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KSP2 Release Notes
Everything posted by ttr
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Most of this happening is because You reduce resolution and remove FPS cap which will help loading times as KSP loading is linked to FPS (loading screen rendering). Problem I do have is after load, switching back to full-screen and desired resolution game have almost no benefit to loading from steam into full screen straight away. So, Yes, having small game resolution will speed up loading game time (there was a plugin that remove synchronous rendering of load screen so it also fix this issue), but for me this was 5 mins vs 3 mins (each time tests done with purged filesystem cache and scrubbed ram to force loading from disk). Oh, and AA version is not 20y old but 6 (it's running on unity from 2019)
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[KSP >= 1.3.0] TweakScale - Under Lisias' Management - 2.4.8.8 - 2024-1117
ttr replied to Lisias's topic in KSP1 Mod Releases
Hello, Latest version (2.4.6.10) via ckan. After reverting to VAB or loading saved craft, tweak scale does not resize all info about parts - found out that fuel i being reset to part default size value. Also some stacktraces in logs. KSP.log: https://www.dropbox.com/s/vjkwrnz8fluzbl1/2022.04.09 - tweakscale - KSP.log?dl=0- 4,054 replies
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[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
ttr replied to linuxgurugamer's topic in KSP1 Mod Releases
Hello, I'm not entirely sure if my issue is caused directly by StageRecovery, but Player log did hinted this. In VAB I do get game freeze/crash when loading some bigger blueprints, but on smaller ones, when adding parachutes game is laggy and can crash. This is 1st logged exception and it's followed by loads of stack overflow that mention: Full Player log is on https://www.dropbox.com/s/176qogxjjhwyi6y/Player.log?dl=0 (ca 26Mb). Keep in mind I do run quite modded version and some mods are not marked as 1.10 ready so I do understand this might be mod conflict or something. Ckan exported mod list https://www.dropbox.com/s/x5oclndqd5fpg0d/snap.ckan?dl=0 Thank You. Edit: removed Stage recovery and I do not see any lag and no crash in same craft that was causing issues. Side question - does FMRS have Non-managable stages (parachute fitted) support similar to Stage recovery or bot are needed? -
Hmm - ok. I've did blame KJR as when I have it enabled it always crash in some way (including pulling up into space my whole base) yet when I've removed it from mods, It worked as expected (tried 3 times) I also hate to deliver less then half baked solution And, yes - used it but possibly in wacky - hacky way: in CostReport function i've added 3 additional resources and values where used based on pct of hull mass (10% is electronic parts, 50% metal, etc.)... not sure if there is any .cfg file for defying those (coding at 3am) and then in part (launchpad) definition, adjusted resources. Small note (and bit off topic): empty launchpad (no resources stored in it) had negative funds value so you might look into this. Also - why it have need for crew members ? IMO will be more logic to have it "unmanned" and you need to have connected workshop for production/launch - no one will be sitting next to launchpad (front row) while few hounded ton of jet fuel is burn Also - dud not played with other construction modules yet (like airstrip / orbital dock)
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@RoverDude - Also programer (sysadmin to be exact) And good to hear that things are progressing. @Hevak - cool. I'm playing with his code already. Thanks for info.
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Hi. Few things in single post so already let me apologize. Someone (i think archont) few pages before had problems with crash / explosion when 'delivering' vehicle after it's being build - Kerbal Joint Reinforcement is causing this as upon spawning new vehicle it's checking it status (which is Landed) and then calculating it's distance from ground and correcting distance so it's just above, which is essentially putting it inside launchpad, then physics engine is restarted and boom. Next - few weeks back, I've started working on unofficial fork of this mod that would integrate natively into OKS/MKS and Community resources - so it's using Metal and electrical/mechanical/structual parts based of mass ass opposite to Metal and Rocket parts; I've also stripped need for smelter and other scan/production chain as MKS/OKS is having those (and use ScanSat mod for resource scan). Reason I've did not mentioned this before is that just few days ago I've mad it working in some decent manner and (more important) I've did not yet discuss this with respective authors of EL and MKS/OKS mods. However I can see that RoverDude (who is author of latter one) is already on this also so I'm willing to send to you whatever I've did and found out and offer any help (ping me on PM) One last question (and if it was asked before apologizes again as I've did not found this) - do EL process build in background ? As when i go back to space station and accelerate time (i.e. skip one day) it looks that build is not progressing at all. EDIT: And I've found anwser (http://forum.kerbalspaceprogram.com/threads/59545-0-25-Extraplanetary-Launchpads-v4-4-0/page186) taniwha, not sure how strict and exact you want to be, but simple method will be to store time of last update in Vessel config, and on next focus to that vessel mod will do quick calculation of how much time passed and how much build should progress and how much resources chould be used in that time, then check if all those resources are avaiable. If not then correct above calculations to smalles avaiable one. last part would be to deduct them from base resources and jump in build progress. This is far away from ideal but it's more-less fair IMO.
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Eva Kerbal - Duplicates on reboarding vessel
ttr replied to Stavell's topic in KSP1 C# Plugin Development Help and Support
Guys, If you're using Lazor mod, there is your problem. Already reported this bug to devs. -
Hey. Any of you have problem with double EVA on LAZOR enabled vessels/EVA? So if vessel is having any Lazor modules. when you EVA and board back, clone of kerbal is still on leader and save is getting corrupted (you will not be able to fly/kill any of 'flights' and only way is to find cloned kerbal in save game and remove section about him). If vessel is not Lazor enabled (or when EVA is not Lazor enabled - need to test this one more time as I think erorr also happen when EVA is lazor enabled while ship is not) boarding back is fine. Here is log and exception while is happening. Tac.LifeSupportController[FFF80946][266.12]: OnCrewBoardVessel: from=Bob Kerman(Bob Kerman), to=BioLab(space base 2) (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [00:00:02]: Bob Kerman boarded BioLab on space base 2. (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [FLIGHT GLOBALS]: Switching To Vessel space base 2 ---------------------- (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Camera Mode: AUTO (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at StackIcon.SetIcon (.Part part, UnityEngine.Texture2D customIconMap, Int32 x, Int32 y) [0x00000] in <filename unknown>:0 at VStackIcon.CreateIcon () [0x00000] in <filename unknown>:0 at Vessel.ResumeStaging () [0x00000] in <filename unknown>:0 at Vessel.MakeActive () [0x00000] in <filename unknown>:0 at FlightGlobals.setActiveVessel (.Vessel v, Boolean force) [0x00000] in <filename unknown>:0 at FlightGlobals.ForceSetActiveVessel (.Vessel v) [0x00000] in <filename unknown>:0 at KerbalEVA.proceedAndBoard (.Part p) [0x00000] in <filename unknown>:0 at KerbalEVA.BoardPart (.Part p) [0x00000] in <filename unknown>:0 at KerbalEVA.<SetupFSM>m__73 () [0x00000] in <filename unknown>:0 at KerbalFSM.RunEvent (.KFSMEvent evt) [0x00000] in <filename unknown>:0 at KerbalFSM.updateFSM (KFSMUpdateMode mode) [0x00000] in <filename unknown>:0 at KerbalFSM.UpdateFSM () [0x00000] in <filename unknown>:0 at KerbalEVA.Update () [0x00000] in <filename unknown>:0 (Filename: Line: 4294967295) 11/11/2014 11:21:30,KerbalAlarmClock,Vessel Change from 'Bob Kerman' to 'space base 2'