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Everything posted by LeLeon
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The Ui Flicker Bug - In stock
LeLeon replied to Tr1gg3r's topic in KSP1 Technical Support (PC, unmodded installs)
i played at start completely without mods to the point when it began to be a bit.. uhm... boring. Now with life support or kerbalism, FAR, with tons of new contract types, who change the gameplay a lot, a not correct working UI and invicible menus in vab/sph, where much game time is spent, it's an important issue in my eyes. i have no other bugs, what rages me or either i know another gamebreaker bug. It's all a thing of perspective. -
The Ui Flicker Bug - In stock
LeLeon replied to Tr1gg3r's topic in KSP1 Technical Support (PC, unmodded installs)
had never that kind of bug, perhaps a simple flicker, i barely noticed. but on most mods i strip parts away i'll never use. what i see in your vid is that it flickers when u r not in the part list while placing the part on rocket. i havn't noticed that at the actual version (but i have not played much yet and doing some early career.). Anyway, i wanna see a reduce, so i can handle my old mod setup in 1.2. Grüße -
The Ui Flicker Bug - In stock
LeLeon replied to Tr1gg3r's topic in KSP1 Technical Support (PC, unmodded installs)
had around 80-90 active mods also with massive parts in 1.1.2 and 1.1.3 and no flicker issues like in 1.2 So while the code in 1.1.3 (and before) was good, now it's broken, compared to the same functionality. Aunt Lulu can't visit us anymore or just can have a look to the party the others have inside. Perhaps with Unity 5.2 to 5.4 went something wrong. For me it was important to know that no mod dev here in that great game use a broken part, config or plugin. it's a issue of original code, who came with the update. And that worked with this super light weight and original squad code based test and no third party environment. -
I try it again, after a post i made here is gone. The problem is not caused by mods or mod plugins. I can reproduce it with a stock setting and additionally cloned 300 stock part configs. Thread in unmodded section opened by Tr1gg3r is called "The Ui Flicker Bug - In stock". So don't waste time anymore to track it down within your prefered mods.
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The Ui Flicker Bug - In stock
LeLeon replied to Tr1gg3r's topic in KSP1 Technical Support (PC, unmodded installs)
i reproduced it with stock part configs. stock + 100 parts: I duplicated 100 times a tank -> start game, Build a PDD-12 Copula in VAB -> click every category and start hover over items randomly -> No Flicker stock + 200 parts: I duplicated additional 100 times a science part -> start game -> build a PDD-12 Copula in VAB -> click every category and start hover over items randomly -> No Flicker stock + 300 parts: I duplicated additional 100 times a wheel part -> start game -> build a PDD-12 Copula in VAB -> click every category and start hover over items randomly -> Flicker stock + 300 parts: i switched the 100 wheel part to a 100 utility part -> start game -> build a PDD-12 Copula in VAB -> click every category and start hover over items randomly -> Flicker For some reasons when i hovered on 300 files flicker conditions over the items in energy category i had UI freezes. seen on the video. My flicker test log: Here are the files i used to test. https://1drv.ms/u/s!ApRhxICouh6ag9oaWVQf9nAcqJvu_A Here a recorded vid, -
I did now several tests more. Thats my base list with 36 mods (KIS stripped to 7 parts and KAS (stripped to 9 parts), Karbonite (1 tank 4 SRB deleted). Module manager patch count 1079 - NO Flicker Tests with above in spoiler base mods in mind: KAS is stripped to 9 parts /// KIS is stripped to 7 parts /// AmpYear is stripped to 0 parts /// Orbital Utility Vehicle is stripped to 4 parts Flexo Docking owns 3 Parts /// Planetary Domes owns 8 parts 01. 37 Mods: Base + Toolbar; MM 1079 Patches - Flicker Why is Toolbar here not working with this setting. 02. 37 Mods: Base + Tweakscale; 1370 Patches - NO Flicker Fine that Tweakscale likes to play, even with much more patches in MM 03. 37 Mods: Base + AmpYear (0p); MM 1723 Patches - Flicker Same as Toolbar, but okay we have much more patches in MM, that must it be! 04. 36 Mods: Base + Toolbar -- KAS; MM 1070 Patches - NO Flicker Oh, i really thought Toolbar don't like to work with ..perhaps the amount of mods 05. 37 Mods: Base + Toolbar + Tweakscale -- KAS; MM 1354 Patches - NO Flicker I'm surprised that Toolbar works fine with Tweakscale, so KAS and the 9 parts less must be the reason. 06. 38 Mods: Base + Toolbar + Tweakscale + AmpYear (0p) -- KAS; MM 1989 Patches - NO Flicker I wanna see another candidate that did not work at test 03., but well, all is okay. So KIS is t he bad boy? 07. 38 Mods: Base + Toolbar + Tweakscale + AmpYear (0p) -- KIS; MM 1994 Patches - NO Flicker Nope, even with KIS instead of KAS all is fine. 08. 39 Mods: Base + Toolbar + Tweakscale + AmpYear (0p) + Orbital Utility Vehicle (4p) -- KIS; MM 2014 Patches - NO Flicker Okay, KIS and KAS had parts, so bring other parts to the game. KIS has 7 parts, we give the game +4 parts = 3 less than on test 01. Worked! 09. 39 Mods: Base + Toolbar + Tweakscale + AmpYear (0p) + Orbital Utility Vehicle (4p) -- KAS; MM 2009 Patches - NO Flicker Okay, KIS and KAS had parts, so bring other parts to the game. KAS has 9 parts, we give the game +4 parts = 5 less than on test 01. Kas is not having probs too. 10. 40 Mods: Base + Toolbar + Tweakscale + AmpYear (0p) + Orbital Utility Vehicle (4p) + Flexo Docking (3p) -- KAS; MM 2015 Patches - NO Flicker Some more parts! KAS has 9 parts, so i try it with 7 parts, so -2 are still in account. Worked! 11. 40 Mods: Base + Toolbar + Tweakscale + AmpYear (0p) + Orbital Utility Vehicle (4p) + Flexo Docking (3p) -- KIS; MM 2020 Patches - NO Flicker All or nothing! KIS has 7 parts, so lets equalize it with 7 parts on 2 mods. That must fail by part number compared to test 01. Damned it worked. Why! We have same parts number, much more patches as test 01 or 03 and we have 3 more mods in total. 12. 41 Mods: Base + Toolbar + Tweakscale + AmpYear (0p) + Orbital Utility Vehicle (4p) + Flexo Docking (3p) + Planetary Domes (8p) -- KIS; MM 2038 Patches - Flicker So lets give more parts. KIS has 7 parts, we give 15, so +8. Ahhh here it ends? Is the reached 0 of test 11 the end!? 13. 41 Mods: Base + Toolbar + Tweakscale + AmpYear (0p) + Orbital Utility Vehicle (4p) + Flexo Docking (3p) + Planetary Domes (8p) -- KAS; MM 2033 Patches - NO Flicker To be fair i wanna see the fail of setting: KAS disabled. KAS has 9 parts, we give 15 and are +6. That worked... so KIS has a higher tolerance for parts? 14. 37 Mods: Base + Orbital Utility Vehicle (4p); MM 1095 Patches - Flicker Back to basics: just some parts, totally less than test 13. What, a fail? Does combination KIS and KAS dislike to handle that few parts? 15. 37 Mods: Base + Flexo Docking (3p); MM 1082 Patches - NO Flicker One part less and other mod works. 16. 38 Mods: Base + Flexo Docking (3p) + Tweakscale; MM 1373 Patches - Flicker Miracle again. Here KIS+KAS + few parts more in total breaks again with Tweakscale. Perhaps a pro progger has a idea why that happens. First i thought pure part number is the bad thing, then i thought its the amount of mods, then toolbar or Ampyear. For some reason KIS and KAS had a disharmony in my tests and only one of them could handle mods, which both together failed. More tests based on that branch needed? give me the configuration u need.
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perhaps the new categories break this whole thing. after hours of testing i have a max possible list, after that even a 4 parts mod brings me back to flickering. KAS is too much in this setup, also kis/kas disabled and planetary bases will flicker. this is my list with 37 mods: Edit: Force DX11, no effect, the 38th mod with parts does flicker.
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
LeLeon replied to RoverDude's topic in KSP1 Mod Releases
Still the Version 1.2 on Spacedock. Only noticed it because i actually search for an annoying graphical issue in VAB and checked MKS and Konstruction folders by syncing.- 1,473 replies
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thanks for your work, i'll test your mod next game i start. yes, me too. it's downloading, its same archive size as manual download. i reported it as ckan issue on their site. https://github.com/KSP-CKAN/NetKAN/issues/4740
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thanks for your work, i'll test your mod next game i start.
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An update to 1.2 would be great. I love this shiny little Space Mover. Edit (tested with stock gamedata + (Orbital Utility Vehicle): - Helper drones does not work (think lack of antenna) - Drone core also has no antenna function and doesn't work as in 1.1.3 - Drone core and manned Pod integrated lights light up the planet from 100.000m above kerbal easily and massive. - Engine seems to work as normal.
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[1.11.x] AmpYear Main & Reserve Power Manager (v1.5.9.0) 22nd Feb 2021
LeLeon replied to JPLRepo's topic in KSP1 Mod Releases
With new dev build NFE reactors and also the MKS reactors with the NFE patch file work fine. Thx.- 606 replies
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[1.11.x] AmpYear Main & Reserve Power Manager (v1.5.9.0) 22nd Feb 2021
LeLeon replied to JPLRepo's topic in KSP1 Mod Releases
Tested, you are right. Without the patchfile to switch MKS reactors to the NFE reactors mechanics of low raising power output and core lifetime display, the MKS reactors work with AmpYear. In most of my vessels i use the NFE reactors. The power/weight levels fits more for me. Also the skins are better, when i can use them without the top nodes.- 606 replies
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
LeLeon replied to ethernet's topic in KSP1 Mod Releases
i like this mod. but it give me so much science, that it feels like cheating. I've a station runing in high orbit of kerbin. From start at launchpad to the orbit i got so many experiments with 100+ science points. i have 3 science labs on station and actually 3000 science transmitted, but pretty sure 3000-5000 science points in query. Thats way too much just for sitting in Kerbins orbit. Is there a simple multiplier i can change to get 10% of the actual science fund rate? -
[1.11.x] AmpYear Main & Reserve Power Manager (v1.5.9.0) 22nd Feb 2021
LeLeon replied to JPLRepo's topic in KSP1 Mod Releases
1. great! 2. done 3. ah okay, fine. 4. same not working situation if near stock or full of mods. Idea where prob is, but after you are looking into it, i don't need ideas to fix. So, enjoy your day!- 606 replies
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[1.11.x] AmpYear Main & Reserve Power Manager (v1.5.9.0) 22nd Feb 2021
LeLeon replied to JPLRepo's topic in KSP1 Mod Releases
Hi, i have seen that NEAR Future Electrical is listed as supported. For me the NEAR reactors (mounted right) don't work with AmpYear v1.3.0.0. Same for the Umbra Space Industries reactors (left and top) who are not supported yet, but would be fine to see supported. They are part of USI MKS/OKS mod. B9 HX pack integrated alltime running reactor on the gound works with AY, even if not on your supported list. The 560 EC/s of it is correct. It's a generator who can't be shut down (like a 50+ ton RTG). Also energy drain of the HX engine works with AY. Situation is the same with my normal around 50 mods game and a fresh AY+NEAR Electrical only savegame. Any ideas?- 606 replies
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[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
LeLeon replied to bsquiklehausen's topic in KSP1 Mod Releases
Thanks for your help!- 786 replies
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[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
LeLeon replied to bsquiklehausen's topic in KSP1 Mod Releases
Looking for a huge cockpit to fit with HX parts of B9. What a long journey to get one, that is impressive. Had the hope to find it here. Damned.- 786 replies
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[1.11.x] AmpYear Main & Reserve Power Manager (v1.5.9.0) 22nd Feb 2021
LeLeon replied to JPLRepo's topic in KSP1 Mod Releases
After looking at features i've seen dark side calculations. Great idea, i hate, when my scanner probes run out of energy in the dark sides. So your Amp Years reserve will drain itself, after i'm running out of normal EC. Fine, fine. Will reserve power be filled with Near Future Electricals capacitors (blue energy bursts) ? I have seen that it's on compatible list.- 606 replies
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[1.11.x] AmpYear Main & Reserve Power Manager (v1.5.9.0) 22nd Feb 2021
LeLeon replied to JPLRepo's topic in KSP1 Mod Releases
Okay, i thought first, Amp Year just a fine display thing (what i was looking for as main reason and what i only found at Amp Year), After i installed it, i've seen that reserve power was coming with it, now this ressource is probably missing. Just before, i used the savegame without AY and made a MK1 pod as vessel. Launched, so it sit on ramp. Went into Space Center, then Tracking Station and here i could select every vessel as normal. But only one time. After i left the vessel to Space Center and went back to Tracking Station, same situation where i can't access vessels. I havn't thought about game breaking mods. Most i tried and uninstalled were part mods like launchpad and kerbal stats or russian probes, all without issues. But these where not deep mods. I wanna thank you for your offer. It's not neccessary. I can also live with Amp Year. I uninstalled it, because i dislike reserve power (or better i havn't seen advantage of it), wanted to reduce parts and wanted to reduce the patches amount at start (without Amp Year on my game 700 patches less). Hoped to reduce the load a bit. But even with my little issue, i wanna thank you for spending time while creating this mod and your fast response. I'm pretty sure as Realism-player i would see more reasons to use AY, than only use the EC-Production & Use display.- 606 replies
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[1.11.x] AmpYear Main & Reserve Power Manager (v1.5.9.0) 22nd Feb 2021
LeLeon replied to JPLRepo's topic in KSP1 Mod Releases
first the working version log. i can install and uninstall and reinstall again. Savegame works, i can chooose every vessel with every normal option in Tracking Station. Log with Amp Year Now the log, when i uninstalled Amp Year and can't access a vessel in Tracking Station on my savegame. Log without Amp Year (with the bug)- 606 replies
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[1.11.x] AmpYear Main & Reserve Power Manager (v1.5.9.0) 22nd Feb 2021
LeLeon replied to JPLRepo's topic in KSP1 Mod Releases
i installed Amp Year, now i wanna delete it. After doing it through CKAN and continue playing i cannot recover vessels, or destroy them or fly them anymore. these buttons are not clickable now (shaded). I have mods and all the mods i had before Amp Year without issues. Any ideas? What u need as information?- 606 replies
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