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About Tahvohck

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  1. Running well on my old i5-4570 with 16GB of RAM, though the ships I've tested it on are pretty simple so far (early in a career save). This is always a dangerous question, but is it possible to offload any of the processing to the GPU? This sort of thing is what GPU architecture excels at, isn't it?
  2. Is Kerbalism re-reading its configuration files after launch? I have a modulemanager patch to change the fuel cell process to be a little more in-line with real-world H2-O2 fuel cells and although MM is applying it (I've done a dump to check) it only gets applied if I go in and directly edit the default profile. If that's the case, why are you letting this file get loaded at all during startup? Might as well improve load times, even if only by a few milliseconds (especially since it has MM patches in it, so it has to be run over multiple times).
  3. @fitemesquirrel I think part of the problem is that you're treating "thrust" as "blade speed" which is not actually tracked. If you wanted to modify it, you'd want to edit the PART/MODULE[ModuleEnginesFX]/velCurve floatCurve node (I think).
  4. Am I doing something wrong? All of the 1.25m engines seem to hit almost zero thrust at mach 0.2 (~68 m/s) at sea level, making it so I can't even take off on a moderate-sized plane. Meanwhile the KT6A "Kitty" has enough thrust that I can fly reasonably well with 4 at 8000 meters. In fact, while all the others hit zero at 0.2, the kitty hits its stride at 65kN at mach 0.3. What gives?
  5. I'm not sure if this has been mentioned, but some bugs I've found: The retro inline cockpit has an impact speed of 4 m/s. This is laughably low, makes landings a pain (well, water landings) and seems to be a typo. I've fixed it with a MM patch: @PART[RetroMk1inline]{ crashTolerance = #$@PART[Mark2Cockpit]/crashTolerance$ } The retro inline cockpit ALSO seems to have issues with crew transfers. I can transfer out but not in. This is with CLS and Ship Manifest, though seems to persist even with the relevant settings off. I'm not sure what's causing this but I can experiment more if needed.
  6. Is it intended operation that not all of the attachment nodes actually attach to each other, or do I have a bug? I think I'm just dealing with the finicky-ness of attachment nodes, don't worry about it.
  7. No worries about the response time. I (somehow) got things working again after a nuking of the settings (and a lot of other fiddling). Here's the tag file anyway: TAGS { TAG { tag_name = Unmanned RULE { attribute = crew_capacity comparator = equal_to value = 0 } } TAG { tag_name = Crewed RULE { attribute = crew_capacity comparator = greater_than value = 0 } } TAG { tag_name = Landers } TAG { tag_name = Lifters RULE { attribute = name comparator = starts_with value = LFT } } TAG { tag_name = Satelites RULE { attribute = name comparator = starts_with value = SAT } } TAG { tag_name = Plane craft = SPH_AR-1B craft = SPH_AR-1 craft = SPH_AR-2 } TAG { tag_name = Subassembly craft = SPH_UP-1 craft = Subassembly_UP-1 } TAG { tag_name = Rover craft = SPH_PR-2 craft = SPH_R-1 "B****** Tube" craft = SPH_RS-1B "Behemoth" craft = SPH_PR-1 } TAG { tag_name = Probe craft = SPH_PR-1 craft = SPH_PR-2 craft = SPH_UP-1 } }
  8. I'm not entirely sure what I've done, but suddenly the window isn't rendering right: It was working one moment, then gone the next. Rebooting the game hasn't fixed it, neither has deleting the stock settings.cfg file. --- Edit: Just triggered it again. Creating a new autotag rule on Lifters, where the name starts with LFT, causes it to happen again after a fresh install (of the mod). --- Edit2: Getting the following spamming my log when I have the window open, even after fresh installs: [EXC 11:06:20.953] NullReferenceException: Object reference not set to an instance of an object CraftManager.Tag.<rule>m__0 (CraftManager.CraftData craft) System.Collections.Generic.List`1[CraftManager.CraftData].FindAllStackBits (System.Predicate`1 match) System.Collections.Generic.List`1[CraftManager.CraftData].FindAll (System.Predicate`1 match) CraftManager.Tag.rule () CraftManager.Tag.get_craft () CraftManager.Tags+<craft_count_for>c__AnonStorey5.<>m__0 (CraftManager.CraftData c) System.Collections.Generic.List`1[CraftManager.CraftData].FindAllStackBits (System.Predicate`1 match) System.Collections.Generic.List`1[CraftManager.CraftData].FindAll (System.Predicate`1 match) CraftManager.Tags.craft_count_for (System.String tag_name, System.String mode) CraftManager.CraftDataCache.tag_craft_count_for (System.String lookup, System.String modifiyer) CraftManager.CMBrowser+<draw_left_hand_section>c__AnonStorey8+<draw_left_hand_section>c__AnonStoreyA.<>m__0 () KatLib.DryUIBase.section (UnityEngine.GUIStyle style, KatLib.ContentNoArgs content, KatLib.ClickEvents click_event) CraftManager.CMBrowser+<draw_left_hand_section>c__AnonStorey8.<>m__5 (Single scroll_width) KatLib.DryUIBase.scroll (Vector2 scroll_pos, UnityEngine.GUIStyle scroll_style, Single scroll_width, Single scroll_height, KatLib.Content content) CraftManager.CMBrowser+<draw_left_hand_section>c__AnonStorey8.<>m__2 (Single tag_list_width) KatLib.DryUIBase.v_section (Single section_width, UnityEngine.GUIStyle style, KatLib.Content content) CraftManager.CMBrowser.<draw_left_hand_section>m__4 (Single inner_width) KatLib.DryUIBase.v_section (Single section_width, Single section_height, Boolean expand_height, KatLib.Content content) CraftManager.CMBrowser.draw_left_hand_section (Single section_width) CraftManager.CMBrowser.<WindowContent>m__10 (Single inner_width) KatLib.DryUIBase.section (Single section_width, KatLib.Content content) CraftManager.CMBrowser.<WindowContent>m__0 () KatLib.DryUIBase.v_section (KatLib.ContentNoArgs content) CraftManager.CMBrowser.WindowContent (Int32 win_id) CraftManager.CMUI.DrawWindow (Int32 window_id) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, Int32 instanceID, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [ERR 11:06:20.954] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) Is there a way to clear all tags?
  9. It looks like this has stopped working for me again since upgrading to Windows 10. The program will run fine, but it's not detecting any of my joystick inputs. Is this a thing you're aware of/do you have a fix for it? It's probably worth noting that joy.cpl doesn't see anything for them either, but all of my games read them fine.
  10. Will do, thanks. - - - Updated - - - That did the trick. Thanks again.
  11. Hey, I was trying to set this up to use with both KSP and BF4, but UJR is saying that I've got an old version of vJoy. I've got version 2.0.5, which required jumping through some hoops to get to, by the way: http://vjoystick.sourceforge.net/ is a dead page at the moment. What gives? Is that actually an old version?
  12. Hmm. I think I'll look into that once I finish up my own mod (of a mod). If I'm following you right, it might be better to do :NEEDS[mod]:FOR[sETICTT] (MM capitalizes all mod names), which will only run the patch if the mod exists, then run it during the SETIctt pass of MM. If I understand the MM-ized load order right, first KSP loads up all the nodes it can read, including MM "patch" nodes, and then MM walks the tree and parses those nodes out (in order FIRST -> LEGACY -> BEFORE/FOR/AFTER per mod -> FINAL). That means you can modify nodes that have a "later" GameData folder even if you run in the FIRST pass. Of course any patches applied after that can modify it again, but specific to you, that's why you have initial things (i.e. tweaks to another specific mod) in the FOR[sETICTT] pass (or BEFORE, even) then things like "double-EC" in the AFTER[sETICTT] pass.
  13. Ah, okay, I see! So you know, you'd only have to do reintegration any time you accepted a pull request since only you have push access to your own repositories (unless you set it up differently, of course!). But it would probably be best to wait until you're rebooting the code anyway, yeah. Dual booting, huh? How well does that work for you? Honestly, I don't shut down my computer often enough for that to be a viable option for me, despite how much I'd like to. - - - Updated - - - Not just directed at nobodyhasthis, but can anyone tell me what that makes the MM bootup section of the log look like? Both the :AFTER[] and :FOR[] tags are positional loaders, although FOR also creates an index if it didn't exist already, and I didn't think you could combine them (and if it's just being done to make a SETICTT mountpoint, you might be best defining it once as a dummy node).