Jump to content

ronillon

Members
  • Posts

    35
  • Joined

  • Last visited

Posts posted by ronillon

  1. Hello @Lisias,

    first let me thank you for all the work you have done on TweakScale.

    I hope you could provide me with some advice and information, that would help me to solve my rather specific issue.

     

    Here is the context (optional):

    I'm trying to setup a KSP multiplayer server (based on lunamultiplayer.com) with mods, TweakScale being one of them.

    For reasons (not relevant imo, but I can explain if needed) I need to keep *.craft files under certain size (700KB).

    I need to decrease the amount of MODULE (and other) entries in the *.craft files. ( In order to stay under the size limit, but still allow for complex crafts with many parts. )

     

    Now to my issue:

    My KSP version is 1.12.3 but TweakScale for that have KSP Recall as a dependency, which adds AttachedOnEditor and Refunding modules.

    Can I get rid of these two modules? Because I do not think I need them.

    ( Surface attached parts should not be a problem since Im running higher version than 1.9.1. Refunding is not an issue in Sandbox mode. )

    How I see it I have 5 options:

    • 1) Ditch TweakScale completely. ( I would like to avoid that, because it is damn useful. )
    • 2) Use older version of TweakScale 2.4.3.21 (KSP 1.4.1-1.10.1) which is not compatible with KSP 1.12.3 ( But does not depend on KSP Recall and seems to be working on 1.12.3 )
    • 3) Somehow disable AttachedOnEditor and Refunding functions in KSP Recall. ( There don't seem to be any options for that in the settings or in the .cfg files. )
    • 4) Remove AttachedOnEditor and Refunding modules from parts using ModuleManager. ( This should remove the modules from *.craft files but still keep TweakScale intact and with dependencies satisfied. )
    • 5) Delete attached-on-editor.cfg and refunding.cfg patches from KSP Recall folder. ( This should remove the modules from *.craft files but still keep TweakScale intact and with dependencies satisfied. )

     

    So finally the question. Are my assumptions about 4) and 5) correct? Which solution do You think I should pursue? Anything I missed?

    Thanks in advance for your time. Cheers

  2. 7 hours ago, lordqarlyn said:

    Thanks guys for your suggestions. In fact I have tried switching control points and orientation. MechJeb still does the same thing, as soon as I enable speed control, even at a setting of 0m/s, it accelerates  in the direction the rover is facing until it flips or reaches the top speed of the wheels. Regular operation of the rover works fine, I can use rovers, but without the speed control it's tedius.

    Please provide a log of a game session where you recreate the issue. And craft file would be nice too. I will try to recreate the problem myself (If I will be able to get the same game version and mods.).

  3. 9 hours ago, Burning Kan said:

    try to orient the control part in drive direction (vertical not horizontal)

      Hide contents

    oUdcMy9.jpg

     

    Or switch "Control Point" to match driving direction.

    Or if you have multiple probe cores or docking ports etc. try "Control From Here"

    I have similar problem with space probes. When they detach from mothership I have to change control point or control part, else they can't perform MJ orbital maneuvers (they are switching thrust on&off and keep trying to turn)

  4. 11 hours ago, Vanamonde said:

    Hi @ColdJ. We've put your log inside spoiler tags to make it easier to read the rest of the page. 

    Welcome to the forum. :D

    Hi, it is not a log, it is a config file. And you left a trailing "}" sign outside the spoiler, which might cause issues when people try to use it.

    Don't take it in a bad way, I know you mods have tons of work here, which I appreciate. Just pointing it out and letting you know. Cheers

    8 hours ago, ColdJ said:

    Thank you Vanamonde. Still learning.

    Thank you for your contribution. I'm playing stock-ish career now, but might use it in the future. Cheers

  5. On 4/9/2021 at 4:04 PM, sarbian said:

    I have and there are other bugs. I don't remember the exact details but I think it is related to the UI events that register only on the main screen. This is fixed in a later Unity but I doubt KSP will upgrade their version again.

    I see, and there might be other bugs in the newer versions of Unity as well.

    Maybe they will update if there is enough incentive. With the new features comming in 1.11 and possibly next versions, the might be some reason to update.

    Can you tell me which version fixes the UI events issue? Maybe there are some interesting changes in the versions after that.

  6. On 12/30/2018 at 6:06 PM, sarbian said:

    Nope. Each Unity version seems to bring new bugs related to multiple displays. The current one crashes if the display resolution are different which is the case for me...

    A year later KSP switched to Unity 2019.2.2f1 https://wiki.kerbalspaceprogram.com/wiki/Version_history#v1.8 and has been using it for more than a year now.

    Do you think it might be worth giving it another look? Thanks in advance

  7. On 4/5/2021 at 4:11 AM, Raindrop said:

    I have a problem or two, As the first time i downloaded mechjeb2 it was off of ckan and i mainly use it for "Landing guidance"  and it worked perfectly until i took a break from ksp, when i logged back into the game the landing guidance wasn't working either crashing into the ground because the landing burn would start too late, landing but being a couple hundred meters away from the target, or being carried away to the drag and completely missing the target as well as crashing into the ground.

    I have tried many different version of MechJeb2 as well as Dev releases but non of this seemed to fix my issue, ive also tried deleting all of my mods and redownloading them manually with all their dependencies as well as KSP itself even changing KSP game versions, still though nothing worked. My main reason for getting MechJeb was after watching a video which showcased MechJeb2 being used to land a SpaceX Starship from "Tundra Exploration" mod. In the video i saw, when the landing guidance was activated and set the KSC pad as target,  on the bottom was text saying "ModeSafeDescentSpeedPolicy (False)" but on mine instead of being false it would be true, as well as text on another video by the same guy but using a Falcon 9 stating "ModePoweredCoastDescentSpeedPolicy (False)" but again on my mechjeb it would say (True) instead is their any fix for this? I have been informed that "ModeSafeDescentSpeedPolicy" is given a (True) or (False) if there is enough drag to assist slowing the vehicle down as it descends, but i don't know why my version would state it as (True) if i have the stock Physics.cfg and have not messed with any of the physics in the cheat menu.

    Is there any fix for this?

     

    Hello and Welcome to KSP forum

    I'm not sure if I myself will be able to solve your issue, but I will try to guide you so more experienced others can.

    First, let me quote from the first post of this thread by the creator of MechJeb, please follow the link in the post regarding logs

    On 1/11/2017 at 1:49 PM, sarbian said:

    No logs => No support. If you can not find the time to provide the info I need to diagnose your problem do not expect I will find the time to reply to your post.

    If you can, try to post a log from a short game session, where all you do is replicate the issue. This will decrease the log size and makes it easier to troubleshoot. (For example, in your case, start the game, load your save, switch to ship you want to land, attempt to land it (multiple times even), end the game, upload the log file.)

    Once you upload the log file to some file sharing service, please add the link to your previous post using the EDIT (the three dots in the top right corner of your post) function (so all important information will be together).

    Possibly even add commentary relevant to that testing game session. Any additional information might be helpful (although we can read game version and mod versions from the log file, it does not hurt to list them). Even a *.craft file might help in some cases, if there is a need to replicate the issue on solvers end.

    Another thing you can do, when you think there is a problem with a particular mod, is to try a clean KSP installation with just that mod. That will make sure the issue is isolated to said mod and not a case of mod vs mod interaction.

    This will highly increase the chances of your issue being solved.

    -------------------------------------------------------------------------------

    Now that we have introduction and basic troubleshooting guide done, lets see about your issue.

    I'm don't know about the landing issue in general, as I do not use the function at all.

    The first thing, that comes to mind is, do you really have the same scenario as the guy in the video you mentioned? Maybe he has some mods you do not have, or you have some mods he does not have? Maybe you have different game/mod settings than he has? Mods can change the flight model completely, making some feats possible/impossible. Is the ship you are trying to land similar enough?

  8. 29 minutes ago, darthgently said:

    Is there a way to turn off the partless aspect of MechJeb2?  By 'partless' I mean the automatic  inclusion of MJ in every command module and probe core and revert back to requiring the actual MJ core part to make it work?  

    [edit: I found the file MechJebNoCommandPod.cfg and that looks like the answer.  Has anyone else found that the quickest way to find an answer is to post a question, at which point one figures it before the post is answered in about 5 minutes after posting the question?]

    Since MJ has MM as dependency, it's most likely the best way to go about it. I immediatelly remembered "MechJeb forAll" from the old 1.3.x days.

    Re edit: That is totally normal, happens to me often in real life. To ask the question you need to explain the issue (or at the very least phrase it), which makes you look at the problem from different direction. That is usually enough to break you away from going in circles. From there it is easy to get the solution or at least set you on the right track to it.

  9. 3 hours ago, frankieorabona said:

     

    @ronillon thank you for quoting me. I follow with great interest!
    Sorry, but I didn't understand how to assign a key to a controller. I am making a custom one, and unfortunately it doesn't recognise the button input of the controller (set as a joystic button). I could do it via the interface program, though it would cost me to remap all those buttons that would already have the same Keybinds... I would like to ask you if you know of any keys that are not used by KSP.

    I'm still curious how to do it with a gamepad (I have an Xbox 360 controller).

    No problem, you are both dealing with the same issue, so it was only logical to include you both in the possible solution.

    You need to decide what you need/want to get and what you are willing to trade for it. I do not have any controllers available, so I can't help you with that, other than the program I mentioned.

    As for the KSP Keybindings, just open setting and make notes. Although there are some keybinding lists on wiki, the ingame ones are the most uptodate and accurate (specially considering you might be running different KSP version, or made some binding changes you already forgot about). Who knows, maybe you can free up some keys you do not use, or find keybindings for things you never even thought about.

    And for the possibility of the QuickSAS maintainer coding the support of controllers into QuickSAS, I think we can take his like of this post as at least a soft no.

     

  10. 3 hours ago, leatherneck6017 said:

    Why not just map your controller inputs to the appropriate keyboard keys?

    The reason could be wanting more keys, than just what he has available on his keyboad. Otherwise I agree, controller-keyboard chain mapping is the easiest way to go.

    Although I hardly use half of my keyboard keys myself in KSP, I can imagine someone wanting more, it all depends on playstyle I guess.

    For example I'm playing this other space game, where although you can manage with keyboard+mouse with clever modkeys, it would be much more convenient to have 2-3 full keyboards, couple hotas, mouse and touchscreen or two.

  11. As @FruitGoose says, you might try programs like AutoHotkey to chain the controller keys to keyboard keys, then use those in QuickSAS. Sounds like the best bet to me.

    Other than that, yes, it seems QuickSAS code would require modifications to recognize anything else than keyboard keys. I tried to assign 4th and 5th mouse buttons (do not own controllers) and it did not work.

    The source code is available ( https://github.com/linuxgurugamer/QuickMods ), so just find someone with knowledge of C#, hooking controller inputs that has KSP/Unity? (so he can compile it) and is willing to do it.

    The current maintainer of QuickMods should have the knowledge, but since he maintains a LOT of mods, I do not think he will have time to add additional features. I assume this by the fact, that he did not reply to your's and @frankieorabona posts in the Quick Mods thread. But I might be wrong.

  12. 12 hours ago, Cavscout74 said:

    I saw that previous issue, and updated EVE with no change - I think it already was up to date, but I just deleted & installed newest to be sure. 

    The strangest part is I'm running a 1.11.1 JNSQ with the same mod list (versions are updated if available) and it runs ok except for some other issues (invisible tethers between KV pods & their bases being the biggest I just encountered). 

    I was trying to go back to 1.10 to see if it ran better, but I think I may just be better off sticking with 1.11 rather than chasing problems in an out of date install.   I'll probably tinker a little over the weekend if for no other reason than maybe I can come back & say,  "Hey, I found it, _________ mod was the problem" for other people

    You are right, it looks like your EVE version from that log was indeed 1.11.2.1  I missed that sorry. Likely because it was pretty late that night (early morning hh)

    Keep in mind, that updating the mod will not help, if the issue persists in the newest version. Try to remove it to see if that helps.

    I'm honestly out of solid ideas, but perhaps someone else will find a solution for you.

    Just a hint for next time, always include full logs straight away, describe exactly what is happening, try the mod you suspect is causing issues on clean install and write it all in one post (Consider Edit if you are not replying to someone and just adding information.). This wastly increases your chances of getting help. Not everyone can/wants to read through many postst to gather relevant information. That being said, you might want to consider to repost all relevant information you got so far/after some more testing in new post so it is all easily accessible when someone more knowledgeable comes here.

    If you want to tinker with it to find solution for others, that is great! I would suggest installing/removing the mods one by one (or rather try half, see if it breaks it, then try the other half to narrow it down, considering the amount of mods in JNSQ) use CKAN where possible so you do not have to hunt dependencies. Once you find a culprit, try it on clean install with MJ to rule out multiple mods collision. Good luck

  13. 51 minutes ago, Cavscout74 said:

    Player:  https://www.dropbox.com/s/ulkordhu3o5o7ik/Player.log?dl=0

    KSP: https://www.dropbox.com/s/g61coa8zt1cdb9q/KSP.log?dl=0

    @ronillon Also, the Clean + MJ install loaded right up, no issues.  Installed MJ from the same .zip as used in the JNSQ install

    So, MJ itself is fine, JNSQ itself is fine (I doubt that considering the ammount of errors and warnings I see.) seems to me it is some kind of collision.

    I'm not an expert and there is a lot in those logs, but it seems to me this might be related to issue we saw earlier, see my post about it:

    I see the same errors:

    at System.Reflection.Emit.AssemblyBuilder.get_Location () [0x00006] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 
    [AddonLoader]: Instantiating addon '_BuildManager' from assembly '_BuildManager'
     (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    Uploading Crash Report
    NotSupportedException: The invoked member is not supported in a dynamic module.
      at System.Reflection.Emit.AssemblyBuilder.get_Location () [0x00006] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 

    So I would start with checking EVE, there is a link to the most current version of it I know of in the post linked above. Sadly @GregSeventy7 did not report whether updating EVE solved the issue, but you can give it a try and tell us.

    Other than that, B9 seems to be throwing a lot of stuff too, so you might want to check that as well.

    Keep in mind that MJ reports issues of other mods/dlls, as mentioned in the linked post.

    All in all, latest version of JNSQ is a year old and for 1.8.1+ so some issues might be expected when you try to run it on 1.10.1. You might want to consider either downgrading to 1.8.1 or updating individual mods contained in JNSQ, I highly suggest using CKAN for that.

     

  14. 1 hour ago, Cavscout74 said:

    I was trying to make a KSP 1.10.1 build and it keeps stalling during loading.  I can post full logs later, but what I'm seeing in the player log is this over & over:

    --SNIP--

    I saw a similar issue back around page 138 of this thread, but that was a conflict with another mod that I don't use.  KSP loads fine when MJ is deleted.   This is with MJ version 2.11.0 but I also tried 2.9.2 with no difference.  Any ideas?

    Do I understand it right that you are trying to build MJ yourself from the source?

    Anyway I'm running similar configuration without issues. Not sure about changes between 1.10.0 and 1.10.1 but I wouldn't expect anything major.

    Configuration: Windows 10 x64 | KSP 1.10.0.2917 | MJ 2.11.0

    As always, have you tried MJ on clean KSP install so mod collision can be ruled out? In any case, full logs please.

  15. 14 hours ago, Gargamel said:

    Moved to the Network.  :D  

    Thank you.

    14 hours ago, Vanamonde said:

    We'll see if we can contact somebody, though. 

    Alright, I will give you some time and wait for your reply, before proceeding further.

    I could have contacted CF support myself, but felt like it was proper to try to go through some more official KSP/SQUAD channels first.

  16. On 1/12/2021 at 11:00 AM, Tudor Aerospace said:

    Also, most land safely, don't kill anyone etc. parts of the contracts will be removed, as @Caerfinon pointed out that 

    Quote

     A kerbal could achieve the specific milestone and be honoured for the achievement but still perish in a freak accident. That kerbal's glory would not be diminished. So is the check necessary? You could complete the contract when the deed is done... but what happens after that is just fate.

    Perhaps you could add a reputation bonus for safe recovery of crew and science bonus for safe recovery of craft.

    BTW, the mod sounds pretty interesting, will give it a try in near future.

  17. Hello, I know it has been some time since KSP 1.4, but I just noticed this mod in your signature and thought I would give it a try on the version I'm currently playing on.

    The result is a bit mixed:

    ALT + F1 to hide/show the window - does not show the main window

    FPS and memory counter (ALT + F to show hide) - works, without any apparent issue

    Configuration: Windows 10 x64 | KSP 1.10.0.2917 | Clean KSP install with just GCMonitor 1.4.9.0 installed through CKAN

    KSP.log https://drive.google.com/file/d/1Bs_PxZMzlWAQXUoRx6faJvaUyJQtNXKb/view?usp=sharing

    Player.log https://drive.google.com/file/d/1UyUw6sLBWrX1lL0U7QbO3aw-sejUwrgM/view?usp=sharing

    Thank you for all the great mods!

    P.S.: Would testing on different versions of KSP be of any value?

  18. This is just a minor issue, but I thought I would post about it here in case someone feels like fixing it. (I could not find a better place on forum to post it in, if there is please mods be kind and move it there.)

    The link "Get Mods!" in the top menu here on forum leads to: https://kerbal.curseforge.com/

    On this site, there is a top menu with "Projects" and it's submenu items "Mods", "Shareables", "Missions"

    "Projects" link works and leads to https://www.curseforge.com/kerbal/ksp-mods where you can click "Mods", "Shareables", "Missions" tabs and get to those. (You can also get there by clicking "Browse Projects" button below on the page.)

    "Mods", "Shareables", "Missions" links lead to pages with a message: "We're sorry, but this module is currently disabled. Please contact a site admin if this has been done in error. Support"

    I believe it is just a matter of broken links (likely a result of some changes on curseforge) leading to https://kerbal.curseforge.com/ksp-mods instead of https://www.curseforge.com/kerbal/ksp-mods and should be an easy fix.

  19. On 2/23/2021 at 4:46 PM, frankieorabona said:

    I would like to know if the Quick Sas Mod is working.
    I installed it but nothing happens. Maybe I'm doing something wrong?

    I just tested Quick SAS and it seems to be working fine.

    Configuration: Windows 10 x64 | KSP 1.10.0.2917 | Clean KSP install with just Quick SAS and it's dependencies. | Quick SAS 1.2.0.7

    Please note, that Quick SAS has dependencies: ClickThroughBlocker, ToolbarController,  Zero MiniAVC (dependency of ToolbarController) so make sure you have those installed.

    You can install the mod through CKAN to make sure those dependencies are met.

    Also note that the Quick SAS toolbar button which is used for configuration of the keybindings is only available in the main Space Center scene.

  20. 3 hours ago, linuxgurugamer said:

    Fyi, I hope to look at this in the next day or so.  I have a decent idea of what may be going on

    That is great, would some logs, info or testing help? FYI: 1.9.5 Does not work for me on KSP_1.10.0.2917 @ Windows 10

    49 minutes ago, vardicd said:

    That's okay, not really a huge rush, we still have functional previous versions to fall back on. 

    Exactly, easy to do through CKAN, Spacedock or manually from github releases.

    Although I wonder if it is possible to somehow fix this for those who autoupdate, reverting to 1.9.4 on CKAN?, re-releasing 1.9.4 as 1.9.5.1 on CKAN for example. But that might make a mess in versioning... probably best to wait for fix of 1.9.5

  21. On 2/4/2021 at 7:00 PM, Stone Blue said:

    Your log looks surprising clean...
    You are showing an EXC from _BuildManager.dll... I dont now what that is, but I have been seeing it a *LOT* lately.

    Further down, I would say this could be your main issue w/MechJeb. (IIRC, MJ checs other .dlls for issues. so even tho, its MJ giving you warnings, its not really MJ *causing* the issue... just telling you about it):

    
    [ERR 07:44:55.888] MechJeb caught a ReflectionTypeLoadException. Those DLL are not built for this KSP version:
    
    [ERR 07:44:55.889] [x] Science! 4.0.5409.41876 GameData\GameData\[x] Science!\[x] Science!.dll

    SO, off the bat, I would chec [x] Science, as the current version, built for 1.9.+. v5.2.6, is probably what you should be using on 1.11.1

    Indeed since version 2.9.1 MJ reports the source of the exceptions:

    On 1/11/2017 at 1:49 PM, sarbian said:

    2.9.1

    • ReflectionTypeLoadException will now list the DLLs that are the actual source of the exception in the log. 

    I'm pretty new to this, so take this with a grain of salt.

    I agree, that [x] Science deserves attention and updating to current version.

    But I think the culprit is in fact EVE, which _BuildManager.dll belongs to. As it is the last thing in his ( GregSeventy7 ) KSP.log, right after the Breaking Ground DLC is being loaded:

    Spoiler
    
    
    
    
    
    [LOG 07:44:35.068] [AddonLoader]: Instantiating addon '_BuildManager' from assembly '_BuildManager'
    [EXC 07:44:35.079] NotSupportedException: The invoked member is not supported in a dynamic module.
    	System.Reflection.Emit.AssemblyBuilder.get_Location () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
    	_BuildManager._BuildManager+<>c__DisplayClass2_0.<logVersion>b__0 (System.Reflection.Assembly x) (at <5329a27ec3b64178b009f7e4fdd9f215>:0)
    	System.Linq.Enumerable+WhereSelectArrayIterator`2[TSource,TResult].ToList () (at <fbb5ed17eb6e46c680000f8910ebb50c>:0)
    	System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) (at <fbb5ed17eb6e46c680000f8910ebb50c>:0)
    	_BuildManager._BuildManager.logVersion () (at <5329a27ec3b64178b009f7e4fdd9f215>:0)
    	_BuildManager._BuildManager.Awake () (at <5329a27ec3b64178b009f7e4fdd9f215>:0)
    	UnityEngine.GameObject:AddComponent(Type)
    	AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)
    	AddonLoader:StartAddons(Startup)
    	<LoadObjects>d__90:MoveNext()
    	UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
    	<CreateDatabase>d__71:MoveNext()
    	UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
    	GameDatabase:StartLoad()
    	<LoadSystems>d__11:MoveNext()
    	UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
    	LoadingScreen:Start()
          
    ---SNIP---
          
    [LOG 07:45:25.487] Expansion serenity detected in path C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\SquadExpansion\Serenity
    [EXC 07:45:25.494] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
    	System.Reflection.Assembly.GetTypes () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
    	AssemblyLoader.GetTypesOfClassesImplementingInterface[T] () (at <2afc64dea36946459d4707808bdac511>:0)
    	Expansions.Missions.MissionsUtils.InitialiseAdjusterTypes () (at <2afc64dea36946459d4707808bdac511>:0)
    	Expansions.ExpansionsLoader+<LoadExpansions>d__21.MoveNext () (at <2afc64dea36946459d4707808bdac511>:0)
    	UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0)

    Notice the:

      at System.Reflection.Emit.AssemblyBuilder.get_Location () [0x00006] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 

    I would suggest updating EVE to new version:

    EDIT: Removed link to version which is no longer being maintained to prevent confusion, as per @R-T-B's post below.

    P.S.: Is it OK to post debugging like this in the MJ thread? The issue does not seem to be related to MJ. No wonder the thread is 140+ pages, but I guess it can't be helped?

  22. On 2/3/2021 at 12:49 PM, Spran said:

    Sorry about that, how do I make a log if I can't load into the game?

    Kerbal Space Program - logs locations:

    In your user appdata folder:
    %HOMEDRIVE%\Users\%username%\AppData\LocalLow\SQUAD\Kerbal Space Program\
    (ex. C:\Users\YourUserName\AppData\LocalLow\SQUAD\Kerbal Space Program\ )
    Files: Player.log and Player-prev.log

    In your game installation folder:
    c:\Games\Kerbal Space Program\
    c:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\
    Files: KSP.log

    These log files can be opened in text editors like Notepad/Notepad++/Word.

    Upload them to some filesharing site (onedrive, google drive, fileshare etc.) and post the links here.

     

  23. 7 hours ago, jimmymcgoochie said:

    v0.2.4 is causing tremendous frame rate drops at higher time warps in KSP 1.8.1 when the FPS counter is active- it goes from 25FPS to 2 when the timewarp is turned up to 1000x. Nothing appears in the in-game console or the logs but the frame rates completely tank when the time warp goes above 10x.

    0.2.3 doesn't have this issue and time warps without affecting the frame rate. I'm running a heavily modded RP-1 game but this single mod is causing the issue and rolling back to the previous version completely solves it.

    Tested ShowFPS_0.2.4.0 on:

    KSP_1.8.1.02694 (clean install, Jumping Flea.craft, High Kerbin orbit, TimeWarp 1x to Max):

    ShowFPS on = 60FPS ShowFPS off = 60FPS

    KSP_1.10.0.29174 (modded install, FuelTank+9Engines, Low Kerbin orbit, TimeWarp 1x to Max):

    Spoiler

    Action Group Manager Renewed (ActionGroupManager 1:2.2.6.2)
    Better Load Save Game Renewed (BetterLoadSaveGame 2.5.2)
    Breaking Ground (BreakingGround-DLC 1.5.0)
    ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.15)
    Craft Manager (CraftManager 1.2.0)
    Editor Extensions Redux (EditorExtensionsRedux 3.4.2)
    Hangar Extender (HangerExtenderExtended 3.6.0)
    HyperEdit (HyperEdit 1.5.8.0)
    Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0)
    Kerbal Engineer Redux (KerbalEngineerRedux 1.1.8.3)
    kOS: Scriptable Autopilot System (kOS 1:1.3.2.0)
    KXAPI (KXAPI 1.2.0)
    Making History (MakingHistory-DLC 1.10.0)
    MechJeb 2 (MechJeb2 2.11.0.0)
    Minimum Ambient Lighting Updated (MinAmbLightUpd 1.2.6)
    Module Manager (ModuleManager 4.1.4)
    notes (notes 0.16)
    Notes2Log (Notes2Log 0.0.3)
    QuickBrake (QuickBrake 1:1.4.0.7)
    QuickExit (QuickExit 1:2.2.0.7)
    QuickGoTo (QuickGoTo 1:1.4.0.8)
    RasterPropMonitor (RasterPropMonitor 1:v0.31.4)
    RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.4)
    RCS Build Aid (RCSBuildAid v1.0.3)
    Red Onion (RedOnion 0.5.2)
    SCANsat (SCANsat v20.4)
    Ship Manifest (ShipManifest 6.0.2.0)
    Show FPS (ShowFPS 1:0.2.4)
    SpaceCore kOS Script Pack (kOS-SpaceCore 1.1.1)
    SpaceTux Library (SpaceTuxLibrary 0.0.5)
    StageRecovery (StageRecovery 1.9.3)
    Toolbar (Toolbar 1:1.8.0.5)
    Toolbar Controller (ToolbarController 1:0.1.9.4)
    TotalTime (TotalTime 0.6.9)
    Tracking Station Evolved (TrackingStationEvolved 6.0)
    Trajectories (Trajectories v2.3.4)
    VesselMover Continued (VesselMoverContinued v1.9.0)
    Waypoint Manager (WaypointManager 2.8.2.6)
    Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1)

    ShowFPS on = 45-50FPS ShowFPS off = 45-50FPS

    Result: could not replicate.

×
×
  • Create New...