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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. This may explain some of the weirdness I've been seeing while playing gpp. I'll try downgrading and see what happens.
  2. Have you been monitoring your memory usage while you've been playing? I'm wondering if there might be a memory hog in part of the Captain's Log. When I was playing a long-term game Sunday night, I noticed my memory went to 10 gig at one point. Then It dropped back to three and a half gig. So it might be related to how much memory is being used by the game. Could you run one more game, keeping the task manager open, and Carly the times you have leg with how much memory is being used please.
  3. Not really. I'm doing very minimal work on this, mainly recompiles since some people wanted it, but I don't really have time to do anything with it. If someone else offered to take it over, I'd be very happy to turn it over to them
  4. why on earth would you put something into the stock folder? Please get me a log file, that's the only way I can help you Log file, please
  5. Nope. You are, of course, free to write it yourself :-) For me, these are just some parts I wanted. I'm not really doing much with them
  6. maybe, but I've never looked into it. Added to a new github issue, I'll get it in soon. Thanks
  7. @Jacke I'm going to get another beta out this evening, with some extra debugging statements. They will show, among other things, exactly when Kaptain's Log starts. Like I said, it doesn't even get started until the SpaceCenter, so there is no way that I know of that it could affect the MM loading. There are no configs which MM sees from the mod.
  8. That's very strange, Kaptain's Log doesn't even start until you get to the Space Center. I removed the trapping of the escape key, but there may be something left over, I'll have to look at it. Thanks for the logs, I'll look at them this evening
  9. @CliftonM Was wondering if you are still going to work on this? The UI needs some work, and can actually mess things up. For example, if you resize the screen smaller when the UI is at the bottom of the window, it becomes unusable because it is offscreen. The basic functionality is fine, it's just the UI which needs work.
  10. New release, 0.0.1.9: Fixed problem with log file being spammed with fileio errors, causing huge performance hit @Yakvi Please download the newest release, fixes your problems
  11. I am aware of the FPS bug, it is caused by all that log spam. I'm working on it, hope to have a fix tomorrow No need for the log file, I've been able to replicate it
  12. Did your PR include anything with the masses of the 10 new tanks?
  13. Ummm, no. I'm not aware of any change like that, sorry. Could you find that post, please? If it implies that, i need to update it. Unfortunately, they are inherently incompatible.
  14. Actually, it should be 2.8500 My cutnpaste had a mistake Actually, all of the Cyro masses were wrong :-( Along with some other numbers :-( :-( Here is an updated file: Can you post the full patch please never mind, I didn't realise it was a download.
  15. I have absolutely no idea. I would have to spend some time looking to see how KSP tracks light sources. I don't have time right now but I'll put it on the back burner.
  16. Why, when you can explore a ehole setup without knowing what is actually there?
  17. A minor update: 3.2.3: Updated patch for sidetanks with disabling fuel crossfeed
  18. Is it possible to have to connected tanks, but to disable the fuel flow between them? I know that fuel delivery can be fiddled with, but doesn't stop it entirely. For example the ship has a central tank and some outer tanks surface mounted. there are engines on both the central tank and the outer tanks The outer tanks have a built-in decoupler Staging is set up to have the inner engine fire when the outer tanks empty and are ejected What happens is that the outer tanks empty first, and when they are empty, start draining the inner tank. So I know if I put in an extra part it can be done, but would like to incorporate it into the part itself If needed I can write a module, but was wondering if it's been done already. Thanks Gaaah I think what I need is ModuleToggleCrossFeed
  19. New release, 3.2.2: Removed unnecessary directory in Extras folder Added patch to add built-in decouplers to the two side tanks
  20. There's also the mod called champagne bottle which creates random nice sounding names
  21. Here is my patch to bring the masses and volumes of the new tanks into line with stock: Dropbox link: https://www.dropbox.com/s/tzce4i72cjewtb4/VenNewPartsRebalanced.cfg?dl=0
  22. sorry, I don't' do Tweakscale. Try asking in that thread
  23. I'll probably put them up later this evening, after I've had a change to play through and validate my numbers.
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