HafCoJoe Posted February 20, 2020 Share Posted February 20, 2020 (edited) Hey there! It seems I've found a bug with Crew Light where the Mk2 crew cabin starts flight with its lights turned on when they are off in the Editor, and starts flight with its lights turned on if you set them to be off in the Editor: It fixes itself after sundown and the lights start working normally again, but it is rather strange that they start in a flipped state. Log file (Not sure if it helps but it never hurts to include) Edited February 20, 2020 by Avera9eJoe Quote Link to comment Share on other sites More sharing options...
Krzeszny Posted May 15, 2020 Share Posted May 15, 2020 (edited) @linuxgurugamer I found 2 performance problems. Firstly, my framerate drops from 127 to 98 (consistently) when I install this mod and run a kind of benchmark (on the launchpad, at daytime, not touching anything), and when I hold left Alt, it drops from 98 to 88. I tested this at least 3 times, getting consistent results. Even when I turn the lights on and off, and they're visibly off (because the mod doesn't keep them on when I turn them on and off), the framerate remains the same. In per cents, the mod itself lowers my framerate on the launchpad by 23% and holding Alt lowers it even further by 10%. Yes, only this mod causes the Alt issue. On 2/20/2020 at 10:03 AM, Avera9eJoe said: the Mk2 crew cabin starts flight with its lights turned on when they are off in the Editor, and starts flight with its lights turned on if you set them to be off in the Editor: @Avera9eJoe please read your post again, slowly. Edited May 15, 2020 by Krzeszny semantics Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 15, 2020 Author Share Posted May 15, 2020 (edited) 14 minutes ago, Krzeszny said: @linuxgurugamer I found 2 performance problems. Firstly, my framerate drops from 127 to 98 (consistently) when I install this mod and run a kind of benchmark (on the launchpad, at daytime, not touching anything), and when I hold left Alt, it drops from 98 to 88. I tested this at least 3 times, getting consistent results. Even when I turn the lights on and off, and they're visibly off (because the mod doesn't keep them on when I turn them on and off), the framerate remains the same. In per cents, the mod itself lowers my framerate on the launchpad by 23% and holding Alt lowers it even further by 10%. Yes, only this mod causes the Alt issue. Unfortunately, it's the way the mod is written. It's going to take a lot of work to fix, and sorry to say it's not a priority. I'll keep it in mind BTW, it would be nice to have an idea of your system specs Edited May 15, 2020 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Krzeszny Posted May 15, 2020 Share Posted May 15, 2020 1 hour ago, linuxgurugamer said: Unfortunately, it's the way the mod is written. It's going to take a lot of work to fix, and sorry to say it's not a priority. I'll keep it in mind BTW, it would be nice to have an idea of your system specs I understand. I mostly wanted to warn potential users about possible 30% framerate losses. Specs: Intel i5-6600k OC'd to 4.4 GHz, Nvidia GTX 970 not OC'd, an SSD, Windows 10, 16 GB RAM Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 15, 2020 Author Share Posted May 15, 2020 30 minutes ago, Krzeszny said: I understand. I mostly wanted to warn potential users about possible 30% framerate losses. Specs: Intel i5-6600k OC'd to 4.4 GHz, Nvidia GTX 970 not OC'd, an SSD, Windows 10, 16 GB RAM Ok, that's pretty good. I'll see what I can do in a few weeks. Quote Link to comment Share on other sites More sharing options...
Krzeszny Posted May 16, 2020 Share Posted May 16, 2020 19 hours ago, linuxgurugamer said: Ok, that's pretty good. I'll see what I can do in a few weeks. I debugged it! And it's so simple! Crew Light Relit depends on ClickThroughBlocker, even though it's not listed as a dependency. If you open the console with Crew Light installed but CTB not installed, you'll see why. After adding ClickThroughBlocker, Crew Light Relit only lowers my framerate by 1% and holding left Alt doesn't make it any worse. Just add CTB to this thread's OP and to CKAN dependencies. Easy fix Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 16, 2020 Author Share Posted May 16, 2020 (edited) 2 hours ago, Krzeszny said: I debugged it! And it's so simple! Crew Light Relit depends on ClickThroughBlocker, even though it's not listed as a dependency. If you open the console with Crew Light installed but CTB not installed, you'll see why. After adding ClickThroughBlocker, Crew Light Relit only lowers my framerate by 1% and holding left Alt doesn't make it any worse. Just add CTB to this thread's OP and to CKAN dependencies. Easy fix Good catch, although I suspect your log file is full of errors. Would help next time to provide it for analysis. Anyway, OP is updated and CKAN update in progress Edited May 16, 2020 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
eberkain Posted December 21, 2020 Share Posted December 21, 2020 I believe this has a new bug, when launching a craft the cabin lights no longer get set on automatically. Quote Link to comment Share on other sites More sharing options...
Romixas Posted September 26, 2021 Share Posted September 26, 2021 Hi. I have the same problem, the cockpit lights do not turn on automatically. There is no reaction to sunlight, although the light on the Kerbal helmet works fine. Thanks. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 4, 2021 Share Posted November 4, 2021 As this mod is already up to date, it should be mentioned in the title. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 6, 2021 Share Posted November 6, 2021 As I cannot open an issue at https://github.com/linuxgurugamer/CrewLight I mention it here: The old morseCode bug is back. I can manage it that my changed morseCodeStr appears inside the persistent.sfs, but later, after loading the save, it's back to default. I guess this always happens when going to the difficulty settings to edit any other mod's settings. And as I'm already here, I suggest a change that the settings are written to a config inside a PluginData folder instead of inside the persistent.sfs. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 6, 2021 Author Share Posted November 6, 2021 17 minutes ago, Gordon Dry said: As I cannot open an issue at https://github.com/linuxgurugamer/CrewLight I mention it here: The old morseCode bug is back. I can manage it that my changed morseCodeStr appears inside the persistent.sfs, but later, after loading the save, it's back to default. I guess this always happens when going to the difficulty settings to edit any other mod's settings. And as I'm already here, I suggest a change that the settings are written to a config inside a PluginData folder instead of inside the persistent.sfs. Since this isn’t a bug I’ve ever been aware of, can you please describe the bug? Log file would also be useful. and writing the setting to a file, while nice, is not a trivial amount of work. I’ll take a look at it when Incan. I’ll fix the GitHub issue tracker later On 12/21/2020 at 12:33 PM, eberkain said: I believe this has a new bug, when launching a craft the cabin lights no longer get set on automatically. Would have been nice if you had pinged me. On 9/26/2021 at 3:16 AM, Romixas said: Hi. I have the same problem, the cockpit lights do not turn on automatically. There is no reaction to sunlight, although the light on the Kerbal helmet works fine. Thanks. Would have been nice if you had pinged me. Log file is necessary for support Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 6, 2021 Author Share Posted November 6, 2021 @Gordon DryIssues now available on Github for this mid I was not really aware of the morse code part of the mod, never used it. will look at it soon, but specifics of the bug are needed Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 8, 2021 Author Share Posted November 8, 2021 On 11/6/2021 at 3:08 PM, Gordon Dry said: As I cannot open an issue at https://github.com/linuxgurugamer/CrewLight I mention it here: The old morseCode bug is back. I can manage it that my changed morseCodeStr appears inside the persistent.sfs, but later, after loading the save, it's back to default. I guess this always happens when going to the difficulty settings to edit any other mod's settings. And as I'm already here, I suggest a change that the settings are written to a config inside a PluginData folder instead of inside the persistent.sfs. I put a beta in the issue you listed on github, please try it out Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted November 8, 2021 Share Posted November 8, 2021 Goodness! It seems like every mod you make/manage that shows up eventually finds its way into my game! Yesterday it was Procedural Weights and Tracking Lights! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 24, 2021 Author Share Posted November 24, 2021 New release, 1.20.1 Added check in SettingsApplied() to make sure actually in a game to avoid a nullref Added text entry field to enter text and have it translated to Morse code Removed silly way to open the More Morse window, now it opens when the More Morse radio button is toggled. If not closed More Morse window will stay open until the settings screen is exited Hard-coded layout in More Morse window Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 25, 2022 Author Share Posted January 25, 2022 New release, 1.20.1.1 Thanks to github user @Fitiales for this: Add es-es.cfg Quote Link to comment Share on other sites More sharing options...
eightiesboi Posted February 28, 2022 Share Posted February 28, 2022 Hi @linuxgurugamer and everyone else! I wanted to share this. I use both the Aviation Lights mod and Crew Light. I like having all my lights have the motion detector functionality, but the option wasn't in the PAW for the new Aviation Lights part. So, I changed ModuleMotionDetector.cfg in Crew Light to add: Spoiler // Trying to add motion detector to aviation lights @PART[*]:HAS[@MODULE[ModuleNavLight],!MODULE[ModuleMotionDetector],!MODULE[ModuleStatusLight],~CrewCapacity[]]:FOR[CrewLight] { MODULE { name = ModuleMotionDetector motionDetectorEnabled = false range = 5 timer = 15 } } It seems to work just fine, although I haven't tested it much. Just wanted to share this in case it helps anyone. LGG, thanks for keeping so many mods going! Quote Link to comment Share on other sites More sharing options...
Stratickus Posted November 11, 2024 Share Posted November 11, 2024 On 12/21/2020 at 11:33 AM, eberkain said: I believe this has a new bug, when launching a craft the cabin lights no longer get set on automatically. On 9/26/2021 at 2:16 AM, Romixas said: Hi. I have the same problem... @linuxgurugamer Same problem. Once a Kerbal is EVA'd the light works automatically as expected, but when launched from the VAB, Crew Light does not seem to recognize the Kerbal inside. Seems to work fine on a clean install, but is conflicting with some other mod. Log Cheers, Quote Link to comment Share on other sites More sharing options...
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