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Everything posted by severedsolo
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I actually have some code that sort of does this. In my personal copy of Oh Scrap I implemented the ability for failures to play "catch up" when the vessel is loaded (ie will do failures that would have happened when vessel was unloaded) and rebalanced it to take that into account (it was never implemented because it would be hell with current settings, way too many failures). If I still have the code, happy to submit a PR if you're interested. Does it have to be a separate GUI? Oh Scrap already implements an entry in the stock "difficulty settings" screen.
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Please for the love of god allow the sounds to be turned off if you do add them (ie not play at all).
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@[email protected] - ScrapYard_ContractConfigurator is an extension class. It adds a few PARAMETERS to Contract Configurator that can in theory be used if ScrapYard is installed. It doesn't actually do anything without CC installed, and AFAIK nobody is using them anyway (probably because they are undocumented)
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If you are planning to go interplanetary, in my experience this is a problem that solves itself later in the game - I turn on Rep Decay (at about 5/10%) - although I have plenty of money in the "Apollo era" - when I'm going interplanetary it's not unusual for a launch to cost me 400-500k funds which obviously takes a big chunk out of the budget. Without flying other missions, the rep is decaying between launches and you find yourself on a tight budget. Otherwise, you could turn down the multiplier, or the rep rewards as you said. Or you could allocate less money to Funds and give your Construction and Research departments more budget.
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Expected behaviour - although I agree the tooltip could be worded a bit better (or possibly split into two tooltips). The margin is both the margin before the event, and the margin within which an alarm won't be set (to stop it from triggering alarms straight away when within the margin - as per your Maneuver node report below). That's definitely a bug, it should be respecting it if you are within the margin. These two are really the same issue, just coming at it from different ends - but definitely a bug. Thank you for the reports - raised #5
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Actually, the feature update is taking a while, so let's do it now. As I haven't received any feedback on the performance improvements, I'm going to assume they worked. Alarm Enhancements 1.0.2 Released Cache the list of Alarms to (hopefully) alleviate the GC stutters that were reported. Fix Maneuver Alarm setting not being respected.
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Stack Overflow crash
severedsolo replied to Krazy1's topic in KSP1 Technical Support (PC, modded installs)
To be perfectly honest, your best bet in situations like this where your log isn't obviously blaming a candidate is to start doing the binary method. Remove half your mods (make sure you leave any dependencies) and see if you can reproduce the issue (probably in a new save, as loading an old save with half it's mods installed is asking for trouble). If the issue disappears, you know the problem is in the second half, so replace them and keep doing that into you narrow it down to the minimum set of mods required to reproduce the issue. Then report the issue to the mod makers and provide your logs etc, as you have here. -
Is this when you are in/your orbit is intersecting the atmosphere or all the time?. 99.9% of the time you shouldn't notice it as the mod aborts the calculation if there's nothing worth doing. It's probably the garbage collector, I'm doing some not very well optimised things in terms of allocations and Lists right now, because "get it working" comes before "make it fast". There's definitely some optimisation to do, if it's causing issues I'll try and clean it up a little for the next release.
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I can add that - the auto-renamer can be turned off in the difficulty settings. It's late and I'm about to go to bed, but I'll pick it up tomorrow if I get time (or the weekend at the latest). Just to clarify (I'm assuming yes, but let's be thorough), do you want to be able to set the default name of the auto-alarms as well as manual ones? Raised #1 EDIT: I've just realised what you meant. I'm not sure I can mess with the default names for manual alarms but I will have a dig and see what I can do. I can definitely let you choose your own name for the auto renamer though
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Yes. Yes it is.
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It shouldn't completely lock up your system tbf - sounds like your system might be using up all it's swap (or your swappiness is set too high) - I've seen this before but only in low memory situations. The OOM killer in the kernel does actually need a small amount of memory to work. Try watching the results of watch -n 1 free -h See how much swap you have/KSP is using at the point of the freeze.
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Hello everyone, I've just released Alarm Enhancements 1.0.1 which fixes a few questionable decisions the mod was making. Informed the mod it's perfectly safe to remove Maneuver Alarms if the vessel doesn't actually have any maneuvers. Informed the mod it's perfectly safe to remove Atmospheric Reentry Alarms when the vessels orbit does not actually intersect the atmosphere. Mod will now remove SOI Alarms if it can't detect an SOI change AND the timewarp rate is 1x