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Warezcrawler

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Everything posted by Warezcrawler

  1. I guess I'm going to try again then.... If I can just get a simple box with a button to work, then I can go from there... Then it's just building using similar blocks. thanks
  2. Are you telling me that I've been wasting hours getting this to work for nothing..... (I'm not doing part models or KSPedia stuff)........ Thanks.... So I just need to learn Unity UI stuff, keeping in mind it should go in a specific folder. I'm guessing it's the .cs hookup of the UI that goes there?
  3. That's very nice of you. Any methods to isolating the problem is very welcome indeed. I hope I was clear in, that it is generated in my current game, which has a lot of mods, not only my own. So in the end my goal i to isolate the source of the problems, and then deciding on what to do. If my own than find out how to reduce, if another consider removing it and maybe look into hope the clean it a bit.
  4. Yes.. I'm just not sure which mod(s) is that generates all that.
  5. Thanks for this great explanation. I had no clue that simple string concatenation made extra garbage..... When it comes to the UI, I'm still on trying to compile my first test UI... I have not succeeded... I'm trying to follow your tutorial, but I'm pretty sure that I'm missing some step or something... In my latest attempt I get the below error when trying to build the UI. TypeLoadException: Could not load type 'KSPFontAsset' from assembly 'KSPAssetCompiler, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null'. UnityEditor.Build.BuildPipelineInterfaces.InitializeBuildCallbacks (BuildCallbacks findFlags) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:115) UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget) KSPAssets.Editor.AssetCompiler:BuildAssetBundles(Boolean, Boolean, String, String[]) KSPAssets.Editor.<BuildBundles>d__5:MoveNext() KSPAssets.Editor.EditorUtil:UpdateCoroutine() UnityEditor.EditorApplication:Internal_CallUpdateFunctions() I think me first problem is getting the parttools and stuff imported correctly, so that I can in fact compile whatever I create. Before I get that done, I don't think it worth the time to create too much UI stuff. And I'm not gonna learn the old OnGUI() methods, and if it does create a lot of garbage, then that's probably for the better. Using Memgraph I estimate that my install creates about 250 MB of garbage every second or so.... So the collector is in overdrive every 2-3 seconds if I do not extend the memory use. But it seems really excessive to create that much garbage I must say. That said I've gone through my own mod these last day, and have concluded that it does not generation much garbage, or I'm simply missing it. I've changed a few foreach loops, but there was not that much else I could do.
  6. Seem that you have made a complicated case. I usually use :NEEDS to test if one or several relevant mods exist or not, depending of what I want to achieve. That way you can have a create node, and a modify node based on which case you are hitting.
  7. well, a simple rebuild did not work for me... So if somebody is to take it over, there will be some work to be done...... It builds fine, but does not work in game......
  8. Ok, thanks... I'll take a look at [X] Science! code than... Maybe there is something that can be done, that even I can figure out.
  9. I have an example where I have made a derivative of the Rapier engine with 4 modes. You can compare that to the Rapier itself You will notice how most effect are duplicated (and can be different). This is important in order to get the effects working properly. A long time ago I asked for help with the effect part, and got some help too. This might come in handy for you too, I think. But you are still welcome to post you example problem, and I'll take a look.
  10. but the functinality to make it blink is from stock ksp and apparently not part of the waypoint manager mod as such. Bug report should go to Squad
  11. Haha... I found a bug, that I know was not there back in 1.2. Doing the Engineer boot camp mission, the spawned vessel is somehow below ground, or mostly below ground...... I can't board it at least.... It's like to topmost part of the vessel i above ground, right where the probe core is. @nightingale could this be a CC bug? I'm thinking maybe CC or KSP, because there is no height in the behavior to adjust. The configuration is like BEHAVIOUR { name = SpawnVessel type = SpawnVessel VESSEL { name = Training Drill craftURL = ContractPacks/KerbalAcademy/Ships/Driller.craft flagURL = ContractPacks/KerbalAcademy/Agents/KerbalAcademy vesselType = Base owned = true pqsCity = KSC pitch = 180 } } EDIT: Quick save and then quick load, repeat got the vessel to above ground.... LOL
  12. Don't think so.... Unless you like designing missions and just flying that, or sandbox, the new dlc is basically just a few very overpriced parts - i.e. that is real life money.......
  13. Well I'm playing with this mod in 1.4.1 right now, and I have not encountered issues yet. That's ofcourse not proof that it is bug free, but since it is, as nightingale points out, a non-code mod it can be expected to work unless there is a bug in contract configurator. But as I said, it seems to be working just fine for me.
  14. You did not, and GTI_MultiModeEngineFX is quite simple - I cannot say the same for GTI_MultiModeEngine... But using multimode with module engine messed up effects. Does not do that with effects nodes used by the moduleengineFX. Took me forever to realize that.
  15. I have done that. And this one is for normal ModuleEngine not ModuleEngineFX. They behave a bit differently for FX and I just want I few functions added. It is working as is, but I just want a simple way to get the information into GetInfo(), that's all. The rest is working... I just don't find it fair to the player having to open the CFG file to get efficiency information. My "GTI_MultiModeEngineFX" work as the stock multimode, just more flexible.... Actually, to be fair, it is based on the same advise from you a couple of years ago And it was good advise.
  16. Some mods seem to be need to have to play KSP. I agree, KER is absolutely one of my need to have mods...
  17. I do not think new names would work, since I do not know how many there are.... The amount is free so could be 2 or 4 or 5 or 10.... The need is probably a matter of how we as individuals want to play the game. Some want mode than 2 possible engine modes. Some want tank switching. Some want more or different planet.... I like the possibilities.
  18. Yeah.... Probably impossible to remove all garbage creation, but reducing is possible. And I agree, that performance is better.... But in my modded install I have stutter every 2-3 seconds, which is actually around the same as I had pretty much since 1.0, that is if I do not use MemGraph to boost the allocated memory.
  19. For my mod I would like to access information in the CFG file, that is not loaded by KSP. Specifically I can have two (or more) atmosphereCurve nodes, which I found no way to get KSP to load automatically into my class like [KSPField] does. What I do with the nodes is to switch the curve when enginemode is switched. However, I can/do load them using "part.partConfig.GetNode(..)". This is not possible in the "GetInfo()" method of the PartModule, and does therefore limit me in which information I can give in game... I implemented a workaround, defining two fields for vac/atm values. However, this is ugly and not that flexible. Is there a way to get access to the cfg file info in the "GetInfo()" method? Reference code: https://github.com/WarezCrawler/Guybrush101/blob/master/GTI_MultiModeEngine/MultiModeEngine.cs
  20. In what context. Like create it if not exists or from another node/module, like add this module only if the specific "RESOURCE_DEFINITION" exists or something else?
  21. Well... Nevertheless, still relevant I would just love to find a way to know which mods creates the most garbage... That way I could consider if I really need them.......
  22. I've been focusing on not using update/onupdate/fixedupdate etc. any more than needed. You can often get around it by using the right events or considering whether it really needs to run that often. But garbage collection is something new for me to consider. And in a game like KSP, where things tend to pile up, and the game can go from nice to unplayable easily, these things matter so much that I would rather do premature optimizations than not enough. Speed is key.
  23. I was more or less inactive during 1.3 era, so I must have missed out..... I do remember er remove LINQ push back in the day...... And I love that modders care, it means a lot when a lightly modded game counts 30-50 mods!
  24. Cool... I for one had no clue that foreach created extra garbage. I knew it might not be as efficient, but I considered it purely premature optimization. But with this new information, I do think I will elimination all my foreach statements. Not that is makes any difference unless many more do the same..... But we need to start somewhere. Thanks @linuxgurugamer
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