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JonnyOThan

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Everything posted by JonnyOThan

  1. Physics doesn't run on the GPU. What you're likely seeing is the GPU sitting around with nothing to do because the CPU is taking too long for the larger more complex vessels.
  2. Ah yes this has already been fixed in de_iva but I haven’t put out a release yet.
  3. Hi, please provide your ksp.log and player.log files.
  4. OK, that's around the time that I was working on RPM optimizations. If you could find the *first* RPM version where it broke, that could be helpful.
  5. Hm, someone who doesn't have the dlc wouldn't have the IVAs, so where do the models come from? Maybe it's just a replacement. In either case I opened an issue to look into it. The tubes between hatches are procedurally scaled, so without any code support whatever texture you make would be scaled to fit the correct length (usually squishing it a lot!). @Icecoverywas going to work on a system to procedurally generate the tube, its textures, and other stuff like lights and railings but I don't know where that has ended up. If you're decent at modeling/texturing, there are a LOT of models that could use some love in the FreeIva support for SSPX - all of the crew tubes and hubs of various sizes are just placeholders I made.
  6. Please be specific about which parts in Near Future Spacecraft aren't working as expected. I have an issue opened for the orbital maneuvering engine, but I'm not aware of any other problems. Please understand: I'm completely unfamiliar with most of these mods so I make my best effort when adding support. If I miss something, please tell me exactly how to find out what's wrong and pretend I've never seen this mod before. Near Future Construction is on the planned list for support: https://github.com/pizzaoverhead/FreeIva/labels/Mod Support Huh I did not even realize that Restock+ has IVAs. I'll have to think about that one... The "tubes" are mostly untextured because A) I suck at texturing and B) they're procedurally scaled and it would look bad anyway. There are a couple issues open about ideas to make them better, but they're fairly low priority because they are very difficult for not much payoff. If there are gaps or obstructions though, those can be fixed pretty easily but I need to know what parts you connected together. Gaps between the window and the exterior are a side effect of how I manipulate the depth masks, and parts where the glass is slightly inset from the exterior. These can be fixed, but I'd need to know which parts are the most egregious - I'm not about to open every model file to check!
  7. Did zooming on the docking page *ever* work? Not sure if it did or if I just never tried. If it did, this could be an issue with RPM itself, I did a lot of surgery on the camera pages (which has some overlap with the docking one).
  8. Hey @linuxgurugamerI sent you a PR with some pretty significant optimizations. Runs ~14x faster in my testing: https://github.com/linuxgurugamer/VesselViewer/pull/21
  9. New update available! https://spacedock.info/mod/3151/FreeIva Notable Changes The KV2Pod and KV3Pod from Making History now have their external hatch moved to match where the internal hatch is located. This may break certain craft designs if that location is occupied. You can delete GameData/FreeIva/SquadExpansion/PartCfgs/KVPod_Airlocks.cfg to restore the default airlock location. Unbuckling in non-supported parts is no longer allowed (underlying code changes made this more difficult). As always, if you'd like to see FreeIva support for your favorite IVA mods, let me know on the forum or discord. Bug Fixes Etc. Fixed dockingPortSr showing up in external view Fixed more issues with kerbal portraits in conjunction with ProbeControlRoom Fixed broken centrifuge movement Fixed a bunch of issues with Tantares
  10. > if you recreate the Mir Docking module, and dock it to the bottom of the Krystall module, then dock a SOCK shuttle to it, you cannot pass from the Shuttle's docking module, through the Mir Docking Module, and Into Krystall @CirrusUpdraft I really need the specific names of the parts involved here. It takes me too long to try to guess and check what they might be, since I'm not familiar with these modules.
  11. Where is this patch? Ah, is it Well's? think I found it..
  12. Yeah this sounds like an issue with MAS rather than DE_IVA or ASET.
  13. Hi, a screenshot and your KSP.log file would be useful, thanks.
  14. Mark IV Spaceplanes should already be supported. If something isn't working, please post your log files. I'll add the kerbonov to the todo list.
  15. I don't think it's reasonable to pass through a heatshield...could they do this in real life? I tried to add passthrough to most of the stack-based parachutes, can you get the names of any I missed? For anything with trouble with collision, can you be specific about the parts to connect together to reproduce the issue?
  16. Hey all, @ensou04 gave me permission to put together a release, grab it now! https://github.com/ensou04/RocketSoundEnhancement/releases Changes Fixed MachEffectsAmount not saving and causing crashes when set to zero. Fixed Sonic Booms being triggered in MapView RCS sounds use thruster power Major performance optimizations Fixed memory leaks from scene changes
  17. Might I suggest https://github.com/ensou04/RocketSoundEnhancement/releases/tag/0.9.7 Doesn't do music though.
  18. Normally things are pretty stable as long as you use ckan. But the iva mods have been under heavy development recently and some stuff is a little buggy. Thanks for the reports!
  19. OK, got it...I'm not sure why you think this was related to avionics - it's an interaction between ProbeControlRoom, DE_IVAExtensions, and REPOSoftTech. I'll get it fixed.
  20. Yeah the recovery radio is supposed to recover the ship after a short delay, but I've found it to be pretty flaky, at least when using it in VR. I haven't dug in to figure out why yet. I do suspect that the waves from scatterer might be interfering with it.
  21. I think FreeIVAMkPassthrough is no longer compatible now that I added passthrough mechanics to FreeIva itself. Actually it's more important *in gravity* so that you can climb up and down.
  22. Huh...you could probably do this with a ModuleManager patch: @FreeIvaConfig { @UnbuckleKey = Z } Put the above in a .cfg file in GameData. I'm...not really sure what you're asking.
  23. I might need a video of this because I can't repro it. Or please test with nothing but PCR installed. edit: ok I finally repro’d it. It doesn't occur if FreeIva isn't installed.
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