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Hastonian

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Everything posted by Hastonian

  1. Very cool mod! Just curious, does it work with Distant Object Enhancer for the stars (making new stars appear like they're on the skybox)? Also I know you said you wouldn't add it to CKAN because of the way it installs, but I think you should still consider it for the value that a CKAN listing has for advertisement!
  2. Oh okay, I think I'm mistaken, does Kerbinside simply add stuff to the KSC by itself (without KSCE interaction at all?) I assumed there was a deeper connection because Kerbinside is listed as a recommendation, my bad. No, I'm not trying to save RAM, I'm just not interested in Kerbinside and am only interested in the stuff it adds to the KSC.
  3. Hi, has anyone in the past gotten Kerbinside's assets without the rest of the mod? I am interested in the extra runway assets KS provides but not the rest of the mod. My plan was to just download the cache of KS from CKAN and then manually file explorer any assets from the cache to the live GameData, something I have done before with other mods when I wanted only specific features. Just interested in if other people have tried/done this in the past, or if people in the future would like me to post steps on how to do it if they would also want what I'm trying to do. A list of KK assets from KS that KSCE uses would be appreciated @JadeOfMaar
  4. Deleting it removes the issue. Log File It's a clean instance with only DangIt and dependencies installed (There are some artifacts in the log from my main KSP instance however, although I really doubt this affects this bug), the effect was not as noticeable due to the simplicity; placing enough SpareParts-containing parts still resulted in a measurable frame drop just like before, though.
  5. @linuxgurugamer Two people in the past (@Watchboy52 @WhitestWizard) have posted about DangIt FPS drops, I was even messaged by someone (on the forum about troubleshooting the 'FPS drops with certain parts in the editor but not in game'; he later figured out it was DangIt. I am also having the same issue. The parts usually seem to be parts that are cargobays or specific command pods, but the only overlap I can find is that all offending parts contain the DangIt resource SpareParts. The FPS drop is not consistent with a memory leak or anything usually seen with having a huge amount of mods, not only does the problem not persist in any scene besides the editor when the parts are in-scene, they go away as soon as the part is no longer in-scene (i.e. either a placed part or an unplaced hologram). For example, an experiment I did was to place every command pod in a scene. Despite the FPS drop being noticeable within 3 parts placed (to the point that the video was no longer smooth at ~10 fps), after placing every single pod my game was running at 1 FPS and it took a few seconds of holding down LMB for a click to register. Doing this same experiment with a part that does not contain SpareParts will have no FPS drop whatsoever, despite the SPH being filled with a sea of Mainsail engines (for example). In fact, sorting the parts by resource (Advanced>Filter by Resource>SpareParts), any part in this menu will cause the FPS drop problem, while any part that isn't in this menu will not. Stock parts I can 100% say have an effect: N.B. I have tested these and they are all affected by this bug, although some parts have more of an impact than others (this may just be placebo, as you're more likely to put down multiple cargobays and only one pod for instance, so you may not notice that it's also the pod) All cargobays All manned command pods (cores do not carry SpareParts and so do not affect FPS) Can provide log if you'd like
  6. Got it, thanks. Log from spawning plane in and then pausing it, issue is apparent after IVA'ing for the first time: https://drive.google.com/file/d/1KpxV236JPhzITXEDDsFudVFXvj4S-61r/view?usp=share_link New screenshots: https://imgur.com/a/3tnMsbl When on the ground they spawn and remain static even as the plane rolls away, only to reach a certain distance and 'respawn'/teleport back to the plane in their original SPH locations (although rotated to the left facing north and twisted to be nearly vertical), but once the plane is in the air and the artifacts 'respawn' themselves, only with the plane as the point of reference instead of the ground (they no longer move translationally, although they do not pitch/yaw/roll with the plane). I assume the reason you can only see one in the original two screenshots is because the other is simply under the terrain.
  7. Great mod, although I was wondering if there was a way to disable certain parts having interiors? In the editor, when using several Mk1 structural fuselage parts or Mk2 cargobays, my fps drops dramatically. I assume this is to do with FreeIVA, but I am not entirely sure about it. Additionally I have this issue with the FL-A10 adapter (could also be similar parts). https://imgur.com/a/OCb2Mbt The problem isn't that it has an IVA, it's that these artifacts appear when the craft is loaded in, even when the 3rd person IVA view is disabled. In the screenshot I enabled the external IVA view because I figured out what part was causing them, but again it's visible constantly, not just when in that mode. I have ReStock installed, and they are set to the Orange colour variant. Could it be a conflict with that? I can test additional stuff if you'd like, just let me know.
  8. Is there a way to analyse and get science from low resolution visuals scans? They seem to only be offered by multispectral scanners, which only allow analysis of multispectral scans - there is no button to actually analyse the visual scan themselves. Someone else asked this exact question in 2020, but the person responding didn't quite understand, so I couldn't find a previous answer in this topic.
  9. Am also very interested in this mod, however when will it be updated on CKAN? Thank you for reviving it
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