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Everything posted by Jognt
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If you don’t mind my asking, what did you change versus the original mod? It says on space dock that this is your ‘first real mod’, hence my confusion about how this differs from maculator’s version.
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[1.12.x] Near Future Technologies (September 6)
Jognt replied to Nertea's topic in KSP1 Mod Releases
Cheers -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Jognt replied to Starwaster's topic in KSP1 Mod Releases
They shouldn’t. It’s just a completer ‘picture’ than in-game.- 5,919 replies
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- reentry
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Jognt replied to Starwaster's topic in KSP1 Mod Releases
You can always open up your modulemanager.configcache and do a search for the parts you’re curious about. That should show you any differences in base stats and their upgrades.- 5,919 replies
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[1.12.x] Near Future Technologies (September 6)
Jognt replied to Nertea's topic in KSP1 Mod Releases
If even the stock panels don’t work anymore then it’s probably something incorrect with your install There’s not much the NF suite can do about that. -
[KSP 1.7.2 incl all DLC's] KSP Memory Allocation Fix
Jognt replied to 0x00's topic in KSP1 Tools and Applications
Scroll up a bit, it’s been explained. Should not be incompatible with each other. Try it with a clean install without launch Params? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Jognt replied to Thomas P.'s topic in KSP1 Mod Releases
Cheers. -
Considering the part of the code that causes it I don’t think it’s possible to not be affected. (When using Kopernicus 1.7.3-1 on 1.7.3) Whether or not you notice it depends on the system and parts in the scene, but the patch should improve performance in those instances for everyone. So you don’t really need to test anymore now that it’s been confirmed to be within Kopernicus itself (but you’re free to compare if you want)
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Try the latest patch I posted in the Kopernicus thread. I’ve tested it on my JNSQ install and confirmed no gas giants are targeted by it so it should alleviate *that* problem for the time being. Since your CPU is a lot beefier than mine there’s a good chance it’s not influenced as much while still causing slowdown. Edit: you can also check GPU/CPU usage to see if you’re bottlenecking somewhere, but that’s off topic for here I think
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Jognt replied to Thomas P.'s topic in KSP1 Mod Releases
I’m actually rather curious about Moho.. what with the MoHole and such.. -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Jognt replied to Paul Kingtiger's topic in KSP1 Mod Releases
Good point. The initial part of course is only there if KIS is there. You can also just instance a new part (instead of copy the KIS US one) and copy the relevant info for it from the US cfg.- 1,554 replies
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- kis
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[1.12.x] Near Future Technologies (September 6)
Jognt replied to Nertea's topic in KSP1 Mod Releases
NF Aeronautics would require a lot of work afaik due to the missing files. I think you’d have to bribe Nertea with a lot of coffee to make it worth the trouble he’ll get with his spouse if he were to spend that time on it -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Jognt replied to Paul Kingtiger's topic in KSP1 Mod Releases
Might want to remove the AFTER conditional/timer so the patch goes through without KIS too. What if it were suddenly also an experiment storage unit?- 1,554 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Jognt replied to Thomas P.'s topic in KSP1 Mod Releases
Cheers, if you're using the MM patch I posted, let me know if you encounter problems. It works in my JNSQ install, but I haven't given it a super thorough checking. Edit: Seems to work as intended! -
... /me postpones reinstalling RR Thanks for the feedback Pinging @JadeOfMaar for relevance.
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[KSP 1.7.2 incl all DLC's] KSP Memory Allocation Fix
Jognt replied to 0x00's topic in KSP1 Tools and Applications
Lazy question: Any plans to turn this into a KSP plugin? I'm too lazy to go install AHK again -
Oh right, I got my R's mixed up. Thank god I don't do Metric/Imperial conversions at NASA
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Jognt replied to Thomas P.'s topic in KSP1 Mod Releases
But mooooommm! No worries, I added the Sun/Kerbol in my MM patch above. -
Good point.. I initially removed RR because I wanted to tackle one 'new' thing at a time. But now that I'm used to JNSQ I guess I have room to tackle a new 'new' thing so I think I'll reinstall it Edit: Oh, and you're welcome.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Jognt replied to Thomas P.'s topic in KSP1 Mod Releases
Uhm, thinking about it.. How would I place the tweak from @SkyRex94 into a MM patch? I know how to MM-patch, but since the example would add it to every body and Kopernicus is a complex beast I'm wondering "Which bodies do I need to filter out?". I'm not fond of directly editing files for specific bodies, hence the MM-patch question. Edit: Here's a patch that adds oceans to non-ocean bodies. You may get contracts for stuff like "splashing down in the Mun's Oceans" but you can ignore those, or try. @Kopernicus:AFTER[Kopernicus] { @Body:HAS[@PQS,!Ocean] { %Ocean { maxQuadLengthsPerFrame = 0.03 } } } If you don't know how to turn this into a ModuleManager patch, here's a step-by-step. -
Good point. I've updated my above comment with a (more?) detailed description. If I missed something and you'd like to know more, feel free to ask. (or skim the last few kopernicus thread pages ) Edit: Since I haven't actually played KSP since asking about this stutter problem here a while back I have no experience with Mun scanning/errors, but I'll probably do a backup of my save before I send that scanning probe that was sitting on the pad.. Hopefully someone else can help you with the problem you encountered Edit 2: JNSQ is bundled with Rational Realistic Resources (mod) that is basically a remake of the entire resource system. I've read a few pages back that the bundled version is several commits behind the 'standalone' version though, so maybe updating RR from it's own repo will fix it? (or remove it alltogether if the stock resource system suits your needs)
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A (probable) fix for the (probable) bug in Kopernicus has been posted over in the Kopernicus thread! Crossposting it here because it may be a good idea to incorporate it into JNSQ until the bug can be properly squished! The (probable) bug is excessive garbage creation and severely reduced performance on bodies like Mun when ROCs and/or Terrain Scatter is enabled. Garbage creation per frame is in the 10-20MB per frame according to MemGraph and the framerate is reported as 12-25 but feels and looks more like 2 seconds per frame with Kerbal walking animations consisting of basically 2 frames of 'standing on left leg' and 'standing on right leg'. An example of the bug at its worst can be observed here https://youtu.be/znriOxMEExA?t=518 (It should bring you to the right point in the video, 8:38, to witness the performance shift) See the below posts for information into what in the code causes this (4x4's post) and what helps to remedy it (SkyRex's post)
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Jognt replied to Thomas P.'s topic in KSP1 Mod Releases
Thank you a million times over! I was just about to call it quits and nuke KSP from my PC! I'll give it a go later tonight Edit: A million thanks to everyone that helped track this down! So @4x4cheesecake, @Starwaster, @Diddly Feelerino, @SkyRex94, and whoever I may have missed, thank you! It's kinda funny.. To see that the fix from @SkyRex94 was right there in this thread before I even made the video. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Jognt replied to Thomas P.'s topic in KSP1 Mod Releases
Thank you so much! Im guessing the next question would be “why doesnt _ocean behave?”? Ps. Way too warm here today aswell. I wont be doing intensive things like ‘thinking’ until it cools down -
Just a heads-up: It appears that the original trailer videos in the OP have been removed from youtube