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KSP2 Release Notes
Everything posted by Cetera
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@xEvilReeperx made a custom mod to replace the navball texture after it stopped working in TR. Dragging him into the discussion, in case he's still around and interested in contributing.
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Very good, thank you! This will be super helpful.
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Dang you guys have me all excited. I'm working on updating and overhauling my Suits pack, so it is ready when we have a finalized process for setting up a config. I figured while I'm at it, I may as well expand it to cover all the classes in the MKS mod by @Roverdude, too. It is going to take me a while, but should look pretty great when I'm done.
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You guys are really making great head-way, doing a fantastic job. Thanks! For a while, I was concerned that 1.2.2 would be the last version of KSP that TextureReplacer worked with. Now, I can't wait for all the new stuff to be implemented (and of course, all my other mods to be updated to 1.3).
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Oh dear sweet mother of molasses! I'm drooling and plotting with glee and excitement. Once you get it all functional, I don't suppose you could put out a version for 1.2.2? I will be on that version for a while yet. Sorry, that's more effort, I know, but this is starting to feel like Christmas, and I'm asking for what I want, lol!
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@HaArLiNsH, you may want to reach out to @Avera9eJoe as well. He maintains WindowShine: He's been looking for help with new shaders that would fix reflections, highlights, and cabin lights, but he needs help with the coding. I have no idea if you are up to that skill level or not, but if you do take over TextureReplacer, it would be great if you could get that working too. It'd be a VERY welcome addition.
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Oh, for the love of... Were they in the OP all along? I swear I scoured the thread looking for them, using the search function, etc. That's what I get for screwing around with it when I should be asleep... *le sigh*
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I think he means the link to the "idiot proof instructions" in the OP, that hasn't worked for more than a year at least. Just when we get something idiot-proof, someone goes along and invents a better breed of idiot... They were a second set of instructions on writing a config for TextureReplacer that was done by Green Skull.
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@akron by any chance do you have any craft files available for the probes? Looking at pictures is helpful, but only seems to take me so far.
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It could be something else that is occurring at the same time I see the SCANsat entries in the console, but I'm not seeing other items there. it isn't garbage collection, as I've been running memgraph at the same time, to keep an eye on that. The stutter is almost identical to the garbage collection stutter, however. It drops the frame rate to zero for half a second while everythign freezes, then it resumes, then it does it again. It usually does it 5 or 6 times before it settles down. Then, as soon as I go into map mode, it does the exact same process. Having the console up when I move in and out of mapmode shows again entries for SCANsat loading and unloading kopernicus data each time I go back and forth between map mode. It is a heavily modded install. I can try doing clean installs of both Scansat and Kopernicus. Is there anything else you'd suggest? I can try to grab a video of it next time, too, but it might be a couple of days before I can get that up.
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For some reason Scansat, appears to be constantly loading and unloading every single Kopernicus body in the game on every scene change, or every time I enter or exit map mode. With each and every body it uses the on-demand function of kopernicus, and when it does, it momentarily pauses everything in the game. It is taking framerates to zero for about a half-second, then 2 seconds later doing it again, over and over until it has finished loading and unloading every body in the game. The process repeats at every scene change, and every entry or exit of mapmode. The thrashing really kills my system. Log file: https://www.dropbox.com/s/qrxo1kyom821sp1/output_log - scansat and kopernicus.txt?dl=0 Upon closer review, it appears to be doing it primarily with bodies added or moved in the Outer Planets mod, but not exclusively. Is there any way to make it stop? I've tried having kopernicus keep all textures loaded in memory and disabling the on-demand feature, but it doesn't seem to change anything. EDIT: BTW, that log file is for a single launch, just a quick probe to Minmus. Never left the SOI of Kerbin.
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transfer calculator [1.12] Astrogator v1.0.1
Cetera replied to HebaruSan's topic in KSP1 Mod Releases
Yes, the "advanced planning" part I use is trying to figure out gravity assists for multiple flybys with one probe. If you get that working in Astrogator, that would be amazing. I did not realize that Astrogator would sort by column headers. That's exactly what I was thinking of. Thanks! Clearly you're an awesome, amazing mod developer, putting in features and functionality in anticipation of desires and needs. Thank you! -
transfer calculator [1.12] Astrogator v1.0.1
Cetera replied to HebaruSan's topic in KSP1 Mod Releases
Is this why there is a difference between the Astrogator output and the nodes and alarms I calculate with the Transfer Window Planner? I really like both, and use both. I LOVE the list of planets in order, and upcoming transfer windows in a neat list. But I was curious why there were some discrepancies, and which I should trust more. In my dream world utopia, where everything works out just so, and all my wildest ideas can be implemented without effort or skill, it would be super duper awesome if Astrogator kept its look, but added a button for each planet/window with a button to generate a porkchop plot for more advanced planning, and maybe even adding to the display window. As long as I'm dreaming, some kind of spreadsheet functionality to sort by departure date, planet order, etc, might also be very handy. You know, if you wanted some extra work or designs to shoot for. How's that for a feature request? -
[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
Cetera replied to Padishar's topic in KSP1 Mod Releases
Yeah, this is where I'm at. I used to run pretty well. Memgraph helped, a lot. I ran CKAN the other day, and let it update several mods. I didn't make a note of which were being updated. One of the updates killed my install, and I'm not sure which. I can't find a CKAN log of which were installed when, either, to just remove the offending update and roll back. I went from using the memgraph option to increase heap after playing for a while (at least 30-60 minutes) with garbage collection every 30-45 seconds, to now I can't load a vessel onto the launchpad, no matter how complex, without garbage collection running every 4-9 seconds. Memgraph still helps push out the garbage collection to around 60-80 seconds, which is OK, but not as good as it used to be. However, it really doesn't last past a scene change anymore either. It used to last through a couple of launches. Something made a change, for a serious negative outcome on my install, and I can't find out which one. I was hoping there might be some kind of output log for the garbage collector that you might be able to get it to track which items it saw as no longer active, and dumped, and see if we can take that output and start mapping it backwards to origins. I guess the moral of the story is, "Kids, make backup copies of your installs and GameData directories before you make changes!" *sigh* IT 101, frequent backups, changes one at a time, document your changes. Do we do it? Do we remember? No, it's just a game, what could possibly go wrong??? It doesn't help that excluding the Squad folder, my GameData directory is roughly 2.5 GB, and my module manager patches load is pushing 20k. Maybe I should pare things down? But where to start, lol. -
[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
Cetera replied to Padishar's topic in KSP1 Mod Releases
Is there any way we can investigate which mods might be responsible for the most garbage generation and collection, in an effort to cut down on some of the root cause of the issue from a gameplay perspective? -
You need to edit the EVAvisor.dds or EVAvisor.png and make it more transparent. Paint.Net will allow you to do it pretty easily. You can change the colors of it there too.
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LOL. Reading comprehension... It's not just for school!
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transfer calculator [1.12] Astrogator v1.0.1
Cetera replied to HebaruSan's topic in KSP1 Mod Releases
You are correct, it isn't Procedural Fairings, and it isn't Astrogator. It isn't tweakscale either. I have no idea what it might be. After a bunch of testing, I couldn't isolate it, so I just did a fresh, clean install, and huzzah, fixed! For a while. After a couple of hours over a few sessions, the issue has now returned. Once it seems to happen, it doesn't seem to stop happening. It seems to start immediately upon vessel load, and there will be roughly three pauses before the game settles down and a vessel can be launched. As you climb, the issue gets worse and worse, until you're out of the atmosphere, and things are unresponsive and uncontrollable. It is extremely frustrating and irritating. -
transfer calculator [1.12] Astrogator v1.0.1
Cetera replied to HebaruSan's topic in KSP1 Mod Releases
Woah, great catch! I missed that before. I was watching the debug screen, and just noticed all the Astrogator spam, and confirmed that in the log. I will test with the procedural fairings, and let you know. -
transfer calculator [1.12] Astrogator v1.0.1
Cetera replied to HebaruSan's topic in KSP1 Mod Releases
After the most recent update, Astrogator is absolutely killing KSP. At any point during a craft launch, once you are out of the atmosphere, Astrogator tries to start doing something. It is running constantly, and I think forcing garbage collection every couple of seconds, which is what is killing the framerate and making the game unplayable. The error from the log is this: [Astrogator 575.321] Somebody tried to load with a null origin (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Here is the log file: https://dl.dropboxusercontent.com/u/62531235/output_log - Astrogator.txt That error occurs 30-40 times per second. Please let us know when you get this fixed. I love the functionality of Astrogator, but can't use it as it stands right now. -
Just wanted to let you know, Akron, that you and your mods do more for this game than just about anything else. I love, and really appreciate, your work and attention to detail. I've started getting back into KSP mostly because of this mod. The updates getting emailed to me every so often really captured my interest again. Thank you!
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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Cetera replied to SpaceTiger's topic in KSP1 Mod Releases
I'll give it the ol' college try, and let you know what I come up with. Is there something I can do to help you, log wise? Is there a different verbosity setting in the game I need to turn on? The debug option I'm assuming you meant was the one in the KerboKats config panel, correct? -
[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Cetera replied to SpaceTiger's topic in KSP1 Mod Releases
Try this one, @SpaceTiger: https://dl.dropboxusercontent.com/u/62531235/output_log.txt -
[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Cetera replied to SpaceTiger's topic in KSP1 Mod Releases
@SpaceTiger FYI, I am getting NullReferenceExceptions when using Automated Science Sampler in 1.2.1, and no science parts seem to work. I can't run experiments, make crew reports, or conduct EVA samples. Here is the log: https://dl.dropboxusercontent.com/u/62531235/output_log.txt -
Stock Visual Terrain already does that, for every planet, and does a magnificent job.