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Everything posted by Stavell
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[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
Stavell replied to Stavell's topic in KSP1 Mod Releases
Yes I know the drop is there no matter if server is connected or not, what I said is I hadn't noticed it on my machine because the hit is not that big on my machine.... (It's not in UI as I use same code in my LS mod and it doesn't cause a FPS drop...) I think it is in the object tracking code and I'm testing now you see if I'm right. -
[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
Stavell replied to Stavell's topic in KSP1 Mod Releases
J -
[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
Stavell replied to Stavell's topic in KSP1 Mod Releases
Yes there seems to be a issue I never noticed it because I don't run the FPS counter normally and on my machine the difference is only 10fps not real noticeable for me but it is there. I'll start trouble shooting it. will compile a exe with everything disabled and re-enable each code block one at a time to find offending code. Not sure there. I have no clue about Mono or Mac. You running your own server? Can you connect and use the ksp.gaterunner.com server -
Opps made changes to web server and forgot to add them back. will fix shortly.
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[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
Stavell replied to Stavell's topic in KSP1 Mod Releases
Please explain where this decimal comma problem is. I want to fix but not sure where you are talking about. -
[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
Stavell replied to Stavell's topic in KSP1 Mod Releases
Are you using a 64 or 32 bit windows 10? Are you compiling it yourself or using the exe provided under releases? I have Windows 10 64bit and can not reproduce problem. -
Could be USI part has animations that won't load in 1.1, there is a new Part-Tools for 1.1. Just a thought. I do some testing to see.
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I'll Look into it , shouldn't be a problem. But might have inadvertently done something.... Just Released 3.10 fixed a bug where kerbals didn't die when LS ran out. 3.10 - Bug Fix - LS Use bug Status window now shows life support remaining based on actual consumption levels will read higher on pad now. LS Use is 1.2 times higher when no electric is available on vessel.
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No naming changes, on this side. So it works on 1.05? I hadn't tried
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New Release for KSP 1.1 Exp 3.00 - Update for KSP 1.1 Exp No longer tracking Electric Charge (Taking the plugin back to 1 Resources covers all aspects of system). LS Resource is assumed to have BU Power and will keep kerbals alive even when vessel is dead in space. Next Release: Will be adding emergency electric feature to convert LS into Electric Will be adding increased LS consumption if no electrical charge is present. Known Issues: When using the view interior from outside vessel the LS Can IVA is rotated the wrong way..
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[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
Stavell replied to Stavell's topic in KSP1 Mod Releases
New Version for KSP 1.1 now available. Links updated in OP -
Not sure, where did it happen in flight screen or space center?
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As for Life Support showing 2.4 days - in Career or Science modes the rate of life support use goes down as you unlock the tech tree and starts a little higher than 1 unit 1 kerbal 1 day. As for the Mun pass I'll see if I can duplicate it and find the problem. Could have been a hiccup.
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[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
Stavell replied to Stavell's topic in KSP1 Mod Releases
Try it again normally that only happens if the server is down. I'm actaully working on catching and dealling with that error better. Also make sure KLFClient is not blocked by firewall on port 2075. -
[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
Stavell replied to Stavell's topic in KSP1 Mod Releases
New Released posted fixed chat and screenshot share.. and error in the log. -
[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
Stavell replied to Stavell's topic in KSP1 Mod Releases
Ok looking at code I don't see a problem, and I'm having trouble getting VS to install on wife's laptop :( Good news is FEDEX has my Computer and I'll have it back Friday. I'm thinking a new compile will fix the issue. -
[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
Stavell replied to Stavell's topic in KSP1 Mod Releases
Minimized? is that when it throws the error? Checking into it, hope I can get my laptop back by Tuesday -
[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
Stavell replied to Stavell's topic in KSP1 Mod Releases
My Alienware Laptop is at Dell for repair. I have tested current version with 1.05 and all seems to work. I will compile a new version when the PC comes back. Unless something is broke then I will start installing the Dev software on my wifes pc and fix it. So let me know if you find anything broken. -
My Alienware Laptop is at Dell for repair. I have tested current version with 1.05 and all seems to work. I will compile a new version when the PC comes back. Unless something is broke then I will start installing the Dev software on my wifes pc and fix it. So let me know if you find anything broken. (UPDATE - PC is on way back from Repair and I'll have it back Friday 11-20-15 ) Be glad to get back to work on plugin and FALLOUT 4 ))
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Well I fix the system so Rescue contract pods don't use resources untill you get control of the pod. Just don't miss your Rendezvous or you'll have a dead Kerbal Testing now should be ready to post Friday. VER 2.9 Released Updated links in First Post 2.90 - Fixed Bug where Game could lockup on Kerbal death on EVA. Fixed Rescue Contract PODS so they don't use LS until you get within 5km.(Not Realistic But allows you to get to the POD and worry about the LS to get them back to Kerbin.
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Originally all rescues had thier own EVA object and that was fixed but then in 1.0 they added pods to the mix for the rescue missions and broke it because They emptied all resources from pod when spawned and no easy way to track a rescue pod from a non rescue one...... fixed no LS in the POD. But problem is now any rescue further away than Mun is not complete-able because there is only 3 days of LS in the pod. At this time I have not figured out a fix for that - And it's very low on my list of things to try to fix, I just don't take those contracts.
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I didn't make a inline tank for the smaller rockets because I resized the radial tank to fit into the small service module part.
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Still looking into rover problem - Command Seat seems to break EVA code... so I working hard to debug it - if I don't have a fix I just might have to disable EVA LS until it is fixed.
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