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KSP2 Release Notes
Everything posted by dok_377
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
dok_377 replied to Gotmachine's topic in KSP1 Mod Releases
@Gotmachine I'm trying the new version on 1.10.1 and can't even load the game properly. When I'm trying to load the game with some mods, it just hangs on a texture from KAS: Then I remove KAS and it hangs on a texture from Making History dlc: Both of the textures are normal map textures. Don't know if that has something to do with anything. Update: apparently there is something. The game seems to only hang on texture names that end with NRM.png, even on the clean install. Here are the things: KAS Hang KSP.log: https://drive.google.com/file/d/1jyNXmHLAKFE2WEZK85_mlAxKPXFD5AZm KAS Hang Player.log: https://drive.google.com/file/d/1s9gQQ92ZhO480yzmG3rk1V3u5vkNIyZR Making History Hang KSP.log: https://drive.google.com/file/d/1jbDS---X6BXFeRBPd7YJcwNKagHpJ3ST Making History Hang Player.log: https://drive.google.com/file/d/1gWqpuWz2xm3H63oQnDm6qprkp2fi9y6C There's definitely some stuff happening at the end of these logs. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
dok_377 replied to Gotmachine's topic in KSP1 Mod Releases
Thank you! For some reason the forum decided I'm going to be the only person not properly tagged. Good thing I check this thread from time to time. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
dok_377 replied to Gotmachine's topic in KSP1 Mod Releases
@Gotmachine I just came up with another idea for a QoL improvement. You know how on fairings you can press the button for the fairing to not open when you mouseover it? It gets reset each time you reload the craft file. Would be nice to have it remember the setting, that would help immensely with crafts that have a lot of fairings on them. -
Is it possible to add the fov of the cameras to the client? Right now all the cameras when viewed on the desktop client have the same fov, but in the game each camera has a different one.
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
dok_377 replied to Gotmachine's topic in KSP1 Mod Releases
Oh, that's actually interesting, I didn't know about this. Thanks for the quick fix. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
dok_377 replied to Gotmachine's topic in KSP1 Mod Releases
@Gotmachine There's some things happening in the editor (only in the editor, the flight scene looks good) with robotics and KAL controllers with KSPCF Installed. When the KAL is played, the whole thing just flips out and starts spamming commands on the craft and destroys the log. Happens on newly built crafts as well. I don't really know what's causing it, but here's all the things I can gather: The video of it happening: https://youtu.be/oKRlRiFeCb8 The craft file: https://drive.google.com/file/d/1guZAhR1hShyWxwep8XXZo6joKUEPjQ9L KSP log: https://drive.google.com/file/d/1U7eAE6YpSEJK8dtd1SIYiWgodfgfHASE Player log: https://drive.google.com/file/d/1w6d_jG_fQWoZdhBlBCVqGVmVLktxgHPv Game version: 1.10.1, clean install -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
dok_377 replied to Gotmachine's topic in KSP1 Mod Releases
Autostrut acts like a joint between parts, not a full part. It still has some performance impact because of the calculations, but definitely will not double the partcount performance loss. I will even go as far as saying that the regular struts don't affect the performance that much either. If you use a mod to see a collider of the part itself, you will see that it's just a simple ball. They don't do much if used properly. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
dok_377 replied to Gotmachine's topic in KSP1 Mod Releases
Wait, you actually trying to fix the bane of this game's existence? We as a community need more people like you. You, sir, are a legend. -
You fixed it! Thank you so much!
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My pictures above do exactly that. I'm controlling the kerbal in these pictures. As far as controlling active vessel does, it has nothing to do with the craft that you are currently controlling, you can control anything in the scene, but only kerbals will be unaffected by the Planet Shine. Everything else will be illuminated properly.
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Yes. The issue is pretty easy to see if you EVA a kerbal. The craft that you EVA'd from will receive the reflected Planet Shine light just fine, but the kerbal itself will not. Planet Shine on and off, you can clearly see that the light doesn't show on kerbal in either case. Every single suit variant is affected. And on top of that, that pink square issue doesn't get fixed with a clean install. I just did a clean install.
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Oh, you actually remember that issue. Thanks for mentioning it. I left a message about that in the other thread as well before checking this one, so it's kind of redundant. But I guess it doesn't hurt to be sure.
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Oh, that's excellent news. Can you maybe look at the problem of Planet Shine not working on the new kerbal models? We were discussing that a couple of pages ago in prestja's thread. Iamsodarncool's message there: I deleted the old pictures from my imgur account, so they will not show there anymore. If you need new ones, just let me know.
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Just checked on both versions and it works fine. Something has to be wrong with my install then, probably an older version of OCISLY or something. I've been shuffling a lot of files between versions lately, must've broken something. @jrodriguez My apologies, it seems I tripped a false alarm.
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Did you update the HullCam to the version with new camera parts? That will be the version 0.2.2, and the version 0.2.1.2 had some changes for 1.12 with the dll renaming, this is I believe where the problem starts. With the old version (the 0.2.1.1 one) OCISLY works just fine for me. I'm running 1.10, have not checked 1.12 yet.
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@jrodriguez The mod doesn't work with the latest version of HullCam. It just says that the OCISLY dll is not compatible with the game during the loading process. There were some changes in the HullCam dll and the file got renamed as well.
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Sure, however you want to call it. I'm not very familiar with software development, so I might get some terms wrong and point at the wrong people. Somewhere in the process was a flaw and the final product suffered from that immensely, that's what I was saying primarily.
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I would say that past 1.3-1.4 the development has pretty much gone downhill. There was maybe one or two "good" relatively speaking versions, but after that the QA started getting worse and worse, more bugs were spilling into releases, less bugs was being fixed afterwards. I haven't even moved my game to 1.11 or 1.12, probably never will. Just because these two versions basically destroyed the game. Squad just bit off way more than they could ever chew.