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dok_377

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Everything posted by dok_377

  1. But that's a prebaked animation. Robotics don't work like this. They actually have physically moving individual pieces, as far as I know, and the button does not disappear. It just becomes unclickable. Who knows though, it might be the same cause, just acting differently. Maybe they just forgot to remove the button while the robotics are in motion.
  2. I guess it depends on how realistic you want this mod to be. My idea was to have more variety in unpowered parts for different design choices. But to have, let's say, an unpowered piston will probably be an edge case use anyway and doesn't make sence to spend time on, especially if it's unneccesarily hard to code. All good, no need to do something that the magority of players will not even use. The other thing that I want to mention is a little bit of feedback on the current position indicator. On hinges if the position is set to 34.4 it will show exactly 34.4. But on other parts (like a piston) if the position is 0.44, the position indicator will show 0.4, would be great if it was showing full digits on these parts too.
  3. Just about the only thing that is missing now is the ability to completely disengage the motor. But I don't know how feasible it is, considering that we already have unpowered parts, even though there are just a few of them.
  4. Wow, that was fast. I see a lot of improvements in the UI, even apart from my request. Thank you.
  5. Nothing new here, this is in the first game as well, albeit being absent on a couple of engines.
  6. Can you by any chance also add a current position indication into the PAW? It would make it easier to see the actual position of the part, especially for the unpowered ones.
  7. I wonder if it's possible to make a QoL patch that lets us lock the robotics while they're moving, or at least increase the threshold. Because right now the button is literally unpressable when a robotic part is using any electricity, even if it's 0.001 ec/s.
  8. Oh, that's fantastic. I wanted to report this bug for a long time, but considered this mod abandoned as I didn't see any activity. Good to see it still being actively developed, especially because Squad's robotics can sometimes be a bit unreliable.
  9. @Rudolf Meier There's is a long standing bug with the scaling of robotics that makes parts attached to them drift out of place after a save-reload. Steps to reproduce: 1. Take a robotic part, attach it and rescale it (only affects rescaled parts it seems like). 2. Take another part and node attach (only nodes drift) it to the robotic part. 3. Offset the part that you just attached (as far as I know, it only happens with offset). 4. Save the craft and reload it. The part will drift closer to the original node position with each save-reload. Video demo: https://youtu.be/L8UXHnGJBNw KSP.log: https://drive.google.com/file/d/1g0QnmtEnM9VkaZEKworv1lC4IWE1s5ml Player.log: https://drive.google.com/file/d/1438mkqMCSKeWgUdjUtFuGBtduh4AwqyE Also you might want to check out a couple of pages for Kerbal Foundries forum, a fix for a similar node issue on scaled parts was found and fixed. It might help in finding the bug in IF. The conversation roughly starts here:
  10. Why is the video in 20 fps again? That for sure doesn't give a good impression.
  11. No point in being sad about it. Although the main mission objective has been completed, the rover itself will still be there, transmitting data when required. It will complete a lot of surface science contracts when they pop up and probably take a lot more pictures, at least until I'm going to make a mistake and accidentaly drive it off a cliff somewhere.
  12. My rover science mission has come to an end. It's been over 7 hours, the change in lighting is quite dramatic.
  13. Sent a lander-rover duo mission to the south pole of the Mun. Starting to get some pretty good data out of it.
  14. I had the same thing happen a couple of times recently. Don't know what's causing it, I played my career save for 100 hours already and it only started happening just now. I didn't check the flight scene to see if it also was completely black, though.
  15. I did whatever I could to make it as accurate as possible. Both versions were downloaded freshly from Steam, both were started cold after I restarted my computer, went straight into the same flight scene through the same sequence of buttons in the game under the same circumstances from the same hard drive. Everything else was outside my control AFAIK. Today I even went all in and made a fresh Windows install, just to see what will happen. It did improve the fps slightly (added like 3-5 fps), not much to care though. Judging by the rest of the text, I was at least partially right. 1.12 is in fact more performance heavy than 1.10. In a building game where performance relies heavily on the number of parts you use, the more performance you have "in storage" - the better. Losing up to 20% fps is just not something that I want to have, that's why I'm still on 1.10. To add an insult to injury, those percentages of the performance loss were all in a stock game without any mods on a completely clean save. When I first noticed that something was wrong, I was playing early career (not a lot of vehicles in the save file, low partcounts) with a bunch of mods, which means it only gets worse with mods. Something definitely changed, I don't think it should be this bad even with all new features. The prior updates never had this much performance difference, the game was getting heavier with each update, but the fps didn't drop. That's why this particular one stands out so much.
  16. Sure: https://drive.google.com/file/d/1cOWFf51z2MuGoLZ3ZKtDLslhdYZUVeKp I'm pretty convinced it's not the craft file, as I have created this one from scratch specifically for this occasion. And I also checked my old save file with a bit of progress in it, it has the same performance problems.
  17. No luck. Just loaded the same craft file with the latest version of the game and KSPCF. It practically has the same performance as before.
  18. Yeah, I misinterpreted the message, sorry. Well, as I understand it, the throttling is supposed to help with save files that have a lot of active flights in them. This is not the case here. I exclusively created new save files in each version with only one vehicle (the one on the screenshot) to see the performance difference. KSPCF does a lot of nice stuff for the game, but I don't think it can save this particular case.
  19. It is a completely stock game, unfortunately. I WISH it had something to do with mods. At least it would have been fixable.
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