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KSP2 Release Notes
Everything posted by UltraJohn
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
UltraJohn replied to TriggerAu's topic in KSP1 Mod Releases
Hi, there is a small issue with the panel not auto hiding. When you hover the mouse over the other menus in the top right, the ARP window stays open, with the other windows opening behind it. Clicking on ARP icon to close it, and then reopening it causes it to auto hide again when hovering over the other menus. -
I'm getting hundreds of "Texture _____ not found!" errors in my ksp.log KSP 1.11.2 Log file: https://www.dropbox.com/s/e2z2n3zdo5th7xg/KSP.log?dl=0 Few examples:
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I deleted those lines as instructed, and it has fixed most of the errors. I'm not quite understanding what this reconfig file does and why it has to be removed though. From the naming of the file (FFT) it would seem like it's made to work with Far Future Technologies, which has SystemHeat as a dependency. Does the engine still work even after removing those lines of code? Besides that, I am still getting a few more errors, which I don't think has anything to do with SystemHeat, but I'm not sure. I'm hoping you can help me with this too. Log file here: https://www.dropbox.com/s/e2z2n3zdo5th7xg/KSP.log?dl=0 Edit: Well it would seem I had a bunch of old patches and files in the OPT install, due to having downloaded some user configs in the comments a couple years ago. I suppose those were not really usable anymore. I reinstalled all of OPT to clean out those files, and the game now launches with no error!
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So I'm sorta running into this problem too. I've got SystemHeat and all the extra patches installed. From what I understand, the extra generic patches is conflicting with OPT? I've tried enabling your SystemHeat reconfig from OPT as well, but it didn't seem to help. I'm not sure what I should do. Would removing the SystemHeat generic patch, but keeping the other extra patches fix this (which means SystemHeat support for OPT is removed)?
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[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
UltraJohn replied to ev0's topic in KSP1 Mod Releases
I've been having some issues with the nodes hiding improperly. I'm on KSP 1.11.2 with the latest ckan version of the mod. It was initially hiding nodes which had parts in them. So I tried downloading the mod manually from github and overwriting my current version, then loaded up the game. I checked the settings to make sure it was set correctly, and now it's not hiding any nodes at all. Not sure what's going on here. There's a few exceptions in the ksp.log file. https://www.dropbox.com/s/ee7nknhanypyjo8/KSP.log?dl=0 -
I'm getting a lot of this error in the ksp.log [EXC 15:22:21.820] NullReferenceException: Object reference not set to an instance of an object Atmosphere.CloudsPQS+<DelayedCheckForSphereInactive>d__28.MoveNext () (at <568c46e2e01a42a8a864ad4995b1e66e>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Log: https://www.dropbox.com/s/cgysg9a20jdxzug/KSP.log?dl=0
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
UltraJohn replied to Dunbaratu's topic in KSP1 Mod Releases
I'm getting a bunch of errors in the ksp.log [EXC 15:22:26.836] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) kOS.Screen.Interpreter.IsWaitingForCommand () (at <3ccb18ebae2a49929054690a1a176760>:0) kOS.Screen.TermWindow.ProcessUnconsumedInput () (at <3ccb18ebae2a49929054690a1a176760>:0) kOS.Screen.TermWindow.Update () (at <3ccb18ebae2a49929054690a1a176760>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Log: https://www.dropbox.com/s/cgysg9a20jdxzug/KSP.log?dl=0- 1,361 replies
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Are the launch sites not culled out on distance? Doesn't matter whether I'm on Kerbin or in space, I get a 10-15 fps loss with this mod enabled. Is there some tweakable settings that can help with performance or something?
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[1.9.x] Mouse Aim Flight (1.1.3) - Pilot airplanes with your mouse!
UltraJohn replied to tetryds's topic in KSP1 Mod Releases
Thanks. I looked over the settings of AA and as it turns out, both mods were hotkeyed to activate with P. I changed AA do a different key. Guess what? It doesn't wobble anymore! -
[1.9.x] Mouse Aim Flight (1.1.3) - Pilot airplanes with your mouse!
UltraJohn replied to tetryds's topic in KSP1 Mod Releases
Hi. I might be doing something wrong, but whenever I activate mouse aim, my planes get extremely wobbly. I'm on 1.8.1 Example -
Edit: Solved it. Turns out it's a good idea to delete the old version of the mod by pizzaoverhead before installing this one, as it doesnt overwrite the gamedata file folder. Hi. For some reason I'm getting double the sound. I also noticed that I have two audio players in the VAB.
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Hi. I'm on 1.8.1 and I don't see any water with ocean shaders enabled. [LOG 16:08:28.803] [Scatterer] Effects couldn't be loaded for Kerbin because of exception: System.NullReferenceException: Object reference not set to an instance of an object at scatterer.OceanFFTgpu.Cleanup () [0x00006] in <b83aac02f0a14d468c952212b6223826>:0 at scatterer.OceanWhiteCaps.Cleanup () [0x00000] in <b83aac02f0a14d468c952212b6223826>:0 at scatterer.OceanNode.loadFromConfigNode () [0x00137] in <b83aac02f0a14d468c952212b6223826>:0 at scatterer.Manager.Awake () [0x00174] in <b83aac02f0a14d468c952212b6223826>:0 at scatterer.Core.Update () [0x008e3] in <b83aac02f0a14d468c952212b6223826>:0 [LOG 16:08:28.803] ocean node Cleanup [LOG 16:08:28.803] [Scatterer] manager couldn't be removed for Kerbin because of exception: System.NullReferenceException: Object reference not set to an instance of an object at scatterer.OceanFFTgpu.Cleanup () [0x00006] in <b83aac02f0a14d468c952212b6223826>:0 at scatterer.OceanWhiteCaps.Cleanup () [0x00000] in <b83aac02f0a14d468c952212b6223826>:0 at scatterer.Manager.OnDestroy () [0x00032] in <b83aac02f0a14d468c952212b6223826>:0 at scatterer.Core.Update () [0x009b5] in <b83aac02f0a14d468c952212b6223826>:0 [LOG 16:08:28.803] [Scatterer] Kerbin removed from active planets.
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Probably not a good idea, as the change I did disables some of the functionality to reduce lag. The problem is that x science loads every type of science from all possible planets, situations, types of instruments, etc. and that in return results in, if i can remember correctly, over 800 different objects to keep track of (increased even more by mods = possibly more lag). From what I could understand from the source code, it loads all of them and creates objects to store in an array, which is to avoid having to run the code every frame, but instead every time your situation changes. My change makes the code skip everything that is not currently the planet you're on, reducing the amount of objects needed to be created to much less. I don't know why it even recreates them every time, as I'd imagine just updating the ones that actually changed would remove lag completely. But that's up to @Z-Key Aerospace to figure out. There could be a reason why he made it this way.
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yeah that's what should happen, though if you've already gone ingame and generated the filtered science list, then back out to vab it doesn't refresh I think, so it might still not show until you save and load the game to force a refresh, which in returns sees that there is no defined planet and vessel, so it skips my filtering and generates all of the science stuff.
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You just have to overwrite the original dll with mine to make it work. Though if you read what I changed, I've disabled some stuff in the main science list to not include everything at once to reduce stutter, so if that's what you use it for, my dll won't be of much use to you. I've designed it mainly for use with the here and now window, as that's what I use this mod for. But you can atleast try and see if it does help with the stuttering
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All he needs to do is just make it only scan the current biome whenever you only have the "here and now" window open. What's the point of being able to see what science is available on 5 other planets if you're just interested in your current position? Doing that will reduce the cpu time required and remove 99% of the stutter. It should only scan everything when you're looking at the big list, which you can just close whenever you don't need it. And his solution of "getting a faster box" doesn't really work out when you already have a top tier cpu or close to, and still have issues.