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About NavyFish

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    Aligner of Docking Ports

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  1. Hello all, Expected to have a release out a couple weeks ago but obviously that did not happen. Much travel for business and personal reasons as of late. Hopefully anyone having issues with the official can use an unofficial release for now. Apologies. Not that you should trust my release predictions anymore, but I'll be back home next Thurs, and putting out an update truly has inched its way very close to the top of my personal 'to-do' list. Need moar hours/day. Navy
  2. That's what I was thinking. Thanks for being protective of the thread, @micha. This is indeed an (endorsed) exception, so no worries.
  3. Hello docking peoples! @micha was kind enough to recompile DPAI for 1.5.1, as well as clean up debug log errors, increment the version, and add an option to the in-game DPAI settings menu to control the toolbar icon placement (blizzy vs stock). The latest official release version remains functional, but may spam your debug build logs and will nag you about the version. ( @Sma @Sprintlooser let us know if it fixes your icon issues... I recommend doing a fresh install of DPAI if it doesn't) I will publish a new version to SpaceDock/CurseForge/CKAN incorporating all of these changes soon (this weekend, currently afk), but if you're itching to get your hands on micha's unofficial build in the meantime, feel free to do so here: Navy
  4. I just updated via spacedock, no change to the file. Does this end up incrementing the ksp-avc file as well? if not I'll have to release a new version, with the version file having a ksp Max version of 1.4.99 or something to that effect. (that won't happen until next week at the earliest, travel) if you manually edit the .version file in the dpai folder you'll get rid of that nag. don't know if crashes are related to DPAI without logs thanks @micha not something I can fix right now but next time I'm in Dev mode I will have a look. this codebase is literally 6 years old.. I had no idea how to use Unity back then amazing it's held up this far!
  5. CKAN updated via spacedock, no new packaged released. Hadn't realized 1.4.3 was out I need to push an update of the distribution with a tweak to handle upcoming MM syntax changes but am not in a position to do so. Expect an (actual) update soonish
  6. Cool, thank you. For a few minutes? No. I see it for 5-10 seconds generally in the beginning. Not really sure why unity loads it first, but it seems to consistently. I don't think it's actually stalling on load of that asset, rather the loader is doing a lot of other things in the background at that time and the loading text just doesn't update.
  7. Ok. has that functionality been replaced? Could you recommend changes to the code in moduleDockingNodeNamed.cfg to remain compatible with future versions of MM? I last touched those scripts probably 2 years ago and am not in a good position to do a deep dive into MM syntax at this time (traveling for the next month, living in a truck)
  8. NavyFish

    KSP 1.4.1 Performance

    that's an infinite loop. you all probably meant to decrement i. also.. micro optimizations such as this are almost pointless. the hogs are going to be per-frame object allocations (and the subsequent GC) and improper use of unity's component system, like searching for a component by tag every frame instead of caching the result, etc.
  9. Hmm. Don't see anything in the MM change log that indicates an API change... possibly a bug in the latest MM. @sarbian may want to take a look at this. Thanks for the report @Kolago
  10. This is because I wrote a custom font renderer for use with the mod, it uses a custom font packed into a Sprite atlas It only supports ASCII, so that would exclude Cyrillic and other non-latin alphabets. It's not a matter of translation as much as it would be for rolling a completely new text render... Something which I'm quite reticent to do. If anyone is interested though, take a look at the BitmapFont.cs file included in the source folder. If there is another way to go about including custom fonts in mods that's already built into Unity and can handle unicode please let me know and I will look into making the switch.
  11. 6.8.2 Available on Spacedock / CurseForge Version 6.8.2: [updated] Recompiled for KSP 1.4.2
  12. NavyFish

    What were they thinking?

    I had a similar 'bounce' happen as well, though fortunately earlier in the play session. Figured it was a fluke. Sounds like it wasn't. It's like they didn't even playtest the thing. And then 1.4.2 comes out with a a veritable laundry list of bugfixes... what's going on over there guys..
  13. NavyFish

    What were they thinking?

    Yet there were plenty of 'revert to VABs' throughout those 3 hours of gameplay. Missing the 3rd aerial waypoint by less than a km, ugh.. And only once I did the most kerbal of kerbal goofs - a launchpad staging error - am I finally prevented from reverting. Inconsistent, sloppy. And yeah that would scare off a new player in a heartbeat.
  14. NavyFish

    What were they thinking?

    So I finally fired up 'Making History' this evening. Decided to play the first mission. I'm a bit of a completionist when I play video games. So I took their various challenges to heart - land my first sounding rocket at the island airfield, fly through the 3 aerial waypoints with my 2nd rocket... Mind you, these took several attempts with 'revert to launchpad' in between, but no shame in that. So all said and done, 2 hours or so later I'm beginning the 3rd segment of this first mission. I launch and only then notice a staging error - launch clamps before main engine start, whoops! But suddenly, before I can revert to launch, a dialogue box pops up informing me that I've failed the mission. And I have no recourse.. no ability to revert to launch or VAB or anything. Even the somewhat hidden/obscure quickload feature didn't work. And like that, three hours of gameplay down the drain in an instant. Needless to say this was extremely disheartening. I quit the game in frustration and came here. Seriously, Squad? What the heck were you thinking?
  15. @cakepie Thank you! Nice work @MikeO89 and thanks for your initial report... I hope nothing broke!