610yesnolovely Posted September 24, 2022 Share Posted September 24, 2022 25 minutes ago, NathanKell said: @Carni35@CAPFlyerawesome work narrowing that down, but maaaan that's bonkers. AFAICT from the spacedock download of BDBNIC all it does is patch some part variants (and add some new assets), it doesn't touch any part with a RealChute module (let alone the part that's erroring in the log). I also upgraded to 1.22.2 today (from what I'm not sure, probably 1.21 given dates of updates), also have BDB + BDBNIC (plus 240 more mods), and it was hanging. Removing BDBNIC solved the hang. Somehow BDBNIC and KSPCF are exhibiting Quantum Entanglement. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted September 25, 2022 Share Posted September 25, 2022 Ok I've tracked the problem down. The Reflection.cfg file in BDBNIC has a ton of extra } in the middle of the file and somehow KSPCF1.22+ responds differently to those errors than stock does. Fixing. Thanks for narrowing this down! Quote Link to comment Share on other sites More sharing options...
NathanKell Posted September 25, 2022 Share Posted September 25, 2022 Here is a test of the forthcoming release. Please verify it fixes your problems @CAPFlyer@Carni35@610yesnolovely https://www.dropbox.com/s/xllxh2ymchwrl0x/KSPCommunityFixes_1.23.0.zip?dl=1 Quote Link to comment Share on other sites More sharing options...
NathanKell Posted September 25, 2022 Share Posted September 25, 2022 Assuming one of you kind folks verifies it works for you too (it worked for me in dev mode), I'll release tomorrow (well, today). Quote Link to comment Share on other sites More sharing options...
Carni35 Posted September 25, 2022 Share Posted September 25, 2022 Hey ! Just tested your file and it's working fine from my side Well done ! And thank you again for you time anf help ! Quote Link to comment Share on other sites More sharing options...
NathanKell Posted September 25, 2022 Share Posted September 25, 2022 (edited) V1.23.0 New performance / KSP bugfix patch : RestoreMaxPhysicsDT (contributed by @JonnyOThan). KSP 1.8.0-1.12.3. Fix typo in Strategy's SendStateMessage where bold was not disabled after title (as part of StrategyDuration fix, since that is the only place it would be used in stock KSP). Fix bug in ConfigNodePerf where it did not properly early-out of parsing if the cfg file had an extraneous } (stock parser aborts in that case). Added Chinese localization (contributed by @tinygrox). Edited September 26, 2022 by NathanKell Quote Link to comment Share on other sites More sharing options...
Rakete Posted September 25, 2022 Share Posted September 25, 2022 (edited) On 9/23/2022 at 10:57 AM, NathanKell said: @RaketeJust tried what you mentioned and KSPCF happily created the file. Only thing I can think of is your KSP somehow doesn't have write permissions in that folder. (Also you have an outdated version of Kerbal Konstructs.) Create a new file in that folder and call it DisableManeuverTool.cfg and put this in it: DisableManeuverTool { enableManeuverTool = False } (make sure it's actually a cfg file, not .cfg.txt by the way). Will try to create the cfg manually. (Some day this week, as I am currently about 300km away from my computer). There is no writing lock in that folder, since the other cfg in that folder (no caching on disk) is created and correctly filled. So I do really not know, why it is not created. Also i just extracted your folder from github and placed it along the other mods. Also did a test on a clean KSP-Install. Same effect. Maybe a clean install of your newest KSPCF-Package will also do the trick by itself. Will try. My KKonstructs is outdated? I thought I downloaded the newest version months ago. How big is the version-delta, that you noticed? Edited September 25, 2022 by Rakete Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 25, 2022 Share Posted September 25, 2022 (edited) 52 minutes ago, NathanKell said: https://github.com/KSPModdingLibs/KSPCommunityFixes/pull/95 Links to http://restoremaxphysicsdt/ btw that patch is a good one. Edited September 25, 2022 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
CAPFlyer Posted September 25, 2022 Share Posted September 25, 2022 Works good for me as well. Great that we were able to figure this out! Quote Link to comment Share on other sites More sharing options...
dok_377 Posted September 26, 2022 Share Posted September 26, 2022 4 hours ago, NathanKell said: New performance / KSP bugfix patch : RestoreMaxPhysicsDT (contributed by @JonnyOThan). Wow, this means that we can actually use physwarp now without it lagging the heck out of the game afterwards? Now I wonder what you guys can't actually fix. Again, would be great if this was marked applicable game versions wise. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted September 26, 2022 Share Posted September 26, 2022 44 minutes ago, dok_377 said: Wow, this means that we can actually use physwarp now without it lagging the heck out of the game afterwards? Now I wonder what you guys can't actually fix. Again, would be great if this was marked applicable game versions wise. The fix was actually a single line of code (after all the patching boilerplate overhead). The trick is figuring out exactly what and where to fix. Quote Link to comment Share on other sites More sharing options...
dok_377 Posted September 26, 2022 Share Posted September 26, 2022 20 minutes ago, JonnyOThan said: The fix was actually a single line of code (after all the patching boilerplate overhead). The trick is figuring out exactly what and where to fix. It's good to see this fixed after all these years regardless of how easy it was to fix. Before KSPCF I only can recall one attempt at doing something like this (Stock Bug Fix Modules), but it didn't live for long. This game desperately needs fixes like these, making a more enjoyable experience for everybody. At least until the second game releases. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted September 26, 2022 Share Posted September 26, 2022 24 minutes ago, dok_377 said: It's good to see this fixed after all these years regardless of how easy it was to fix. Before KSPCF I only can recall one attempt at doing something like this (Stock Bug Fix Modules), but it didn't live for long. This game desperately needs fixes like these, making a more enjoyable experience for everybody. At least until the second game releases. Yeah, I was completely unaware that these kinds of fixes were possible until I saw the big memory leaks one. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted September 26, 2022 Share Posted September 26, 2022 3 hours ago, dok_377 said: Wow, this means that we can actually use physwarp now without it lagging the heck out of the game afterwards? Now I wonder what you guys can't actually fix. Again, would be great if this was marked applicable game versions wise. The versioning is listed in the readme, but I edited the post above to show it there too. Quote Link to comment Share on other sites More sharing options...
dok_377 Posted September 26, 2022 Share Posted September 26, 2022 44 minutes ago, NathanKell said: The versioning is listed in the readme Oh, thanks. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 26, 2022 Share Posted September 26, 2022 @NathanKell btw those 3 links in the signature still point to the oldish forum links methology. Quote Reaching for the Stars: Earth's Rocket Age, [RftS] Jane's All the World's Hunters of the French Civil War jrandom: [in RSS] your only enemy is physics. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 26, 2022 Share Posted September 26, 2022 This mod bears fruits: https://github.com/mockingbirdnest/Principia/wiki/Change-Log#Ἵππασος Quote Link to comment Share on other sites More sharing options...
dok_377 Posted September 26, 2022 Share Posted September 26, 2022 @NathanKell @Gotmachine I have an idea for a bugfix. There's a bug in the game that unlocks fuel tanks when they're copied with alt+click. I believe it was introduced in 1.9 and never officially fixed afterwards. Pretty easy to reproduce: take any fuel tank, lock it and copy it. The copied fuel tank will be unlocked. Also mods with procedural parts take it a little further: when you lock some procedural fuel tanks without even copying them and then save the vehicle, the next time you load that vehicle these fuel tanks will all be unlocked. Quote Link to comment Share on other sites More sharing options...
darthgently Posted September 27, 2022 Share Posted September 27, 2022 These fixes are so pleasing I can't describe the joy. Thanks to all who contributed! The memory leak fixes, caching, and ability to disable unused functionality (stock maneuver tool, IVAs etc) are so very welcome on my travel-potato Quote Link to comment Share on other sites More sharing options...
Rakete Posted September 27, 2022 Share Posted September 27, 2022 On 9/25/2022 at 10:16 PM, Rakete said: Will try to create the cfg manually. (Some day this week, as I am currently about 300km away from my computer). There is no writing lock in that folder, since the other cfg in that folder (no caching on disk) is created and correctly filled. So I do really not know, why it is not created. Also i just extracted your folder from github and placed it along the other mods. Also did a test on a clean KSP-Install. Same effect. Maybe a clean install of your newest KSPCF-Package will also do the trick by itself. Will try. My KKonstructs is outdated? I thought I downloaded the newest version months ago. How big is the version-delta, that you noticed? @NathanKell Installed the newest Version of KSPCF. Issues are gone. All four files for the stored variables of KSPCF are now created by the Mod correctly. The deactivation of the maneuver tools now seems persistent. Quote Link to comment Share on other sites More sharing options...
Clayel Posted October 9, 2022 Share Posted October 9, 2022 I'm having problems with a certain QoL update that this mod makes, and its really annoying me. As shown below, the part action window for any part defaults to being "closed", which takes a lot of time when I have to manually open all of them into order to do autostrut or whatever. This would be fine if the method to disable patches worked, however it does not for some reason. I've tried multiple different solutions to disable the patch, and nothing is working. Can someone help? Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted October 9, 2022 Share Posted October 9, 2022 (edited) 49 minutes ago, Clayel said: Can someone help? That's not the right setting. I think you want PAWStockGroups instead. Edited October 9, 2022 by JonnyOThan Quote Link to comment Share on other sites More sharing options...
Clayel Posted October 9, 2022 Share Posted October 9, 2022 (edited) 1 hour ago, JonnyOThan said: That's not the right setting. I think you want PAWStockGroups instead. Are you sure? That doesn't seem like it's related to the problem. I'll test it out though. EDIT: Nevermind, that sorta worked. It removed the groups of the part action window which I thought were kinda cool but this is more important. Thanks! Edited October 10, 2022 by Clayel Quote Link to comment Share on other sites More sharing options...
BronzeShoe20968 Posted October 10, 2022 Share Posted October 10, 2022 (edited) Whenever i load up the game i see this in the top left : https://drive.google.com/file/d/1yY1PkR4UBEpiJu9nTv1CVd-EE9zL7hot/view?usp=sharing Edited October 10, 2022 by BronzeShoe20968 Quote Link to comment Share on other sites More sharing options...
BronzeShoe20968 Posted October 10, 2022 Share Posted October 10, 2022 and now i dont have a wepon manager missing BDARMORY tab after i dowload breaking ground now! and now i dont have a wepon manager missing BDARMORY tab after i dowload breaking ground now! Quote Link to comment Share on other sites More sharing options...
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