Jump to content

Tarheel1999

Members
  • Posts

    595
  • Joined

  • Last visited

Everything posted by Tarheel1999

  1. @Crzyrndm The setting change and the patch had a small impact on the flickering.In my install, the changes prevented the UI from flickering immediately but it started to flicker after selecting a part or two.
  2. @stub you get ~7 days of hab time per seat and have a ~15 day grace period for supplies. Per RoverDude both are intended. So for a return trip you will need to do high energy transfers to stay under the supply grace period and will need either two seats per kerbal or a station at Minmus to stay under the hab timer. Use the supplies button in the VAB, to plan accordingly.
  3. Add the linked file to your GameData Folder and it will: a) add a data transmitter to the green 2-kerbal pod and b) fix the issue with the secondary transform on the solar panels. The panels, however, are reversed 90 degrees and will need to be retracted and extended to fix this. So I've also included a patch which makes all solar panels retractable. You can delete it or comment it out once you've fixed the panels if you so desire. I have also included a patch which adds a data transmitter to any part that lacks it which has both ModuleCommand and ModuleSAS. You will need to remove the comments ("//") from this patch for it to work though. https://dl.dropboxusercontent.com/u/24301800/Vens_Fixes.cfg
  4. Exceptions on load can cause random failures. The solar panels are borked. I'll post a MM patch to fix the panels when I get home.
  5. It's strongly correlated to part count but I think there's more than that going on. Filter Extensions, which does not add parts just categories in the editor, can make the flicker problem worse if you already have it. FE doesn't appear to cause flicker in a pure stock install though. I think it has to do with the number of parts in any particular category and the number of categories. Searching with a lot of parts tends to make the flicker more likely to occur.
  6. Download OUV and see how it was added to the pod in that mod. And then write your own patch for those parts you want to add it to. I would start with one part and take it from there.
  7. It looks like we found the solution in the USI-MKS thread. Recipes can be altered with: @EL_ResourceRecipe[TYPE]:NEEDS[Launchpad] {RECIPE} Using this you can overwrite EL's recipes. To change the default recipe you need to use: EL_DefaultStructureRecipe {RECIPE} I am assuming this is because EL never defines EL_DefaultStructureRecipe.
  8. @taniwha I have a question about modifying recipes. I've looked at both the OP and the documentation included in the download and couldn't find the answer (or missed it I guess). At what point during the KSP loading process does any modifications to EL_DefaultStructureRecipe and EL_ResourceRecipe have to occur. For example if I make a patch modifying both of those recipes with a NEEDS[LaunchPad] will that work? Or does the EL_DefaultStructureRecipe node need to be in the game database before EL loads. Thanks.
  9. According to the posts in the Technical Support section that I suggested you look at, an issue report has already been made.
  10. I don't think its any one particular mod. It seems to be related to part count. If you look in the Tech Support forums for modded and unmodded you will see posts discussing this. It can be replicated by simply adding 300 parts to a stock install.
  11. Can confirm using 5.3. Well it happened once in a new career save but I was unable to replicate it. Tried Sandbox, Science, and Career.
  12. @IgorZ Do you know if it is possible to use a MM patch to make changes to the KIS settings file? Here is the patch I'm trying to use to add parts to the stackable override which isn't working. I don't know if it's not working because I'm doing it wrong or if you only check the settings file once. @KISConfig[KISConfig] { @StackableItemOverride[] { partName = USI_DeomlitionBlock } } FYI, the part is spelled correctly and works when added directly to the settings file. Thanks in advance.
  13. FE doesn't cause flicker in a pure stock install but it does make the flicker occur faster in a modded install. In my install, with FE I get flicker as soon as I enter the VAB. Without FE it takes some time before the flicker starts.
  14. RoverDude recently started a new project Community Category Kit.
  15. I have not had a chance to fully stress test this but forcing directx11 seems to have made the editor less prone to flickering. You can google the precise command but it's something like: -force -d3d11 Rover, I don't think this can be produced on a 100% stock install unless you had a ginormous save file and had been playing for hours and hours. The number of parts seems to be strongly correlated with encountering this bug. CRP could also be playing a role as it substantially increases the number of resources handled by the editor. Forcing Directx11 seems to help but I haven't had a chance to fully test this. I spent the morning troubleshooting Ven's Revamp and other things and so never had a prolonged building session in the editor. The other thing which helps, albeit to a lesser degree, is Padishar's MemGraph tool which allows you to pad the GC heap.
  16. B9 partswitch just updated for 1.2. I don't know if this any more viable now then it was before or if it's better than using stock system.
  17. @linuxgurugamer The Master Snap and the part sliding are very cool. When you get a chance maybe you could update the OP so this functionality won't be hidden. I figured it out by looking at the config file for the keybind and trial and error. For everyone else here is how I think it works: 1) Hold down "left control" and select the "master" part; 2) Hover the cursor over the child part and press "v" for vertical snap or "h" for a horizontal snap. This will snap the child part to the master part's vertical or horizontal position; 3) Click on an empty space to turn off Master Snap. This should prove to be very useful for VTOLs where you can't apply engines in symmetry. Thanks for being awesome LGG
  18. It's pretty straightforward if you just copy and edit one of the included mod cfgs.
  19. Have you tried it in a stock install with only FilterExtensions? I ask because there is a KSP bug which causes the UI to flicker if you have a lot of parts. My guess is that garbage collection is also playing a role here. FE could be exacerbating the issue or could have nothing to do with it.
  20. Okay, I'll have to noodle over that. For a sandbox save that is easily overcome, for a career save maybe not so much. I'll have to play with it and see how that works out in practice. Can you confirm what the supply grace period is?
  21. @RoverDude I have a question about the new habitation times. Command Pods seem to give ~7 days of habitation time per crew member. This would seem to require two 1-kerbal command pods for one crew member for a trip to and back from Minmus. Without a grace period, this would make the early career (before 2-kerbal pods are unlocked) really unpleasant. I looked at the release notes for 5.0 but didn't see any mention of a grace period. I vaguely remember that before this update there was a 15 day grace period for supplies but I'm not sure if this is correct and/or applies to habitation. Could you let me know what the grace period is, if any, for habitation and supplies? Thanks.
×
×
  • Create New...