-
Posts
611 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Warezcrawler
-
I just read the from C# .net version 4.5 it is possible to run a non blocking garbage collection in separate thread! Unity 2017.1 introduces possiblity of .net 4.6. So if KSP moves to 4.6 we can probably get rid of that annoying stutter! Another great benefit of 4.5+ is much better support for threading..... Wonder if there are any plans for that? (I know it is currently considered experimental by unity - but one can hope anyways)
-
Just to confirm.... It was/is the garbage collector. And this helped. Is changed the settings (padhead.cfg) to However, I still find the stutter often, but not nearly as often. Is this heavy GC because of bad mod coding? And if it is, what can we as modders do different to reduce this?
-
Thanks. I will try it out. And even though it not updated yet, i read it still works... Nice. More information is still welcome if anyone else have relevant input :o)
-
I have throughout KSP history ever since 1.0 had a performance issue in KSP. While performance on 1.4.1 is much better than it has been I still experience one specific thing which I think is related to a mod, but I have been unable to isolate the mod. Every few seconds it's like the game freezes for just an instant and then continuing - making the experience just a little less smooth than I could wish for. As stated I think it's one of my mods, since I have not recreated it in KSP unmodded. So my quetion to you (the community) is, does anyone else experience this, and have anybody been successful in isolating the mod causing it? I remember having this issue at least since 1.1, and I do think it is because I keep installing many of the same mods. My mod/dll list from my KSP log. I have highlighted some of the .dll's which I seem to recall having back in the day as well, however it is a little foggy. Does anyone have a clue. PS: I have tried installing them one by one, and somehow I missed when the problem started... Might be it is a combination thing.
-
Reverting Jet Sounds to 1.3.1 standard
Warezcrawler replied to Warezcrawler's topic in KSP1 Mods Discussions
I did consider that. By the jet sounds are not in the sounds library \GameData\Squad\Sounds -
Does anyone know if it is possible to revert jet engine sounds back to pre 1.4 sounds? I'm not entirely happy about the vacuum cleaner sounds we got in 1.4, so if it is possible I would like a "downgrade" of those.
-
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Warezcrawler replied to cybutek's topic in KSP1 Mod Releases
Thanks Can I ask if I may propose the following change to CreateEngineSims in PartSim.cs. The current code builds on logic about multimode engines from the stock multimode module. However, this updated version simply loops the enginemodules in the part, and uses the field "isEnabled" to determine if it should be considered for simulation. "isEnabled" is the same field that the stock multimode sets when switching engines modules in the rapier. This update will ensure compatibility of KER GTIndustries multimode mod, as well as being more generic. public void CreateEngineSims(List<EngineSim> allEngines, double atmosphere, double mach, bool vectoredThrust, bool fullThrust, LogMsg log) { if (log != null) log.AppendLine("CreateEngineSims for ", this.name); List<ModuleEngines> cacheModuleEngines = part.FindModulesImplementing<ModuleEngines>(); try { if (cacheModuleEngines.Count > 0) { //find first active engine, assuming that two are never active at the same time foreach (ModuleEngines engine in cacheModuleEngines) { if (engine.isEnabled) { if (log != null) log.AppendLine("Module: ", engine.moduleName); EngineSim engineSim = EngineSim.New( this, engine, atmosphere, (float)mach, vectoredThrust, fullThrust, log); allEngines.Add(engineSim); } } } } catch { Debug.Log("[KER] Error Catch in CreateEngineSims"); } } This would be much appreciated. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Warezcrawler replied to cybutek's topic in KSP1 Mod Releases
Sorry about that... I don't know if the license permits me to distribute an unofficial update - so I'm not sure I can help you that much. I can only say, that recompiling the 1.3 version of KER to 1.4.1 only demands updating some references and using Visual Studio to recompile. Alternatively I sure there will be an update of KER sooner or later..... -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Warezcrawler replied to cybutek's topic in KSP1 Mod Releases
And you can actually pretty easily recompiled KER for 1.4.1 from the source, which can be found in the OP. -
[1.9.*] GTIndustries (Updated 04-02-2020)
Warezcrawler replied to Warezcrawler's topic in KSP1 Mod Releases
my god.... I'll get a patch up for that........- 94 replies
-
- 2
-
[1.9.*] GTIndustries (Updated 04-02-2020)
Warezcrawler replied to Warezcrawler's topic in KSP1 Mod Releases
Maybe you could post your try. Then I will look it over and comment one where I find the bug and point out why that is. Especially effects are a nasty one in KSP, but your problem could be simple enough.- 94 replies
-
[1.9.*] GTIndustries (Updated 04-02-2020)
Warezcrawler replied to Warezcrawler's topic in KSP1 Mod Releases
I found the issue with the Harvester. It was the same with the converter. I'm not sure what changed, but it should be fixed for when I update to 1.4.1. However, I myself is waiting for a lot of other mods to update, and I will probably not recompile before I can convert my game til the new version. On MultiModeRCS..... I'm looking into making that. I think it is a good way to start up modding again. I'm a bit rusty.- 94 replies
-
[1.7] CommNet Visualisation v1.0.4 [17 April 2019]
Warezcrawler replied to TaxiService's topic in KSP1 Mod Releases
Does not look like it is running on each update of the game, so it seem quite light weight.- 39 replies
-
- 1
-
- interface
- remotetech
-
(and 1 more)
Tagged with:
-
Help me prioritize 76+ mod updates - Updated
Warezcrawler replied to linuxgurugamer's topic in KSP1 Mods Discussions
My vote is one at a time..... There are so many great mod in the list, and we are many who just appreciate the work you put into the community. Maybe take the ones you yourself find the best ones? -
As I read your question, it is not supposed to be like that. I wasn't sure, hence my query. And you understand me correctly. I have TST (and a lot other mods) but not Research Bodies. And yet the planets does not appear in the telescope target list. Here are links to my logs from my last game https://drive.google.com/open?id=1euqRmSxnkGoiXHdGk7XGxtCHDPFb1eit https://drive.google.com/open?id=1JIC9ne1z6YrHiuwBSBAXRqXZ4jXnjgHh
-
love to hear that this mod is not dead. It always made exploring the solar system more meaningful and involving! Thanks!
- 502 replies
-
- contract pack
- contract configurator
-
(and 1 more)
Tagged with:
-
I recently installed KSP 1.3.1 to start up playing again. But something is different about this mod than earlier, and I was wondering if it is intended, or some bug/conflict of mods going on. I have a probe with a Space Telescope, but when I open it up, the Show Bodies shows only Sun and Kerbin. Show Galaxies is empty. Earlier they had the planets and Galaxies filled out so you could ind them. Is this expected/intended behavior? (I do not have the show only contracts flag on or Research Bodies installed) What am I missing?