro-Plus-CLC-Stage-A&utm_content=2017-08-global-clc-A-programmer-16&utm_medium=email&utm_source=Eloqua SQUAD READ THIS!
  2. Hi everyone, First timer here. I'm making a mod to allow us to tweak suspensions in-flight, and well, it's done, I just need to know how to add it to existing parts, if that's possible at all? I mean, I know I can edit the .cfg file of each part and shove my module in there, but that's just dirty. I tried the following with ModuleManager but I think I don't quite understand how it works yet =P @PART[*]:HAS[@MODULE[ModuleWheelSuspension]]:FOR[TweakableSuspensions] { MODULE { name = ModuleTweakableSuspensions } }
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