Wurmi
Members-
Posts
57 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Wurmi
-
[1.9.x] All Y'All Continued - One-Button Common Action Grouping
Wurmi replied to linuxgurugamer's topic in KSP1 Mod Releases
Yes this works. No stuttering with this update. -
[1.9.x] All Y'All Continued - One-Button Common Action Grouping
Wurmi replied to linuxgurugamer's topic in KSP1 Mod Releases
I made some tests on a complete stock install and only Module Manager and this Mod installed. It is for sure the RCS parts. Installing the 0.11.21.b1 does not fix it. Also removing the RCS part from the config file did not fix it. I made my vessel only with stock parts: (As soon as you remove the 4 RCS parts from this vessel the stuttering is gone) https://drive.google.com/file/d/1sotBQgr2ZDuTTlPeIxIGFh24ii73HICU/view?usp=drive_link Log: https://drive.google.com/file/d/1dCBLxCI-SsdK3RccHOcXJbCvAkx3sMAH/view?usp=sharing -
[1.9.x] All Y'All Continued - One-Button Common Action Grouping
Wurmi replied to linuxgurugamer's topic in KSP1 Mod Releases
Same same. It took me also a whole day to find the stutter and lag issues are coming from this mod. This is the craftfile: https://drive.google.com/file/d/1CAcEuzOM4O1EEF-lIQS0w6OVJrrw1zQj/view?usp=sharing Also i can reduce the incompatibility to any mod to this list: B9 Part Switch (B9PartSwitch v2.20.0) Breaking Ground (BreakingGround-DLC 1.7.1) Community Resource Pack (CommunityResourcePack v112.0.1) Community Tech Tree (CommunityTechTree 1:3.4.4) Cryo Tanks (CryoTanks 1.6.5) Cryo Tanks Core (CryoTanks-Core 1.6.5) Cryogenic Engines (CryoEngines 1:2.0.6) Deployable Engines Plugin (DeployableEngines 1.3.1) Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.5.0) Harmony 2 (Harmony2 2.2.1.0) Internal RCS (InternalRCS 1.3) KerbalEngineer Kerbalism (Kerbalism 3.19) KSP Community Fixes (KSPCommunityFixes 1.35.2) Making History (MakingHistory-DLC 1.12.1) Module Manager (ModuleManager 4.2.3) Near Future IVA Props (NearFutureProps 1:0.7.1) Near Future Spacecraft (NearFutureSpacecraft 1.4.3) Procedural Fairings (ProceduralFairings 1:v6.6.1.0) SIMPLEX Kerbalism (SIMPLEXKerbalism 2:3.18) Un Kerballed Start (UnKerballedStart 1.3.0) Universal Storage II Finalized (UniversalStorage2 4.0.1.2) -
For me the latest version of this mod is broken for KSP 1.12.5. When starting a fresh game it just show a blank window in the KSC and spam NullReferenceException. What i tried: Verify game files via steam. Make a complete fresh install of KSP Only install USI Life Support and its dependencies via CKAN. But i still get a blank page and NullReferenceExcpetions. Here is a log file with the errors: https://drive.google.com/file/d/1NUHwyiqIT89NJsnRX25H_KpCIvdJj0dZ/view?usp=sharing Edit: OK, digging in the topic i found a solution to this problem. It seems this old bug is still persistent and a change to VAB first fix it.
- 5,672 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
Hello, I got a strange bug that do not let me put any struts anymore. After using the Fairing base i can not put any struts anymore in the underlying parts. This is a stock 1.12 install with only this mod installed. i made a Video so you can see it easier what i mean. https://streamable.com/v6m9tp
-
[1.12.x] AFBW Revived (Joystick & controller mod)
Wurmi replied to linuxgurugamer's topic in KSP1 Mod Releases
i had the same problem and turned the compatibility off. So what exactly does the option "Atmospheric Autopilot compatibility" do if we do not need it? -
hm not sure what was the problem but on my modded install it work fine now.
- 5,672 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
@4x4cheesecake thanks, that it was. changed both settings to 1 and now is good.
-
any idea why my commnet pass through the planet? Could it be a mod or does the commnet take the stock values from planets?
-
[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
Wurmi replied to flart's topic in KSP1 Mod Releases
ok, i not have much idea of modding but what talk against to add a new module called "active" to all antennas and make the full antenna with all functions disabled? Because thats basicly what you want. I didn´t played with NF: Exploration much yet, so i am not sure if this disturb the gameplay of it. -
[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
Wurmi replied to flart's topic in KSP1 Mod Releases
Just a suggestion. Maybe you can make it possible to deactivade and activate antennas. Some high power antennas always consume power and on launch they suck all the batterys empty before you can extend your solar panels. That make it really problematic for probes. Or is there any other solution to that? -
@YuppeeMusings thanks, i did it inside the arduino code. It is just a simple check. If the arm Switch is on then it will send the stage signal if stage button is pressed, else it will do nothing and ignore the stage button. But i moved forward again to another plugin. Right now i try to do it with KRPC and Python. It have much more functionality. I will try to make some touch buttons with the nextion displays, but first i need to get all the controls working.
-
I tried to rebuild my working controller to this simpit plugin. Link to my controller All the controlls work well so far. I just dont get the displays to work well. Seems they just start to crash and get crazy and i don´t know why. For someone who need a bit code example on how to use controlls, I uploaded the code here. https://github.com/Richi0D/KerbalController-Simpit
-
Hello, I think there is a bug. If i close the window with "Esc" button in the tracking station, the window is not coming back anymore. Can click the button in the iconbar as much as i want. Nothing will happen. And it also block all other inputs from the keyboard. The only thing that does help is to hard quit the game with "ALT+F4" and restart the game. You should fix this please.
-
Yes, AH works in the VAB and SPH. And it is connected by DSN. But also happened to a vessel connected to relay. I don´t think it is a matter of the connection. My Savefile Thank you for the help. But maybe it is just a combination of mods and this save file. So i guess it is hard to find what is the problem. Maybe i should just start a new save and see if it is coming there also with time. What else i realize, is that the button takes some seconds till it appear in flight. It is always the last that appear awhile all other mod buttons loaded already.
-
OK, i tried more things. Seems my savefile is somehow buged. I can recreate this only in my main save. Create a vessel Launch the vessel. (Button is fine and appear in flight and map view) Go to the Space center. Go back to the launched vessel (Button disappeared in flight and map view) If i copy my Gamedata and save folder into a new install. The Button appear again when i open my vessel. As soon as i go out to the Spacecenter and back to flight. The button disappeared again. Do i do the same things in another save. The button not disappear. All work as expected.
-
Same problem here. Button only appear in the tracking station and vab. But i have also many mods installed. Logfile is here: Logfile Thats my Gamedata folder: 000_Toolbar 000_TRR_Config 000_USITools 001_ToolbarControl Ablative-Airbrake AdjustableModPanel AirplanePlus AlternisKerbolFlags AntennaHelper AntennaSleep AstronomersVisualPack AviationLights B9PartSwitch BetterBurnTime BZ-1 Chatterer ClickThroughBlocker CommNetConstellation CommunityCategoryKit CommunityResourcePack CommunityTechTree CommunityTraitIcons ConnectedLivingSpace ContractConfigurator ContractPacks CriticalTemperatureGauge CrowdSourcedFlags CrowdSourcedScience CryoEngines CryoTanks CustomBarnKit DeployableEngines DistantObject DMagicOrbitalScience DMagicUtilities DynamicBatteryStorage EnvironmentalVisualEnhancements Firespitter Flags FuseboxContinued HeatControl HideEmptyTechTreeNodes IndicatorLights IndicatorLightsCommunityExtensions InterstellarFuelSwitch JSI KerbalAtomics KerbalConstructionTime KerbalEngineer Kopernicus KramaxAutoPilot KRASH LoadingScreenManager MagiCore ManeuverNodeEvolved Mk2Expansion Mk3Expansion ModularFlightIntegrator MunarIndustries NavyFish NearFutureConstruction NearFutureElectrical NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft Nereid PersistentRotation PlanetShine PortraitStats PreciseManeuver ProceduralFairings RCSBuildAid RocketEmporium SafeChute SCANsat scatterer ShipManifest Sigma Stock folder: Squad StationPartsExpansion StationPartsExpansionRedux Strategia SurfaceLights SVT TakeCommand TextureReplacerReplaced TrackingStationEvolved Trajectories TriggerTech UAL002 UmbraSpaceIndustries UniversalStorage WaypointManager WindowShine [x] Science! FinalFrontier.dat ModuleManager.3.0.7.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree planetwikiv4.ksp S.A.V.E.dat toolbar-settings.dat edit: i found a solution for me. On a new Install (same version) with the same gamedata folder and save folder the problem dissapeared. I changed nothing. I only copied the gamedata and save folder.
-
CPU Performance Database
Wurmi replied to DMagic's topic in KSP1 Suggestions & Development Discussion
I didnt saw any Xeon CPU right now there. so i made a test with mine. CPU: Intel xeon E3-1231 v3 @3,40 Ghz Graphic: Asus Radeon 7790 1GB 1920x1080 FPS: https://drive.google.com/file/d/0BxmXhA1O4msaZWd0bzdWM3FfNWM/view?usp=sharing Frametimes: https://drive.google.com/file/d/0BxmXhA1O4msaMm0tM1ZrNmhjdWs/view?usp=sharing -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
Wurmi replied to cvod's topic in KSP1 Mod Development
Ok i reinstalled the tree and treeloader. Now the flying nodes disappeared. Fixed -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
Wurmi replied to cvod's topic in KSP1 Mod Development
i installed this Tree and started a new career. But after unlocking the first parts i have strange flying nodes around. I dont know if that is normal that i already can unlock this late nodes so early.