orcaman
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Everything posted by orcaman
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Action Groups Previews in Editors
orcaman replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
What mod? I can't find one on CurseForge. What's it called and where is it? -
Easier renumbering action groups
orcaman replied to Martian Emigrant's topic in KSP1 Suggestions & Development Discussion
You want to . . . what? Put numbers between the existing groups? Why put a 5.5 between 5 and 6, when you could just make an 11? But the problem with going to 11 is what button are you going to press on the keyboard? You can't do "Shift + 1" because that will throttle up before you activate the action group. -
[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
orcaman replied to Padishar's topic in KSP1 Mod Releases
I had to look for a second to even find the numpad End. I never understood why NumLock was even a thing, when clearly, the intended use for that section of keyboard was for number entry. So, now that you've discovered that, does your "Cur:" number read substantially higher? While running KSP, have a look at your computer's total memory usage, and step up the setting in the MemGraph config file until you are using . . . most. I leave myself about a gig to spare, personally. -
[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
orcaman replied to Padishar's topic in KSP1 Mod Releases
Does this mean it works in 1.3, or that it doesn't? Also, yours is my new favourite username. -
[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
orcaman replied to Padishar's topic in KSP1 Mod Releases
Thank you! I finally understand it all, now. I've gone up to 2GB of padding which still leaves a comfortable amount of headroom, and turned down my max framerate, because if I understood correctly, the garbage is generated per frame, right? That's gotten me up to 40-50 seconds per GC, which is fine, I think. My save file is 8MB, if that's an adequate metric. If you count flags and asteroids, I've probably got 150 flights. Reducing the number of flags is another measure I took to speed the game up after reading this thread. I get from 8 to 15 MB/s in the "last" field. P is 50 or 51. Thank you for developing this, and also for taking the time to answer my questions! -
[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
orcaman replied to Padishar's topic in KSP1 Mod Releases
Thank you! I'm halfway there. Your instructions in the first post mention Hitting Mod+End again a little while after the first time. What does that do? What are "R" and "P" on the window? Even if I don't get into it myself, I'm curious to know a bit more about the advanced config - which might all be answered by: What would the column headers be for the two columns in the config file? I've got 6GB of RAM on Windows x64, no mods except Kerbal Alarm Clock by TriggerAu, and the Asteroid Day mod. I'm looking at buying more RAM just because of this problem. -
[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
orcaman replied to Padishar's topic in KSP1 Mod Releases
I want to love this mod, but I just don't understand it. Do we add more heap every time we hit Mod+End or do we configure it using the config file? If the config file, then does Mod-End just toggle it? What on Earth IS that config file, anyway? I've gone back and forth through the thread a couple times, and depending on the post, couldn't tell if I was supposed to change what was after the colons next to the numbers, or just the end, or what. There was also: " if you add a 0 on the end of all the counts then it should allocate more like 9GB extra " The format is TOO simple. I"m not a comp-sci major. I don't know what in the heck you're talking about. How many values are "the first values"? Default config of what? And lots more mess - and I can't even tell whether the heap padding is activating in game or not. When I just tried, I had to hit Mod+End 4 times across a couple minutes before I saw evidence that the GC interval had changed. I don't need Up-Goer Five-speak; just tell us plebs how to get the maximum available for our RAM. I can watch Task Manager on another monitor to see how much room I've got left. I'm sleepy and frustrated and I can't play the game because it's started locking up every 8 seconds. I never even had a freezing problem until 1.1 or 1.2, and then it just hit like a truck. -
Does this need an update for version 1.2?
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
orcaman replied to TriggerAu's topic in KSP1 Mod Releases
TRIGGER!!!!!!!!! Thank you and bless you, sir! I've been holding off 1.2 just because I couldn't bear to play without this. Your work means THAT much! -
Community Mod Repository and The Majiir Challenge
orcaman replied to Majiir's topic in KSP1 Mods Discussions
Update Notification system An opt-in system that allows users to be notified that a new version of this mod is available. The most obvious push method would be an email (w/user selectable frequency). For a passive notification, logging on to the site would yield a notification icon that would link to a page listing mods that are newer than the version last downloaded by the user. This requires two significant elements. First, users must be logged in when downloading for this to be tracked. However, requiring registration as a barrier to entry is probably not what we want. Second, date and version of download must be tracked by the server for logged-in users. The opt-in system would ideally be something simple, like a subscribe button on individual mod pages. ^^That's a quote, in case I've done this wrong. ^^ Tracking user downloads isn't really necessary, and may even end up becoming confusing to users. All you need to do is notify them when an update is available. They follow, mod updates, they get an e-mail. It's not like we'd want to harangue them them reminder e-mails if they didn't log on and download. And for a notification icon, you could just use their last logon date. If they downloaded some while not logged on, sure, it'd be redundant, but worst case scenario, they take their time re-downloading and reinstalling the same version, and if they've made it that far, won't know the difference. What I meant by "It could become confusing" is if they downloaded, but never got around to installing, it could falsely inspire confidence that they were sorted on their end. If mods start integrating updating with Toolbar, I think it'd be easy enough to use links that could point to a new mod site, Spaceport, or anywhere else, and could be changed with every new version of the mod., so there's no reason work on that kind of system couldn't go ahead and start, and integrate with a community mod board as it develops. -
While I understand that EL is a work in progress, and I'm very grateful for that work, I take some exception to your statement that you don't have time to write out instructions. You may not have time to write the next great American novel, but it's silly to expect people to plow through 100+ pages of wandering discussion to learn how to use your project. I can't find the exact post you made that I'm referring to, but I do think it would be awfully civil of you to spare at least a few sentences worth of instructions on usage on the sticky post at the front of the thread. I, for example, missed the whole addition of Kerbal labor required for construction. All the online videos that came up relating to this mod showed instant construction without any requirement of crew aboard ship. I'll even start you off. Feel free to copy-paste if you really don't have the time to spend on this Strictly speaking, no additional mods are required, however this is only half an idea without Kethane. Module Manager is a directly functionally related mod. Kerbal Attachment System makes tying all the components together a lot easier, and Toolbar and Infernal Robotics are also quite convenient. Crew Manifest is also helpful for extracting Kerbals from the current parts workshop, which is otherwise a one-way trip. If you have Kethane installed as well, you will need Auger- to mine Ore Ore Bin- store Ore Smelter- convert Ore to Metal Metal Bin- store metal Workshop- convert Metal to RocketParts, and store Kerbal laborers Kerbal laborers- somebody's got to do the legwork. (optional) Recycle bin which can convert other ships into RocketParts) RocketParts Can- store RocketParts Launchpad or Runway- to construct ship, both work for either type of vessel Once you've got a supply of Rocketparts, right click the launchpad, select your previously designed vessel that doesn't include launch stability enhancers, and if you have sufficient RP, click build. A progress bar should appear, and the speed of construction is determined by the quantity and quality(stupidity) of Kerbals that you have working in the attached workshops. {This is where my knowledge of it falls apart, so please correct} When the progress bar fills, look in the EL window for a "Finalize Build" button, which will spawn the craft of the launchpad. You then click . . . somewhere . . . to add resources to the craft, Fuel, Electric Charge, Monoprop, etc . . . then click *somewhere* to release the craft. May God have mercy on your soul. If you do not have Kethane installed: ???? ???? ???? magic ???? a ship appears While reasonably brief, I think the first set of instructions are adequate for users of KSP. Just so long as you give them a general idea of what direction they're headed in. Also, bug report: Copying the current version over some older versions does not always result in a functioning copy. Users with functionality problems should be advised to delete their previous version before installing the new one.