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Everything posted by vardicd
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[1.12.x] MemGraph Updated with Stutter Reduction
vardicd replied to linuxgurugamer's topic in KSP1 Mod Releases
Okay, one final question for you on this subject, {and sorry if i'm being annoying } when you did your test without memgraph, did you think to include any other mod that needed the dependencies [that would cause them to do anything?] I ask because my first test I ran was to copy my main game folder and just rip out toolbar controller, unblur, and clickthroughblocker, thereby shutting down any mod that needed those dependencies, and I immediately saw a performance increase, but I wasn't sure if that was just because a number of mods aren't functioning any more and my system isn't working as hard, or if the removed dependencies where causing trouble. I'm currently installing a fresh copy of the game, and going to build a minimum install of KIS/KAS, toolbar controller, unblur, and clickthroughblocker and one other mod that needs those and see if i get performance issues. And again, I'm sorry if i'm coming off as being annoying or beating a dead horse. When i saw your post above, it just triggered a gut feeling of "This is important" and I'm fully self aware that i'm obsessive when i get like that and i have to run every possibility into the ground to convince myself that i'm wrong, and to let it go. -
[1.12.x] MemGraph Updated with Stutter Reduction
vardicd replied to linuxgurugamer's topic in KSP1 Mod Releases
Okay, that makes me wonder, as i said i see a similar lag issue on my games, but i don't use memgraph, only found it today, and have never installed it. I'm going to start running tests of my own tonight, to see if i can narrow down the source of my lag/stutter, and thought I'd ask if you'd considered or tested the possibility of your issue coming from the dependencies of the mod, rather than the mod itself? I'm curious if we've got 2 different issues causing the same symptoms, or if we have the same issue, but it's coming from one of the dependencies doing something in the background? -
[1.12.x] MemGraph Updated with Stutter Reduction
vardicd replied to linuxgurugamer's topic in KSP1 Mod Releases
Late to the party, but i also see this camera lag behavior, and i don't use memgraph myself, though i do use the dependencies, clickthroughblocker, unblur, and toolbar control, as well as the easy vessel switch mod. I'm curious if you still see this issue. I've had this issue for a while, but never gave it a thought till today when i found this mod and got curious as to what it was about and saw your post. -
@Flupster Just as a sort of FYI, the Universal Storage combo material bay and mystery goo units have a strange interaction with the x science mod, in that the x science mod will register the units and give you the option to run the experiments, but clicking the button doesn't seem to actually gather science, but confuses the modules to think they've been run. I get a message that says can not run experiment, science module is full. However, right clicking on the modules does not show any stored reports, and there is no option to reset the modules. Posted in both forums because i'm not sure which side would need adjusted to fix, assuming this isn't just a bug on my end.
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
vardicd replied to Paul Kingtiger's topic in KSP1 Mod Releases
@Paul Kingtiger Just as a sort of FYI, the Universal Storage combo material bay and mystery goo units have a strange interaction with the x science mod, in that the x science mod will register the units and give you the option to run the experiments, but clicking the button doesn't seem to actually gather science, but confuses the modules to think they've been run. I get a message that says can not run experiment, science module is full. However, right clicking on the modules does not show any stored reports, and there is no option to reset the modules. Posted in both forums because i'm not sure which side would need adjusted to fix, assuming this isn't just a bug on my end.- 1,553 replies
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@benjee10 Forgive me, I have a question about one line In the opening page, "reDIRECT contains the External Tank & Boosters used in these screenshots, and is the recommended mod for building a complete shuttle stack for 2.5X scale solar systems." Does this mean we shouldn't use the reDIRECT parts if we're just playing in the stock KSP solar system? I'm wary of spending hours fiddling with the reDIRECT parts trying to make the shuttle fly, only to find out that the boosters are too powerful to put me in LKO, and i should have used stock parts. Thank you for your time, and any response.
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reDIRECT contains the External Tank & Boosters used in these screenshots, and is the recommended mod for building a complete shuttle stack for 2.5X scale solar systems. does the mod come with an external tank and boosters for regular sized kerbal solar system, or does it just use stock tanks and SRBs for that, or is this other mod still needed/recommended?
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
vardicd replied to IgorZ's topic in KSP1 Mod Releases
It was showing up on newly launched kerbals, not just ones in flight. I ended up doing a clean reinstall + new save anyway and all the problems i was having went away. Thanks for explaining it though. -
yeah the multiple inventory buttons was a KIS install issue that i've already gotten fixed, I just re-used that screenshot. I'm just really confused as to why this started happening. This was the same install that i was playing on KSP 1.6.x, I just brought it over to 1.7.2, and nothing changed in the install, other than me updating KIS/KAS, to be rid of the inventory glitch, and i thingk, restock/restock+, and earn your stripes. If i roll this same install back to 1.6.x the double perform all science buttons goes away. I'm just not sure why, or what other mod I'd have that might be causing it. I'll keep playing around with it and see what i can figure out. Let you know if i learn anything significant.
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@severedsolo So quick note, with the latest version of this mod, KSP 1.7.2 and breaking ground, I'm seeing double options for engineers and scientists in the UI. clicking the button on one disables or enabled both scientists or engineers, so it's acting like the 2 buttons are actually 1, mod seems to work other than this, just thought i'd report it.
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@linuxgurugamer I have a question for you about an issue i'm having, and I'm curious if anyone else is reporting it. sometimes, not every time, when i have a kerbal on EVA, I get 2 perform all science buttons: Ignore the multiple inventory buttons, that was a KIS issue I've got sorted already. Now the really curious part is, when i test on a clean install with allyall only, i have yet to see it, but if i take that clean install with only allyall, and add the latest version of the KRASH mod, which you maintain, i begin to see this, occasionally in my flights. If i run simulations, the frequency of occurrence increases, but even during simulations i will sometimes not see it happen. I NEVER saw this before 1.7, but i didn't play before the breaking ground dlc, so i'm not sure if this is somehow related to breaking ground, [which i doubt] some failure of install on my end, [with my luck, probably], or some other problem that's actually stemming from a mod interaction issue? output log below: https://www.dropbox.com/s/5ev0w5vtw5i1g0a/output_log.txt?dl=0 This is a minor visual issue that seems to be harmless and i can live with it, as is, but i thought i should ask about it. just because it seems harmless now, doesn't mean it is, and even if it's just something broken on my end and not an actual mod issue, maybe other eyes can tell me where i've screwed up.
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I have also seen this bug, and I've never used hyper edit before, but I'm going to go a bit further, and ask if it's possible the simulation orbit rotation "jerk" could persist in some form after the simulation. I have noticed in some situations, geosynchronous comm relay sats in orbit will wildly shift position, and i often notice it shortly after running some new simulation, but I don't recall this happening much if at all before 1.7.
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
vardicd replied to IgorZ's topic in KSP1 Mod Releases
@Tonka Crash Welp, after testing for a double install, as you suggested, I have good news and bad news. clean install, only KIS and KAS installed, no double inventories. copy my old mod files from the old install to my clean one, but not moving the KIS/KAS folders and testing, no double inventories. move the save file to the new clean install... double inventories. reload the old install and start a new game, no double installs, test the old save on the old install, double inventories. What ever is causing the double inventories seems to be specific to my one game save file. no idea what caused that. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
vardicd replied to IgorZ's topic in KSP1 Mod Releases
Oh trust me, I'd love to not have to redo them manually every time, but as I mentioned, I've been putzing around with MM for about 2 years now and can't make even the simplest configs work. or I get one to work, through shear dumb luck, but then the next patch i try and write will break the first one, and after 2 years of trying I reached the conclusion it's just a whole lot less effort for me to do the configs manually by hand, each update, in the mod itself. which is why i'll skip 2 3 or even 4 updates at a time unless something major gets patched or changed. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
vardicd replied to IgorZ's topic in KSP1 Mod Releases
I assume you mean with MM configs/patches? 2 years of attempting to understand MM and I still can't write a MM patch to save my life, I've never been able to understand all the syntax MM needs to make things work and there are too many holes in the only wiki I've found. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
vardicd replied to IgorZ's topic in KSP1 Mod Releases
yeah I do my own manual installs because me and CKAN have serious issues with each other. I do a lot of custom editing to the configs of many mod parts changing their locations in the tech tree or how they work slightly for my personal taste. I manually install so, i can re-edit the new files in mod updates instead of CKAN doing it for me and breaking my game if I don't notice a particular mod updates. As far as me having 2 installs of KIS, I'll double check my install, but I'm fairly careful to prevent double installs, but I'm human and make mistakes. I'll double check for that. thanks. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
vardicd replied to IgorZ's topic in KSP1 Mod Releases
Okay, I've read back a little bit, and i'm not seeing anyone reporting this issue, but it's also possible i missed a post. It seems to be minor and not really game breaking in anyway, but I'm getting duplicate inventory buttons and two slightly different inventory screens on my kerbals: I'm also seeing 2 different perform all science buttons, which i "think?" comes from the allyall mod, so it's wholly possible this isn't a KIS/KAS issue at all. I'm still trying to run down my install and find everything that's broken from the .2 patch and the Breaking ground DLC, but I thought I'd throw it out here and see if anyone else had run into this and could point me somewhere helpful. And for all I know the 2 inventory buttons could just be KIS and the breaking ground DLC's inventory working side by side? -
If you don't have launch clamps, build your rocket upside down. put the engine nozzle facing upwards, so the thrust of the rocket pushes the craft towards the ground, instead of up into the air. command pod or probe core, below the fuel tank, below the rocket which points up. the rocket exhaust goes up, which pushes your "craft" down, so there's no chance of it going up and crashing.
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I demonstrated the use of the KCT recovery function in the video I posted on the previous page, reposted below for you. Static tests can be done by simply building a craft, rolling it out to the Launchpad or runway WITH LAUNCH CLAMPS ATTACHED. fire the engine you want to test and let it run for a second or so. DO NOT RELEASE THE LAUNCH CLAMPS, then recover the vessel.
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
vardicd replied to Nertea's topic in KSP1 Mod Releases
Okay, thanks for the answer on this. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
vardicd replied to Nertea's topic in KSP1 Mod Releases
@Nertea Just a quick clarification question if I may, and you'll indulge me, is the visual observation science option supposed to be available just landed on kerbin or anywhere? It struck me as odd, I suppose since I view this as a space station parts mod, but since there's no reason it can't be used to make planetary bases, I suppose there's no reason the 'experiment' can't be run on the ground. Maybe I'm just over thinking it. I do that a lot. I was curious, thought I'd ask. Thanks for your time, sorry I started rambling. -
I was not able to replicate. I was admittedly using a 60~ part plane, not a 30, so I'm not sure if that'll have any bearing. I just happened to have a plane on the runway from my previous video about the missing kerbals I posted, and used it for the test. was able to break, recover, rebuild, launch and fly the falcon stubby.
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@linuxgurugamer I've run into a minor issue with KCT, nothing too drastic, but it appears to be hiding some available kerbals when picking crew before launching flights. I've got a dropbox link to my outputlog, and a short youtube video showing the issue in action: https://www.dropbox.com/s/9nkwt0k4qyisbjw/output_log KCT missing pilots.txt?dl=0 I also noticed rewatching the video before posting, my auto assigned pilot, Eileen Jay, was showing as an available kerbal in the kerbal listing, even though she was already assigned to the craft. Nothing has really changed in my mod list since I upgraded from KSP 1.6.1, and I never saw this behavior in the previous version of KSP with this mod list, so I'm unsure what might be causing it.