Jump to content

linuxgurugamer

Bug Hunter
  • Posts

    24,969
  • Joined

  • Last visited

Everything posted by linuxgurugamer

  1. Ok, that's great, in that I can see the stuttering. But how the heck do you a have more than 3000 parts? I added a number of part-heavy mods, and I'm still only up to about1600
  2. New release, 1.1.1.7 Added X button to close window New button is in the upper right of the window
  3. Do the stutters happen when a vessel is in the editor, or if it is empty? Also, please describe the stutters as best you can. If you could do a video showing the stutters, that would be very helpful
  4. It might. I saw some stutters in my test install which were fixed by the current beta. But my test install doesn't have that many parts mods; I'll add a few big ones and see what happens
  5. There was a new feature added. When you recover a vessel using KCT, the tanks can be empty. If you edit the vessel, there will be a button to fill the tanks. Or, you can use the Fill tanks and launch from the menu. What are your computer specs?
  6. I've search, there is no information in the wiki, nothing on the forum, and the api is unhelpful in how to use it. So, I'm looking at the config file for one of the engine plates, and I see that the ModuleDynamicNodes references NODEs listed above. But those node are referencing what appears to be many different transforms in the model. Is it possible to have the NODEs be nodes defined as attachnodes in the config file? I'd like to be able to retrofit this into a few of my mods. Then in the module ModuleDynamicNodes, I see it set's the node and references a MeshTransform. Again, this is referencing a mesh transform in the model
  7. I'm not saying I'm going to do this, but I wanted to start a discussion about it
  8. Ok, the changes were significant enough to make me want a beta, here: 1.4.6.2-beta Optimized the stock toolbar button texture setting (for the flashing of the button) Removed log spam: UpdateTechlistIconColor Added whitelist of fuels for the "Fill Tanks" & "Fill Tanks and Launch" Moved initialization of static GUI stuff into the loader Fixed memory leak and cause of stuttering in the editor The whitelist is set up for stock fuels, it's in the file FuelResources.cfg. Stock fuels which will be refilled are: LiquidFuel Oxidizer XenonGas MonoPropellant SolidFuel There is also a config for RealFuels, which is untested. https://github.com/linuxgurugamer/KCT/releases/tag/1.4.6.2-beta I would appreciate any and all feedback before releasing this
  9. Thank you. Just an FYI, the node doesn't need an @ sign if it's being added, which it is.
  10. You can start by providing a link to the log file
  11. Click the icon to the left of the vessel name in the Storage section when showing the Build List, you can select the launch site from the menu which is displayed at that time I'm pretty sure it does, at least it does in my testing from the editor to the space center, also from the tracking station back to the spacecenter. I do see an issue when returning from the Admin, Astronaut Complex and R&D On another note for everybody, I found the memory leak and cause of the stuttering.
  12. I'm adding a whitelist to KCT to address the fuel issue raised above. Hope to get it out tomorrow
  13. I'm updating KCT with the ability to refill fuel tanks when a vessel is in storage. I went through the config files and I think I found all the fuel types, but I would appreciate someone vetting this list of fuels: KCT_FUEL_RESOURCES:NEEDS[RealFuels] { fuelResource = LiquidFuel fuelResource = Oxidizer fuelResource = MonoPropellant fuelResource = XenonGas //fuelResource = IntakeAir fuelResource = SolidFuel } IntakeAir is listed for completeness, but since it isn't stored, I commented it out for now Thanks in advance
  14. Ok, so I'll have to put some thought into this, maybe a whitelist of resources which are fuel
  15. It's a new option, and is supposed to only fill unlocked tanks. I suppose I'll have to add some code to check for fuel vs other stuff, but why wouldn't you want the life support to be refilled, except for waste product
  16. Nice. Someone else also offered to do the parts, will be interesting to see the two different approaches. Thanks
  17. Could it have been related to altitude. Or maybe being out of the atmo?
  18. Not a problem That odd. Ok, I'll have to push out a release sooner than I wanted for this
  19. Everyone who sees this thread is now going to try searching for COATL It's gonna be hilarious
  20. Looks like something changed on Spacedock, that used to work Edit: it's the trailing slash
  21. Please open an issue on github if you can. I'll see if I can get to it this weekend
  22. Thank you, I'll get it updated Edit: Now updated with the dependencies
×
×
  • Create New...