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Claw

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Everything posted by Claw

  1. Turns out to primarily be the way the moving lighting on the models is interacting with the new engine. All the animated parts are causing CPU load to some extent, but the moving lights seem to have the biggest impact. We've sorted out a fix for the editor crashing, but the core problem of the crashing isn't clear (since it has to do with resource cleanup). Unfortunately no, there's currently no fix out for exploding wheels/gear.
  2. Double ninja! So @Snark it is.
  3. How did you know I just woke up? Stalker! I wonder if @Red Iron Crown is around...?
  4. I think it's not throwing a detach because the part doesn't get detached, it just gets deleted. I did notice in your source that you don't have an OnDestroy method. You could also put code in there to delete/disable anything that should no longer exist when the part is destroyed. The game event firings aren't always called everywhere (or aren't always what you expect), but OnDestroy is always called by Unity. There are also some editor unique calls that happen that may give you what you want. In any case, you could also throw a debug log statement in there just to be sure it's calling things when you want/expect, depending on your desired outcome. Additionally, you might want to unregister your game events somewhere when the part is deleted, otherwise those game events will start to pile up (or leak, if you want to call it that) and the game will try to call them.
  5. Excellent! Thanks for testing. Did you, by chance, happen to keep the log files?
  6. Thanks for your patience. I've updated the main board. Congratz on another job well done! I'm liking that little ion bike.
  7. \o/ Technically not a reaction image, but I'm happy none the less. Only two data points, but on a positive trend so far.
  8. Part of why we are trying to get 1.1.3 out is so that we can begin work on 1.2. There are plans to upgrade the unity engine again (though it's a smaller migration) and rework the wheels some more. We don't know yet how the wheels will change, but we know that they will undergo more scrutiny for 1.2.
  9. The add-on is cross platform, and I suspect it's the same issue in both windows and linux. Actually, if you are running into this issue using linux, please give the add-on a try. That would help confirm that the issue on linux is rooted in the same area as in windows.
  10. To clarify this statement, the "wheels aren't allowed to clip" was done to prevent catastrophic interaction with the wheels, and was not done to limit player creativity. There are instances where clipped wheels causes craft to be ripped apart upon physics load, phantom forces causing constant movement, and sometimes high speed ejection from the solar system (from the launch pad). These scenarios don't happen in every case, but it's prevelent enough that wheels had to be restricted. As noted in that other thread, there are settings you can modify for the wheels which will allow them more leeway in clipping. So if you'd like some freedom to experiment, you can try to fiddle with those and it may allow what you want for your specific configuration.
  11. But I just went! How about we try @AmpsterMan again?
  12. Oh hey. Looks like some folks are trying to find me. How about @Vanamonde
  13. I've created a new fix to try. It is not currently in the main StockBugFixPlus download, but you can download from below. It includes both a fix for the high CPU utilization, and a potential fix for the VAB/SPH crash. To install, just unzip in the GameData directory. To uninstall, delete the directory. For the high CPU utilization in the VAB/SPH, it now uses the stock game settings "Show Space Center Crew" option. If you have that option disabled, then all animated ground crew is disabled (thereby reducing CPU utilization). https://www.dropbox.com/s/gyyaavynxkwtxhg/EditorCPUFix v00.02.zip?dl=0
  14. Also, as sumghai suggested, if you can run the 64-bit version that would be better for you. If not, then try deleting the settings.cfg and trying again. Or you can edit the settings.cfg and look for the line that says "TEXTURE_QUALITY" and change it to "TEXTURE_QUALITY = 3" (I'm going to guess you edited your settings to a resolution/texture quality that was higher than what your system can support). If that doesn't work, please upload the complete log file so we can see a bit more about what's happening. Cheers, ~Claw
  15. The game isn't currently in public release testing.
  16. Kraken Lore is that the kraken was a giant sea creature (whose form changed over time). Said giant beast was believed to attack and destroy sea fairing vessels which ventured out into the unknown. In KSP, there was a period of time whereby craft that ventured into the unknown were attacked by a mysterious and unknown beast, resulting in quaking and destruction of the ship involved. It was the result of floating point errors growing excessively large when the ship would get far away from the origin of the kerbalverse. The kraken has long since been slain, by moving the center of the universe with the ship.* That fix is actually called "Krakensbane." The term "kraken" is now used extensively by anyone and everyone to indicate bugs in KSP, though the moniker is usually best saved for those bugs which result in rapid and complete craft destruction. Cheers, ~Claw * Don't tell the pilots that they are now the center of the universe. They might get over inflated egos.
  17. I've created a new fix to try. You can download from below. It includes both a fix for the high CPU utilization, and a potential fix for the VAB/SPH crash. To install, just unzip in the GameData directory. To uninstall, delete the directory. For the high CPU utilization in the VAB/SPH, it now uses the stock game settings "Show Space Center Crew" option. If you have that option disabled, then all animated ground crew is disabled (thereby reducing CPU utilization). https://www.dropbox.com/s/gyyaavynxkwtxhg/EditorCPUFix v00.02.zip?dl=0
  18. Please see here. We'll need logs and other info to help troubleshoot. Thanks
  19. @DanPineda I'm not sure off hand what your issue is. Sometimes steam ends up with locked directories, and sometimes steam puts them in a different location. There are also some errors that can lead to a blank list. Please have a look at this thread. It will let you know what info we need to help. Getting the logs would probably be the most important for this one. Also, what OS are you using? Thanks Link:
  20. Nice job! I'll take a look today and update the leader board. Also, thanks for updating me on the proper category for Bop.
  21. I edited the title a bit, to help reduce confusion for folks. I'm glad you sorted out the issue. Experimentals are tested by a pool of individuals and isn't released publicly. However, it is typically the last step prior to release, so hopefully the wait won't be too long. Cheers, ~Claw
  22. Haha, nice! You found the easter egg alien phase shifting device! But really, that looks like it might be a stock issue, though you have mods installed. It would be handy if someone can confirm the issue is also in stock, so the appropriate folks can dig in. With the migration to Unity 5, we've been finding some unusual shader issues. Thanks!
  23. Kerbonauts, Please make sure we are helping/fixing/attacking the problem, and not sniping at each other. Bugs are frustrating for everyone, and it's easy to let tempers flare. I have no doubts that a user is running into a problem, but I still can't do anything about it without information. As several folks have pointed out, the stick that has been linked a couple times shows where to find the logs (even when the game doesn't crash) and gives examples of the kind of information that helps us find the issue. Additionally, this particular sub forum is for unmodified installs. If you are running with add-ons, then there is another sub forum. If possible, try to narrow the issue down to a particular add-on, set of add-ons, or the stock game. Given the nearly infinite combinations of unique installs, it's hard (impossible) to help with any issue via a forum board without more information.
  24. And even at that, my forum posting has slowed down a lot. Though I do still lurk quite a bit.
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