linuxgurugamer Posted March 27, 2019 Author Share Posted March 27, 2019 New release, 1.4.6 Fixed the longstanding bug of recovering a vessel via the SPH would rotate it by 90 degrees Quote Link to comment Share on other sites More sharing options...
Tivec Posted March 27, 2019 Share Posted March 27, 2019 (edited) Since 1.4.6, it seems that the second I press stage on a vessel created from the VAB, it immediately switches to 90 degrees off and goes boom. Video below: http://i.tivec.org/2019-03-27_19-41-35.mp4 This seems to happen to new vessels built in the VAB as well as vessels in the build queue. Pretty explosions though! Should also be noted I'm using the mod VABReorienter by Snark so the angle it goes off might not be what's expected. Nonetheless, it shouldn't tilt by 90 when launching Do you want me to put it on the issue tracker as well? Edited March 27, 2019 by Tivec Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 27, 2019 Author Share Posted March 27, 2019 1 hour ago, Tivec said: Since 1.4.6, it seems that the second I press stage on a vessel created from the VAB, it immediately switches to 90 degrees off and goes boom. Video below: http://i.tivec.org/2019-03-27_19-41-35.mp4 This seems to happen to new vessels built in the VAB as well as vessels in the build queue. Pretty explosions though! Should also be noted I'm using the mod VABReorienter by Snark so the angle it goes off might not be what's expected. Nonetheless, it shouldn't tilt by 90 when launching Do you want me to put it on the issue tracker as well? First, please remove that and try again. Second, either way, open an issue. It's possible the code I had to touch to fix the other problem was being used by this as well. Quote Link to comment Share on other sites More sharing options...
garwel Posted March 27, 2019 Share Posted March 27, 2019 (edited) I have the same issue (and I don't use VABReorienter). It happened to a vessel created in VAB, then recovered back into VAB, edited and built again. When I launch it, it turns 90 degrees (i.e. horizontally) and big bada-boom! I haven't checked if the same thing happens without recovering it first. Edited March 27, 2019 by garwel Quote Link to comment Share on other sites More sharing options...
eboul69 Posted March 27, 2019 Share Posted March 27, 2019 (edited) Same issue as Tivec, new game with only KCT 1.4.6 and Magicore 1.3.1.5 installed. Edited March 27, 2019 by eboul69 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 27, 2019 Author Share Posted March 27, 2019 1 hour ago, garwel said: I have the same issue (and I don't use VABReorienter). It happened to a vessel created in VAB, then recovered back into VAB, edited and built again. When I launch it, it turns 90 degrees (i.e. horizontally) and big bada-boom! I haven't checked if the same thing happens without recovering it first. Working on a fix right now Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 27, 2019 Author Share Posted March 27, 2019 New release, 1.4.6.1 Fixed rockets turning 90 degrees at launch, result of an over-enthusiastic fix for the previous bugfix Sorry about the new bug. I had tested everything EXCEPT for launching. I've now tested that as well, all seems good Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 27, 2019 Author Share Posted March 27, 2019 Just an FYI, unless any other bugs show up, I'm going to be looking into both the memory usage and garbage collection while in the editor. Lots of room for optimization there Quote Link to comment Share on other sites More sharing options...
Kaidesa Posted March 28, 2019 Share Posted March 28, 2019 Good thing I knew to come and look here. Was having problems with exactly what the latest hotfix was supposed to fix. Unfortunately, though, it doesn't seem to be available from CKAN which is my primary method of getting updates. Just an FYI. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 28, 2019 Author Share Posted March 28, 2019 A quick update: I've found the problem with the excessive garbage collection in the editor. It's not a critical error, so I'm not going to push another update right now. One way around it is to use the Blizzy toolbar for KCT Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 28, 2019 Author Share Posted March 28, 2019 (edited) 8 hours ago, Kaidesa said: Good thing I knew to come and look here. Was having problems with exactly what the latest hotfix was supposed to fix. Unfortunately, though, it doesn't seem to be available from CKAN which is my primary method of getting updates. Just an FYI. It takes CKAN a few hours to get updated. I just checked, it's now available Edited March 28, 2019 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
aat Posted March 28, 2019 Share Posted March 28, 2019 Hello, I'm testing a KSP 1.6.1 install with mods, including the latest version of KCT ( 1.4.6.1 ) I was just setting some options and testing the install, when suddenly I realized that the KCT button and main panel had disappeared. This happened sometime after I recovered the first and only vessel I launched. Don't know if it could be related: after exiting to the main screen, the bar icon of the AutoAsparagus mod appeared on the top right (of course the main screen should have no icons) In addition, I'm experiencing the same lag in the VAB reported by @SpaceInvader Here is the log:https://www.dropbox.com/s/sueicptwebt00h2/KSP.log?dl=0 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 28, 2019 Author Share Posted March 28, 2019 (edited) 28 minutes ago, aat said: I'm testing a KSP 1.6.1 install with mods, including the latest version of KCT ( 1.4.6.1 ) I was just setting some options and testing the install, when suddenly I realized that the KCT button and main panel had disappeared. This happened sometime after I recovered the first and only vessel I launched. Don't know if it could be related: after exiting to the main screen, the bar icon of the AutoAsparagus mod appeared on the top right (of course the main screen should have no icons) Is it possible you activated the Blizzy toolbar without realizing it? If so, you need to open the Blizzy toolbar to enable the icon there Please try to replicate this with as few mods as possible. The thing about the AutoAsparagus seems to indicate there may have been an underlying issue with KSP 28 minutes ago, aat said: In addition, I'm experiencing the same lag in the VAB reported by @SpaceInvader I've found the problem, a workaround is to use the Blizzy toolbar until I release a fix. Edited March 28, 2019 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
SpacedInvader Posted March 29, 2019 Share Posted March 29, 2019 (edited) 19 hours ago, linuxgurugamer said: Is it possible you activated the Blizzy toolbar without realizing it? If so, you need to open the Blizzy toolbar to enable the icon there Please try to replicate this with as few mods as possible. The thing about the AutoAsparagus seems to indicate there may have been an underlying issue with KSP I've found the problem, a workaround is to use the Blizzy toolbar until I release a fix. I'd like to jump in here an state that I've tried switching to Blizzy's toolbar using the KCT settings option and it has essentially no effect on the lag that I'm experiencing. This applies to both the full install and the minimal install. Additionally it did not decrease GC frequency on either install. Edited March 29, 2019 by SpacedInvader Quote Link to comment Share on other sites More sharing options...
aat Posted March 29, 2019 Share Posted March 29, 2019 19 hours ago, linuxgurugamer said: Is it possible you activated the Blizzy toolbar without realizing it? If so, you need to open the Blizzy toolbar to enable the icon there Please try to replicate this with as few mods as possible. The thing about the AutoAsparagus seems to indicate there may have been an underlying issue with KSP I've found the problem, a workaround is to use the Blizzy toolbar until I release a fix. Yes i confirm that I somehow switched to the Blizzy toolbar without noticing, or that somehow got enabled only after a few screen changes. Also the autoasparagus thing seems a bug of that mod itself Sorry for the previous report 21 minutes ago, SpacedInvader said: I'd like to jump in here an state that I've tried switching to Blizzy's toolbar using the KCT settings option and it has essentially no effect on the lag that I'm experiencing. This applies to both the full install and the minimal install. Additionally it did not decrease GC frequency on either install. I confirm this in my install, since now I'm using Blizzy but the lag is still present Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 29, 2019 Author Share Posted March 29, 2019 1 hour ago, aat said: Yes i confirm that I somehow switched to the Blizzy toolbar without noticing, or that somehow got enabled only after a few screen changes. Also the autoasparagus thing seems a bug of that mod itself Sorry for the previous report Not a problem 1 hour ago, SpacedInvader said: I'd like to jump in here an state that I've tried switching to Blizzy's toolbar using the KCT settings option and it has essentially no effect on the lag that I'm experiencing. This applies to both the full install and the minimal install. Additionally it did not decrease GC frequency on either install. That odd. Ok, I'll have to push out a release sooner than I wanted for this Quote Link to comment Share on other sites More sharing options...
SpacedInvader Posted March 29, 2019 Share Posted March 29, 2019 3 minutes ago, linuxgurugamer said: Not a problem That odd. Ok, I'll have to push out a release sooner than I wanted for this I don't necessarily think there is a reason to rush a release, I was just reporting that the toolbar fix didn't seem to work for me. The stuttering is painful, yes, but I can bear it for the time being as I'd rather you take the time you need to make improvements rather than feel a need to rush them out asap. Just my 2 cents. Quote Link to comment Share on other sites More sharing options...
Kaidesa Posted March 29, 2019 Share Posted March 29, 2019 (edited) I'm not sure if this is standard behavior, but when using the "Fill tanks and launch" option when launching a vehicle of any kind, ALL optional tanks including but not limited to ore tanks from certain mods as well as life support options (especially from Kerbalism) get restocked to max as well. This is all well and good, but when removing shielding from a command pod, one would not expect that to be set to max when using said option. I suppose I automatically assumed it worked primarily for fuel, or is that not its intention? Edited March 29, 2019 by Kaidesa Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 29, 2019 Author Share Posted March 29, 2019 4 hours ago, Kaidesa said: I'm not sure if this is standard behavior, but when using the "Fill tanks and launch" option when launching a vehicle of any kind, ALL optional tanks including but not limited to ore tanks from certain mods as well as life support options (especially from Kerbalism) get restocked to max as well. This is all well and good, but when removing shielding from a command pod, one would not expect that to be set to max when using said option. I suppose I automatically assumed it worked primarily for fuel, or is that not its intention? It's a new option, and is supposed to only fill unlocked tanks. I suppose I'll have to add some code to check for fuel vs other stuff, but why wouldn't you want the life support to be refilled, except for waste product Quote Link to comment Share on other sites More sharing options...
Kaidesa Posted March 29, 2019 Share Posted March 29, 2019 40 minutes ago, linuxgurugamer said: It's a new option, and is supposed to only fill unlocked tanks. I suppose I'll have to add some code to check for fuel vs other stuff, but why wouldn't you want the life support to be refilled, except for waste product Well, the problem being it seems to refill everything, including stuff it shouldn't. Waste and waste water, CO2... Y'know, everything that ensures your Kerbals will die the second they escape the atmosphere. It also automatically increases the shielding to max, which while having protection from radiation is nice and all, instantly sinking and drowning to death after re-entry to Kerbin and landing in the water... not so much. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 30, 2019 Author Share Posted March 30, 2019 1 hour ago, Kaidesa said: Well, the problem being it seems to refill everything, including stuff it shouldn't. Waste and waste water, CO2... Y'know, everything that ensures your Kerbals will die the second they escape the atmosphere. It also automatically increases the shielding to max, which while having protection from radiation is nice and all, instantly sinking and drowning to death after re-entry to Kerbin and landing in the water... not so much. Ok, so I'll have to put some thought into this, maybe a whitelist of resources which are fuel Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 30, 2019 Author Share Posted March 30, 2019 I'm adding a whitelist to KCT to address the fuel issue raised above. Hope to get it out tomorrow Quote Link to comment Share on other sites More sharing options...
aat Posted March 30, 2019 Share Posted March 30, 2019 1 hour ago, linuxgurugamer said: I'm adding a whitelist to KCT to address the fuel issue raised above. Hope to get it out tomorrow Cool!! Thanks!! Other quality of life improvements that the mod can benefit: - Main KCT panel staying active after scene change (as of now, it disappears when returning to the KSC view, so each time we need to click on the icon again) - Launch site chooser in KCT panel, or just before rolling out, or when commissioning a plan (as of now, we need to go inside the editor to change the launch site, and we can't change it afterwards) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 30, 2019 Author Share Posted March 30, 2019 8 minutes ago, aat said: - Launch site chooser in KCT panel, or just before rolling out, or when commissioning a plan (as of now, we need to go inside the editor to change the launch site, and we can't change it afterwards) Click the icon to the left of the vessel name in the Storage section when showing the Build List, you can select the launch site from the menu which is displayed at that time 11 minutes ago, aat said: - Main KCT panel staying active after scene change (as of now, it disappears when returning to the KSC view, so each time we need to click on the icon again) I'm pretty sure it does, at least it does in my testing from the editor to the space center, also from the tracking station back to the spacecenter. I do see an issue when returning from the Admin, Astronaut Complex and R&D On another note for everybody, I found the memory leak and cause of the stuttering. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 31, 2019 Author Share Posted March 31, 2019 Ok, the changes were significant enough to make me want a beta, here: 1.4.6.2-beta Optimized the stock toolbar button texture setting (for the flashing of the button) Removed log spam: UpdateTechlistIconColor Added whitelist of fuels for the "Fill Tanks" & "Fill Tanks and Launch" Moved initialization of static GUI stuff into the loader Fixed memory leak and cause of stuttering in the editor The whitelist is set up for stock fuels, it's in the file FuelResources.cfg. Stock fuels which will be refilled are: LiquidFuel Oxidizer XenonGas MonoPropellant SolidFuel There is also a config for RealFuels, which is untested. Spoiler AK20 AK27 Aerozine50 Aniline AvGas ClF3 ClF5 Diborane Ethane Ethanol Ethanol75 Ethanol90 Ethylene Furfuryl HTP Hydyne IRFNA-III IRFNA-IV IWFNA Kerosene LqdAmmonia LqdFluorine LqdHydrogen LqdMethane LqdOxygen MMH MON10 MON3 Methanol N2F4 NTO NitrousOxide OF2 Pentaborane Syntin Tonka250 Tonka500 UDMH UH25 https://github.com/linuxgurugamer/KCT/releases/tag/1.4.6.2-beta I would appreciate any and all feedback before releasing this Quote Link to comment Share on other sites More sharing options...
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