linuxgurugamer Posted August 17, 2021 Author Share Posted August 17, 2021 2 hours ago, Watchboy52 said: So I seem to be having an issue where certain parts tend to lag when I'm in the VAB/SPH. I saw someone else seemed to have a similar issue earlier, however in my case the fps drop occurs with only a single part, but it seems to be inconsistant as only certain parts seem to cause the drop, those being select crew capsuals (mostly modded) and the Mk1 structual fuselage of all things, but none of the command pods seem to lag at all, as it did in their case. I'm not too sure about their conslusion about it being only related to mod count, seeing as the fps drop only ocurrs when DangIt is installed, not to mention I'm currently running a rather "small" modpack, running only about 30 actual part packs (normaly I'm looking at 50+ part packs), so I'm not conviced it's only due to a large number of parts loaded, as I am very familar with that type of lag, and this is not that. Would help to have more info, such as, log file, names of parts where you are observing the FPS drop, HOW you are seeing the fps drop, etc Quote Link to comment Share on other sites More sharing options...
jefferyharrell Posted October 2, 2021 Share Posted October 2, 2021 @linuxgurugamer Thought you'd like to know that your versions 0.0.8 and 0.0.8.1 of Space Tux Library broke Dang It. With Space Tux Library 0.0.6.1 all is well, but with 0.0.8 or 0.0.8.1 Dang It fails to load into the game. Here's my log file: https://drive.google.com/file/d/13udwmGImdwtPHPHLxq1PKNgu5GdtvpIi/view?usp=sharing Thanks! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 2, 2021 Author Share Posted October 2, 2021 37 minutes ago, jefferyharrell said: @linuxgurugamer Thought you'd like to know that your versions 0.0.8 and 0.0.8.1 of Space Tux Library broke Dang It. With Space Tux Library 0.0.6.1 all is well, but with 0.0.8 or 0.0.8.1 Dang It fails to load into the game. Here's my log file: https://drive.google.com/file/d/13udwmGImdwtPHPHLxq1PKNgu5GdtvpIi/view?usp=sharing Thanks! Dang It, I thought I fixed that. I’ll get it fixed this evening, if not sooner. Quote Link to comment Share on other sites More sharing options...
jefferyharrell Posted October 2, 2021 Share Posted October 2, 2021 2 minutes ago, linuxgurugamer said: Dang It, I thought I fixed that. I’ll get it fixed this evening, if not sooner. No rush. As far as I know, the older release still works fine. (Also I see what you did there.) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 2, 2021 Author Share Posted October 2, 2021 5 minutes ago, jefferyharrell said: No rush. As far as I know, the older release still works fine. (Also I see what you did there.) Just updated, ,will be in CKAN soon Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 30, 2022 Author Share Posted November 30, 2022 New release, 0.7.20.7 Fixed path for loading images (broken by new launcher) Quote Link to comment Share on other sites More sharing options...
shelshok Posted February 12, 2023 Share Posted February 12, 2023 I'm only getting highlighting if I hover my cursor over the broken part. Is that how it's supposed to work? Quote Link to comment Share on other sites More sharing options...
GrimT Posted March 21, 2023 Share Posted March 21, 2023 (edited) It appears this mod throws an error when loading in for the most recent version of the game. It appears the last github upload was from 2015... anywhere I can get a more recent copy manually? I dont use ckan. Edit: nevermind... looks like theres a more recent version on spacedock Edited March 21, 2023 by GrimT Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted March 22, 2023 Share Posted March 22, 2023 On 3/21/2023 at 5:40 PM, GrimT said: It appears this mod throws an error when loading in for the most recent version of the game. It appears the last github upload was from 2015... anywhere I can get a more recent copy manually? I dont use ckan. Edit: nevermind... looks like theres a more recent version on spacedock Oh so one should avoid ckan and the like? I recently reinstalled everything and dangit felt off. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 23, 2023 Author Share Posted March 23, 2023 On 3/21/2023 at 4:40 PM, GrimT said: It appears this mod throws an error when loading in for the most recent version of the game. It appears the last github upload was from 2015... anywhere I can get a more recent copy manually? I dont use ckan. Edit: nevermind... looks like theres a more recent version on spacedock You really should say what you are doing. My guess is that you are running KSP 1.12.5, and DangIt was listed as max for 1.12.4. It works fine in 1.12.5, and CKAN works fine with it as well. In CKAN, go to Settings->Compatible Game Versions, and select at least the 1.12 line, I'd also recommend selecting 1.9-1.12, as most if not all mods for those earlier versions will work on 1.12.5 2 hours ago, Daniel Prates said: Oh so one should avoid ckan and the like? I recently reinstalled everything and dangit felt off. No, CKAN is still the best way to install my mods Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted March 25, 2023 Share Posted March 25, 2023 I can confirm DangIt works perfectly with 1.12.5. Quote Link to comment Share on other sites More sharing options...
kurgut Posted May 8, 2023 Share Posted May 8, 2023 (edited) Hey, If I'd like every kerbal, of every level to repair a part, should I just delete those 2 lines in the configs ? PerksRequirementName = Engineer PerksRequirementValue = 1 Also about the "MaxServicingTemp = 400" found in settings.cfg : Does this define the part's max temp above which it will take durability losses ? Couldn't find the info on the wiki (or missed it ^^) Thanks Edited May 8, 2023 by kurgut Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 10, 2023 Author Share Posted May 10, 2023 On 5/7/2023 at 10:48 PM, kurgut said: If I'd like every kerbal, of every level to repair a part, should I just delete those 2 lines in the configs ? PerksRequirementName = Engineer PerksRequirementValue = 1 Yes On 5/7/2023 at 10:48 PM, kurgut said: Also about the "MaxServicingTemp = 400" found in settings.cfg Part temp has to be less than or equal to this temperature to service Quote Link to comment Share on other sites More sharing options...
Hastonian Posted May 23, 2023 Share Posted May 23, 2023 @linuxgurugamer Two people in the past (@Watchboy52 @WhitestWizard) have posted about DangIt FPS drops, I was even messaged by someone (on the forum about troubleshooting the 'FPS drops with certain parts in the editor but not in game'; he later figured out it was DangIt. I am also having the same issue. The parts usually seem to be parts that are cargobays or specific command pods, but the only overlap I can find is that all offending parts contain the DangIt resource SpareParts. The FPS drop is not consistent with a memory leak or anything usually seen with having a huge amount of mods, not only does the problem not persist in any scene besides the editor when the parts are in-scene, they go away as soon as the part is no longer in-scene (i.e. either a placed part or an unplaced hologram). For example, an experiment I did was to place every command pod in a scene. Despite the FPS drop being noticeable within 3 parts placed (to the point that the video was no longer smooth at ~10 fps), after placing every single pod my game was running at 1 FPS and it took a few seconds of holding down LMB for a click to register. Doing this same experiment with a part that does not contain SpareParts will have no FPS drop whatsoever, despite the SPH being filled with a sea of Mainsail engines (for example). In fact, sorting the parts by resource (Advanced>Filter by Resource>SpareParts), any part in this menu will cause the FPS drop problem, while any part that isn't in this menu will not. Stock parts I can 100% say have an effect: N.B. I have tested these and they are all affected by this bug, although some parts have more of an impact than others (this may just be placebo, as you're more likely to put down multiple cargobays and only one pod for instance, so you may not notice that it's also the pod) All cargobays All manned command pods (cores do not carry SpareParts and so do not affect FPS) Can provide log if you'd like Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 23, 2023 Author Share Posted May 23, 2023 8 hours ago, Hastonian said: In fact, sorting the parts by resource (Advanced>Filter by Resource>SpareParts), any part in this menu will cause the FPS drop problem, while any part that isn't in this menu will not. Ok, so as a test, please remove the file: DangIt/ModuleManager/SpareParts.cfg and see if it happens. There are other things being added, would like to see if this can be isolated a bit and please provide a log file, not sure if that's going to help, but can't hurt Quote Link to comment Share on other sites More sharing options...
Hastonian Posted May 25, 2023 Share Posted May 25, 2023 On 5/23/2023 at 10:52 PM, linuxgurugamer said: Ok, so as a test, please remove the file: DangIt/ModuleManager/SpareParts.cfg and see if it happens. There are other things being added, would like to see if this can be isolated a bit and please provide a log file, not sure if that's going to help, but can't hurt Deleting it removes the issue. Log File It's a clean instance with only DangIt and dependencies installed (There are some artifacts in the log from my main KSP instance however, although I really doubt this affects this bug), the effect was not as noticeable due to the simplicity; placing enough SpareParts-containing parts still resulted in a measurable frame drop just like before, though. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 25, 2023 Author Share Posted May 25, 2023 1 hour ago, Hastonian said: Deleting it removes the issue. Log File It's a clean instance with only DangIt and dependencies installed (There are some artifacts in the log from my main KSP instance however, although I really doubt this affects this bug), the effect was not as noticeable due to the simplicity; placing enough SpareParts-containing parts still resulted in a measurable frame drop just like before, though. This is very odd, because the spare part by themselves don't do anything, it's just another resource. DangIt doesn't load any code in the editor either. I've been able to replicate the issue, although I needed to add something like 200 pods (I have a very fast system) I'll see what I can do, I do see how it can be annoying Edit: I found the problem, but will take a bit to fix Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 25, 2023 Author Share Posted May 25, 2023 New release, 0.7.20.8 Fixed editor lag caused by too many parts with spare parts Quote Link to comment Share on other sites More sharing options...
SpacedInvader Posted June 12, 2023 Share Posted June 12, 2023 (edited) Nevermind, was thinking of an entirely different mod... Edited June 12, 2023 by SpacedInvader Quote Link to comment Share on other sites More sharing options...
ScooperDoodle Posted November 14, 2023 Share Posted November 14, 2023 (edited) So I've been tinkering for the last couple of days to get DangIt! to work with a few other mods I have installed (mainly NearFuture/TAC/KeridianDynamics) and I'm wondering, is there any way to get leaky tanks on parts that use B9PartSwitch? My guess is not, but I figured I'd ask here. I am running the latest version of everything, as installed manually, and can provide any logs/modlist/custom patches I've written as requested. P.S. Is ModuleDecouplerReliability just not functional? I tried removing the ".disabled" from the file extension and even writing a new patch to enable it, but all Decouplers still show as "This part is made to last" upon reloading the game. MMPatch.log even indicates my patch is being applied to various modules. EDIT: It works with NearFutureSolar, and I think I know why. With the other NearFuture packs, there are full Switcher and TankType files defining their various possible fuels, which makes mod compatibility easier, but also deletes the existing Resource nodes along the way. NearFutureSolar on the other hand uses B9's ability so edit modules instead of switching them, so the existing ModuleDepolaybleSolarPanel is still there for DangIt! to find and throw a wrench at. So basically I guess I have to decide if I'd rather write a patch to somehow fix the tanks, which seems...laborious, or just remove Tank failures and be happy with all the other possible deep space catastrophes. EDIT 2: It seems that DangIt! is actually applying the ModuleTankReliabilityModuleTank to at least some of the B9 fuel tanks I have in game, because I was able to use the "Puncture Tank" option once loaded onto the pad, though the parts still show as "made to last" in the VAB. I'm going to keep testing it as I fine tune the patches I've made so far, but my initial worry that it would not be feasible to add DangIt! modules to parts that didn't have them seems to be unwarranted. Now to find out how unwilling Coolant failures and System Heat are to play nice, and if Generator failures works on Resource Converters and Harvesters! Edited November 16, 2023 by ScooperDoodle Quote Link to comment Share on other sites More sharing options...
JeromeHeretic Posted January 31 Share Posted January 31 (edited) What experience level my engineers must have to be able fix parts? I started new career, have engineer level 2 and when i click command pod i don't see option "take spares" (if i try it in sandbox, where all kerbals have maximum level i see that option). In my old career (which i deleted, so can't check it) i don't remember i had this problem, but probably it was because i had enough experienced engineers. From start i can't level up engineer more as is level 3, is it enough? And btw i tried disable "check experience" in setup and nothing changed. Looks like a bug to me. Edited February 1 by JeromeHeretic Quote Link to comment Share on other sites More sharing options...
Kalko Posted July 3 Share Posted July 3 Hello, first of all I'd like to thank you for this great plugin, it provided me with a lot of fun. However, I'd like to ask one thing - is it possible somehow to Mute the alarm without clicking the actual component? Some sort of hotkey would be very useful... I play a lot from within IVA, and it's impossible for me to turn the alarm off, and it's REALLY LOUD Any help is appreciated. Quote Link to comment Share on other sites More sharing options...
JeromeHeretic Posted September 22 Share Posted September 22 Loudness you can change in setup. There is button you can move left or right for alarm loudness. Quote Link to comment Share on other sites More sharing options...
Rjoande Posted November 29 Share Posted November 29 Hi there. I'm trying this mod right now, as a more immersive alternative to Kerbal Launch Failures. Anyway I understand that DangIt is more of a "ageing parts" mod, while Kerbal Launch Failures is more "sh*t happens" type. Am I correct? Anyone here ever experienced a failure during countodown/launch? Quote Link to comment Share on other sites More sharing options...
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