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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Ok, I'll take a deeper look at it in the next day or so. Thanks for testing
  2. No idea, but you can help by testing the following: Edit the file: fairingSize0.cfg Find the section that begins with MODULE { name = ModuleProceduralFairin Replace that section with the following: MODULE { name = ModuleProceduralFairing nSides = 24 nArcs = 2 nCollidersPerXSection = 6 TextureURL = Squad/Parts/Aero/fairings/fairings_diff CapTextureURL = Squad/Parts/Aero/fairings/fairingsCap TextureNormalURL = Squad/Parts/Aero/fairings/fairings_normals DefaultBaseTextureURL = Squad/Parts/Aero/fairings/FairingBase DefaultBaseNormalsURL = Squad/Parts/Aero/fairings/FairingBaseNormals panelGrouping = 3 pivot = 0,0.025,0 axis = 0,1,0 baseRadius = 0.3125 maxRadius = 0.45 capRadius = 0.125 snapThreshold = 0.1 xSectionHeightMin = 0.1 xSectionHeightMax = 1 edgeSlide = 0.15 edgeWarp = 0 noseTip = 0.9 UnitAreaMass = 0.01 UnitAreaCost = 2 stagingToggleEnabledEditor = True stagingToggleEnabledFlight = False stagingEnableText = #autoLOC_502000 //#autoLOC_502000 = Fairing Not Staged stagingDisableText = #autoLOC_502001 //#autoLOC_502001 = Fairing Staged } and please let me know if that works
  3. Hmmm. Seems to me that Squad has been doing a fairly continuous job of slowing improving the performance over time. They have been spending their time efficiently, fixing the major bottlenecks, such as the multiple camera issue which they fixed in 1.8.1. Size of graphics files really doesn't impact the performance the way other things do. I play with over 200 mods on a regular basis, and I have noted a significant improvement in the performance. It's your choice, but I have to wonder what you are basing your comments on regarding performance. I also wonder about the PC you are playing it on. Is it possible that you have a so-called "potato" system which barely meets the spec?
  4. Install the mod AnyRes with CKAN, it can change resolution on the fly
  5. Golly gee. I must have ESP, because you didn't give me any information about what version of the game, what version of the mod, what OS you are running on. Not even a log file. You've been around since 2013, and you really should know by just reading the forums what a mod author or anyone else who wants to help is going to need. I'll make it simple for you. Read the following post:
  6. There is a lot more to making a change like this than just going into GIMP and downscaling the textures. There would be a significant amount of QA involved to ensure that the downscaled textures don't cause any visual issues, in many different circumstances. This isn't a game you are making a quick change for your friend; this game goes out to >2 million players, each of whom runs a different computer, different OS, different memory, different graphics cards, etc. And if they don't do that QA and something is off, even for a small percentage, then everyone starts jumping on them saying "why couldn't you test it better?" It's just not worth it from a business point of view, and the impact to the game is so miniscule that it's not worth even looking at it
  7. The effort it would take to fix the 2k textures doesn't justify the amount of time, you are talking about an artist for a period of time to redo each texture, at least 1 qa person to go over, etc. Is it perfect? No, and it will never be perfect. Is it good enough ? Absolutely
  8. Not going to happen because of politics
  9. New release, 0.1.0.1 Added drag cube to the ASET_PRC_Bumper because KSP is crashing on the procedural drag cube which is auto-generated. For 1.10 and older only This is only a workaround, and is only needed for 1.10
  10. @JPLRepo There seems to be problems with some parts which have auto-generated drag cubes, specifically those parts which used to have procedural drag cubes. For example, for a part in the ASET PRC rover, the PartDatabase in 1.9.1 had: PART { url = ASET/PRC/KRoverBumper/ASET_PRC_Bumper DRAG_CUBE { procedural = True } } In 1.10, it gets the following error: DragCubeSystem: Creating drag cubes for part 'ASET.PRC.Bumper' (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at ModuleDeployablePart.AssumeDragCubePosition (System.String name) [0x00088] in <c168e21ec56346b082f89043e76162e1>:0 at DragCubeSystem+<RenderDragCubes>d__34.MoveNext () [0x001de] in <c168e21ec56346b082f89043e76162e1>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <5aeafee3fea24f37abd1315553f2cfa6>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: <c168e21ec56346b082f89043e76162e1> Line: 0) Curl error 7: Failed to connect to perf-events.cloud.unity3d.com port 443: Connection refused Curl error 7: Failed to connect to cdp.cloud.unity3d.com port 443: Connection refused I tried copying in the stanza from the old PartDatabase, but that didn't work either Do you know what's wrong, I assume something is missing in the part model. ===== Edit: I tried the old trick of disabling animations in the part, loading the game and then copying the drag cube from the PartDatabase for that part to the part in question, unfortunately, the created drag cube is: PART { url = ASET/PRC/KRoverBumper/ASET_PRC_Bumper DRAG_CUBE { } } and ends up getting the same error. For now, I've copied in the drag cube from the cubic strut as a placeholder
  11. Minor update, 0.0.2.1 Added support for KerbalChangeLog
  12. New release, 0.0.2 Added monitoring of high values in addition to low values, useful for things like ore on mining ships Increased window width by 30 pixels to accommodate the additional button
  13. You are correct, it was a different bug which I fixed with the same symptoms. I'll be releasing an update to the library in a few minutes
  14. Update to the latest release of the SpaceTuxLibrary, this was recently fixed
  15. New release, 1.2.14.3 Thanks to github user @peter-sibiro for this fix: Fix integration with WildBlueIndustries Pathfinder mod.
  16. New release, 1.1.1.8 Deleted disabled blocks of code Thanks to github user @MarijnStevens for this Removed duplicate code in EvaAddonAddModule.cs and removed ToggleHelmet option because is build in now, and a small cleanup
  17. @Snark Do you think you could add an option to flip the control point by 180 degrees? This would be helpful for those (hopefully rare) instance where a probe core is upside down. It can be quite useful
  18. I have a rough beta now available here: https://github.com/linuxgurugamer/NeatherdyneMassDriver/releases/tag/1.3.4 Changes Enabled on-screen display of countdown Adoption by Linuxgurugamer Added license file Added build scripts Moved source directory up one level Added AssemblyVersion.tt Added InstallChecker.cs Added version file Renamed mod to NeatherdyneMassDriver Replaced all "foreach" statements with more efficient for (i = 0; i < ??.Count(); i++) Added standard Log class Replaced all print with Log.Info Replaced all Debug.Log with Log.Info Added setting to have custom countdown length (1-30 seconds) Added power setting, tied to difficulty. Normal = 1, easy is 2, harder is < 1, multiplied against the config value Fixed nonsense display of 15 significant digits for the countdown Added on-screen countdown Big cleanup of redundant and repetitive code in ModuleMassAccelerator Changed attach settings so parts don't have surface attach mode Removed extra part models and textures, updated all part files to use one set Split the slave parts into their own files Please note: The mod includes both the old parts, and some new parts which look like tubes. The tubes are NOT tested, and I have to do some work to make them work properly. They won't be there in the initial release. Dependencies Click Through Blocker ToolbarController SpaceTuxLibrary
  19. New release, feature complete, 0.0.4 https://github.com/linuxgurugamer/AutoQuickSaveSystem/releases/tag/0.0.4 Added template for Scenequicksave Fixed double audio Fixed typo in custom quicksave value in config file
  20. A necessary release update, 0.0.3 Added automatic saving of vessels in the editor Fixed infinite loop which was locking the game up while in the editor @TranceaddicT
  21. New beta now available, 0.0.2.1 Added check to prevent quicksaves from being done while in the editor Added load to Configuration init Fixed quicksaves not restoring to flight scene Fixed prefix for scene-change quicksave Fixed announcement on all scene changes due to game state saved Configuration turned into static class Added limits to number of launch and scene change saves Added more tabs on config page to break up the options in a more organized manner Note: This requires the latest version of the SpaceTuxLibrary, version 0.0.3.5, which I released about an hour ago. These changes were a result of actually using the mod in my main career game. It's pretty much feature-complete, will be testing for a week or so
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