bulletrhli
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Posts posted by bulletrhli
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Hmmm... that is VERY odd. I'll have too look into it. There should be a Button for every mod that you have a config for, and an additional "unmanaged" button for mods that don't have a config. When selected, the button should indicate the amount saved per folder, with a display below indicating the total amount saved.
The weird thing here is that only the squad folder showed up. WHY? Hmmm... very interesting/confusing.
I Just looked and found the reason why you get the indexOutOfRangeException, As for why you only have the one folder for squad I don't know. Do you have any of the "default" mods that there are config files for?
I tested the mod with just the Squad folder and the BoulderCo folder. I didn't include any of my other mods just for loading times sake. I have updated my last post with a little more information.
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hmmm... If you want, you can try an interim build out, just replace the dll in the folder with this one (click "raw", it will let you download it): https://github.com/waka324/TextureCompressor/blob/master/GameData/BoulderCo/Plugins/TextureCompressor.dll has the GUI that will display on the main menu and allows you to check how much memory should be saved by each folder.
I used my alternate KSP folder where I just have BoulderCo and the Squad folder. I ran it with the new dll and I get spammed non stop with IndexOutOfRangeException errors in the Debug toolbar. As for the GUI you have provided, it shows the title, a folder label and Squad as a button but does nothing and no other information is provided (not sure if thats the intent at the moment, just detailing what I see).
Update #1: I have removed the cached files folder and the mod seems to run just fine. I watched the debug during the loading phase of the game and it reports saved and accumulated saved bytes after each part is loaded. On some parts, in particular the internal spaces parts, you get a negative gain in memory saved. This may or may not be intentional to save original quality of the part. After loading of the game has completed, once again the IndexOutOfRangeException continues to occur.
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My guess is that the config isn't being overwritten properly if it reports the same ammount. The next version will be adding a gui that pops up after loading to show how much memory is being saved and where.
In the debug menu it reports the same thing, so I don't know if that is the issue.
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Find deposit, land on deposit with drill and kethane storage, extract kethane.....its that simple. The only other thing that could possibly come into play is fuel routing, for that there is the thread linked in OP. What else ya need to know?..
I must not have explained myself well enough. If you load up KSP and go to the main menu, you have Scenarios, Tutorials, New Game, Load Game etc. In the TUTORIALS section of KSP, there is a Kethane Scanner tutorial you can play with and learn about the mod. Near the end of that tutorial it talks about a drilling and extracting tutorial however it is not there. I was asking when we could see something that like be put in to continue the interactive tutorial series.
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I feel bad for complaining, so I did something about it. I have no idea if this interests any users of this mod, but I made a simple Module Manager patch for sorting the pieces. It basically moves everything to be where you'd find it with stock. Fuel tanks to propulsion, RCS/SAS to control, docking bays and whatnot to utility, tail sections to Aerodynamics. It isn't perfect, but it definitely addresses one of my major issues with the mod and maybe it will help someone else out too.
Pastebin link, you'll have to install it manually. It requires MM 1.5+
EDIT: RCS and blocks have a similar naming scheme, I updated the file for this. If you find anything wrong, let me know and I'll try to get it fixed but this should clear up the majority of parts.
How do you apply this patch?
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Nope that didn't work unfortunately...
Just going to wait on the next release.
Lol doubt that will happen anytime soon
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And it's updated to 2.1.4!
That's excellent that it's proving so useful to you, Katamari, thanks for using it!
Just want to give a thank you, and to tell you you forgot to update the thread title again <3
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Were you always using the Basic config? That's what it looks like you are using.
No, usually I always use the aggressive version but I have lots of extra memory to spare so I decided to use the basic version. However, in both cases, it results in the same amount of memory saved which makes no sense.
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Would you be so kind as to post the log please? That is quite suspicious.
I have provided two different output logs just to show its a reoccuring thing.
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Rbray, I have been checking and doing some testing with the new memory saved counter and no matter how many mods I add or remove, it constantly says I have saved 342 megabytes. Just thought Id raise that to your attention.
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I noticed in the tutorial for Kethane it mentioned a extraction tutorial. Could we see these tutorials finished anytime soon?
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Wow this is a cool glider. I may have to steal, I mean copy, I mean borrow the design.
Hey thanks, very kind of you. You can take it, copy it, and borrow it all you want
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Hey thanks, I appreciate you checking it out. If you have any suggestions, lemme know.
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Wow! I think this thing would destroy my computer as soon as I load it in SPH xD How many parts does it have?
Surprisingly enough, it has a very small amount of parts compared to some rockets I have design. Its under or just over 100 parts if IIRC. You can always use the welding mod to make it entirely 1 part but I think doing so messes with FAR because it effects the control surfaces. It shouldn't be too crazy on your system, check out the texture management mod to help with overall ksp performance should it be of any interest of yours.
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As always, no pics, no clicks.
Your wish is my command.
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Hello, this is my first craft submission ever for the length of time I have been here on the KSP forums. I bring you, Gavin the Glider. It is a purely stock aircraft designed for high altitude flight. With its massive wings its capable of gliding for long distances with no power from the 4 turbofan engines in the rear. A connected wing style based off of no real life plane in particular! All kerbals will enjoy the soothing view from the Cupola cockpit.
Some information about my glider:
1. On takeoff, minimal speed is needed, sometimes under 100m/s.
2. On landing, heavy braking tends to make the glider tip forward, tap the brake to compensate.
3. Going 1700m/s at around an altitude of 30km and pitching up 10 degrees, in most cases the glider will maintain its altitude.
4. Has enough fuel to get around the planet, which takes just about an hour.
5. Mechjeb is recommended but not required to manage the air intakes if you are OCD about it.
6. FAR is recommended as it was how I tested this craft. Stock users may most likely have a different experience with my craft.
Actiongroups:
(1) Toggle top two engines.
(2) Toggle bottom two engines.
Extra:
I have added parachutes just incase anything should go wrong, note they are not designed to save anything but merely a precaution.
What I Am Looking For:
I am looking for tips to improve my overall skills when building crafts like this. I am also looking to improve on my design for the glider.
Download Craft File==================== Pictures by Request ====================
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Rbray, could you explain a little more in detail what the latest update is about? The regex stuff I do not understand.
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That's ... basically a typo. The reason being that the GPS menu isn't finished yet, (apparently I haven't touched it in a while ) I haven't gotten around to writing the entire thing yet. As of now it gives you basic ScanSAT functionality when you choose the GPS tab, under the GPS menu (confusing, perfect!). I have the intention of providing a proper GPS (that doesn't rely on ScanSAT) but it hasn't come up yet.
But yeah, that is a typo I missed, I'll make sure it gets fixed in the next version.
It is something so minor but it definitely pops out after all the work to get to the GPS Maybe you could add a little text bit while you don't have your own GPS that say a plugin for gps is missing like ScanSat or something. Or, instead, put it in the readme so people can reference that should they not understand why it says NO GPS!!!! (basically, anyways).
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I have ScanSat installed which works with this.
Thanks, I wonder if it works across all the satellite styled mods. I'll definitely take a look when I am home.
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Simplicity at its finest. I appreciate this Hyomoto. I will play around with it and share my thoughts in the near future.
Edit: I noticed something strange. In the GPS menu, it says KSI MFD v0.2 whereas everything else is v1
Also, since it has GPS, does that require a mod like remote tech or the gps mod?
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If I am understanding this correctly, does that add more specific information to the RPM modules? I have watched the video and it was beautiful btw. I am still new to RPM and I havent really done extensive testing but I am happy to try a new thing as well as try a new thing that makes new things better!
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Its just a parts pack, it already has the new file format system, all you neeed was updated configs for the career mode. It should work fine in 0.23.
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Is this mod still useable?
Yes, people have posted unofficial updates for the mod throughout the post.
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Well, crossing my fingers that this works, since I have a 2,600 ton craft just waiting to be built in orbit. (I've given up on considering launching the bloody thing, it's over 100 meters in length)
Good luck. I havent used this mod before but I am considering giving it a try.
[1.0][Release-5-0][April 28, 2015] Active Texture Management - Save RAM!
in KSP1 Mod Releases
Posted
Alright. So , besides the GUI not performing as you have stated, the only other issue was the IndexOutOfRangeException that I have experienced so far. Nothing else seems to be out of the ordinary.