JonnyOThan Posted February 2 Share Posted February 2 (edited) [snip] I opened a GitHub issue here for tracking: https://github.com/KSPModdingLibs/KSPCommunityFixes/issues/191 Edited February 4 by Snark Redacted by moderator Quote Link to comment Share on other sites More sharing options...
Snark Posted February 4 Share Posted February 4 A large amount of content has been redacted and/or removed, due to off-topic digressions and other issues. For anyone interested in the detailed technical minutiae of the specific problem that @NippyFlippers raised, please see the GitHub issue that JonnyOThan was kind enough to open for that purpose: On 2/1/2024 at 10:35 PM, JonnyOThan said: I opened a GitHub issue here for tracking: https://github.com/KSPModdingLibs/KSPCommunityFixes/issues/191 Thank you for your understanding. Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted February 5 Share Posted February 5 (edited) (Edit: Sorry - wrong thread!) Adding this little gem of a MM Patch for those that might think to look here instead of elsewhere in the forum. Is it worth adding this to the community fix patch or would this be changing something too many people have grown used to by now? MM Patch to fix the Stock Altimeter so it reads with the triangle hand being 10,000x @PROP[AltimeterThreeHands] { @MODULE[InternalAltimeterThreeHands] { @hand100Name = MediumArm @hand1000Name = ShortArm @hand10000Name = LongArm } } Edited February 5 by cyberKerb Quote Link to comment Share on other sites More sharing options...
Poodmund Posted February 5 Share Posted February 5 Seems like a better fit for: Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted February 5 Share Posted February 5 3 hours ago, cyberKerb said: Is it worth adding this to the community fix patch I'm sure there are exceptions, but @Gotmachine has indicated to me that simple MM patches or config changes for QOL issues are out of scope for KSPCF. Thanks for bringing this to my attention though, and I'll second Poodmund's suggestion that it should be added to that database (which I was unaware of!). And perhaps there should be a stronger link between KSPCF and the community patch database. Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted February 5 Share Posted February 5 (edited) Arg! That was the thread I meant to post in. Sorry, stupid 2am brain saw the 'community' thread and got them mixed. Edited February 5 by cyberKerb Quote Link to comment Share on other sites More sharing options...
glibbo Posted February 7 Share Posted February 7 (edited) So, can anyone please say if this update is ok on 12.5 ?..... I ask because there seems to be issues from users, I don't know if I should update or not ..... Edited February 7 by glibbo more info Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted February 7 Share Posted February 7 4 hours ago, glibbo said: So, can anyone please say if this update is ok on 12.5 ?..... I ask because there seems to be issues from users, I don't know if I should update or not ..... Yes, it works fine. What issues are you referring to? Quote Link to comment Share on other sites More sharing options...
glibbo Posted February 13 Share Posted February 13 Just some from users on the previous page, ok i'll give it a go, thanks. Quote Link to comment Share on other sites More sharing options...
MartyrKomplx Posted March 1 Share Posted March 1 So, I've been away from KSP for a few months and started putting together a new modlist for a fresh start. KSP Community Fixes is the first one on the list. My problem is that randomly I'll get a KSPCF warning for a plugin failing to load: Microsoft.GeneratedCode in 'Dynamic' I can't seem to narrow down what other mod might be causing it, or if it's even caused by a mod at all. I get it randomly/sporadically. On the exact same modlist, I might get it once out of every four or five start-ups and then I'll start getting it on every start-up and then back to one out of every ten to fifteen. So just adding/removing mods to narrow down is downright difficult, if not potentially impossible due to the inconsistent nature of it. Hopefully, someone here has an idea what's causing it, or a better way to find incompatibilities for this warning; or maybe the warning doesn't really affect gameplay for the most part? Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted March 1 Share Posted March 1 1 hour ago, MartyrKomplx said: So, I've been away from KSP for a few months and started putting together a new modlist for a fresh start. KSP Community Fixes is the first one on the list. My problem is that randomly I'll get a KSPCF warning for a plugin failing to load: Microsoft.GeneratedCode in 'Dynamic' I can't seem to narrow down what other mod might be causing it, or if it's even caused by a mod at all. I get it randomly/sporadically. On the exact same modlist, I might get it once out of every four or five start-ups and then I'll start getting it on every start-up and then back to one out of every ten to fifteen. So just adding/removing mods to narrow down is downright difficult, if not potentially impossible due to the inconsistent nature of it. Hopefully, someone here has an idea what's causing it, or a better way to find incompatibilities for this warning; or maybe the warning doesn't really affect gameplay for the most part? You'll need to post your ksp.log somewhere for someone to look at. Quote Link to comment Share on other sites More sharing options...
MartyrKomplx Posted March 2 Share Posted March 2 (edited) 14 hours ago, JonnyOThan said: You'll need to post your ksp.log somewhere for someone to look at. Oh man. What a complete brain fart I had. I was too busy installing/uninstalling for the error, I didn't think to actually look at the log except in passing because it just said "This is usually harmless" But ... after looking, it's always right around the time MiniAVC is called. So I tried finding/renaming all the MiniAVC.dll in GameData and it stopped giving me the warning (at least so far, 4 of 4 clean game launches on a modlist that was 100% throwing the warning). I'll be launching the game more times to verify. Then I need to figure out why my game crashes when changing scenes to the launchpad, 99% sure it's not related to this Fixes mod though. I'm sorry my brain fart wasted your time like that, but thanks for reminding me and snapping me out of that loop. Edited March 2 by MartyrKomplx formatting Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted March 2 Share Posted March 2 48 minutes ago, MartyrKomplx said: So I tried finding/renaming all the MiniAVC.dll in GameData You should just install ZeroMiniAVC Quote Link to comment Share on other sites More sharing options...
kspkat Posted March 26 Share Posted March 26 (edited) There was a bug where the parts would stay in their old location if you attempted to move them. I found a fix by disabling "KSPCF:attachedonedit" which was simply right click the part and click the button. It was tedious to do for every part but it worked. But recently I've noticed these options disappear. I've double checked and I have advanced tweakables enabled, but where are the KSPCF buttons on the parts? Attachedonedit used to be right underneath Stealbackmyfunds but now both of these buttons are gone. Is this fixable, and can I get the buttons back? Because now all my ships are broken and I need to click the button but they no longer exist. Basically every single design I have is now broken because these buttons disappeared. Unsure if an update was posted removing the buttons, but if so, why? Update: (this post actually might be misplaced, I think the attachedonedit and stealbackmyfunds are KSP-Recall things) Update: I found another way to fix my ships, somehow putting them into a subassembly and taking it back out fixes it. This is not an issue anymore this post can be ignored. Edited March 27 by kspkat Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted March 26 Share Posted March 26 (edited) 2 hours ago, kspkat said: (this post actually might be misplaced, I think the attachedonedit and stealbackmyfunds are KSP-Recall things) Yes, those are in KSP-recall and you should remove it. The stock bug that “stealbackmyfunds” is supposed to fix is also fixed in a different and better way by KSPCF. Edited March 26 by JonnyOThan Quote Link to comment Share on other sites More sharing options...
Lisias Posted March 28 Share Posted March 28 (edited) On 3/26/2024 at 5:56 PM, JonnyOThan said: Yes, those are in KSP-recall and you should remove it. The stock bug that “stealbackmyfunds” is supposed to fix is also fixed in a different and better way by KSPCF. No. What KSPCF handles is the "Refunding" related to the IPartCostModifier not being called. The "steal back" handles another problem related to lack of precision on using floats while handling funds and, in fact, KSPCF's fix do the exact same mistake (not that it has too much choice, as the KSP's foundation when handling costs are the problem). On 3/26/2024 at 2:56 PM, kspkat said: There was a bug where the parts would stay in their old location if you attempted to move them. I found a fix by disabling "KSPCF:attachedonedit" which was simply right click the part and click the button. It was tedious to do for every part but it worked. Yeah, I was (unfortunately, as it appears) advised to remove these buttons, as they were "cluttering" the PAW. I will have it restored by the morning. It's my understanding that KSPCF would disable the BetterEditorUndoRedo, that changed some fickle synchronization inside KSP guts and got Recall (used by TweakScale™) with its pants down. There's something else happening on your rig, as it appears. Edited March 28 by Lisias better choose of words. Quote Link to comment Share on other sites More sharing options...
Lisias Posted March 31 Share Posted March 31 (edited) <I grossly misdiagnosed something, please ignore.> Edited March 31 by Lisias not one of my brightest moments... Quote Link to comment Share on other sites More sharing options...
Scottmm78 Posted May 3 Share Posted May 3 (edited) I seem to be experiencing a minor but annoy glitch and I think I narrowed down the conflicts. KSPCommunityFixes seems to have a conflict with LRTR. When run together KCF causes LRTR tech tree icons to disappear. I tried with and without PNG optimization. https://imgur.com/frBjk9o https://imgur.com/P8lKkyO Edited May 3 by Scottmm78 Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted May 3 Author Share Posted May 3 3 hours ago, Scottmm78 said: When run together KCF causes LRTR tech tree icons to disappear. I can't reproduce this. Can you reproduce it on your end and provide your KSP.log ? Quote Link to comment Share on other sites More sharing options...
Scottmm78 Posted May 4 Share Posted May 4 13 hours ago, Gotmachine said: I can't reproduce this. Can you reproduce it on your end and provide your KSP.log ? Mod list only non Ckan mod is Principia : https://imgur.com/a/abOMFQ8 log: https://drive.google.com/file/d/1COk5IJQveQaTs0UNQ728nbsxe5Se5OTR/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted May 4 Author Share Posted May 4 (edited) I have tried installing your mod list and I still can't reproduce the issue locally, so this doesn't seem to be a weird mod interaction either. It seems the disappearing icons are only the multiple-of-4-width/height ones, meaning those that aren't converted from PNG to DXT5. Which is something that stock does as well, the KSPCF optimization just is that those converted textures are saved on your disk to avoid having to convert them every time KSP is launched. So I'm a bit lost as to what could be happening on your end. Are you 100% sure that this happen both with the PNG caching optimization enabled and disabled ? Because when it is disabled, KSPCF really doesn't do anything very differently than stock. To be sure this isn't due to some interaction with another mod, could you try in a KSP install with only KSPCF (and its dependencies, MM and harmony) installed and this stripped down version of LRTR that only has the tech tree : https://github.com/KSPModdingLibs/KSPCommunityFixes/files/15209622/LRTR_KSPCF_Test.zip (please provide logs again with this) For reference, tracking your issue here : https://github.com/KSPModdingLibs/KSPCommunityFixes/issues/224 Edited May 4 by Gotmachine Quote Link to comment Share on other sites More sharing options...
Scottmm78 Posted May 4 Share Posted May 4 46 minutes ago, Gotmachine said: I have tried installing your mod list and I still can't reproduce the issue locally, so this doesn't seem to be a weird mod interaction either. It seems the disappearing icons are only the multiple-of-4-width/height ones, meaning those that aren't converted from PNG to DXT5. Which is something that stock does as well, the KSPCF optimization just is that those converted textures are saved on your disk to avoid having to convert them every time KSP is launched. So I'm a bit lost as to what could be happening on your end. Are you 100% sure that this happen both with the PNG caching optimization enabled and disabled ? Because when it is disabled, KSPCF really doesn't do anything very differently than stock. To be sure this isn't due to some interaction with another mod, could you try in a KSP install with only KSPCF (and its dependencies, MM and harmony) installed and this stripped down version of LRTR that only has the tech tree : https://github.com/KSPModdingLibs/KSPCommunityFixes/files/15209622/LRTR_KSPCF_Test.zip (please provide logs again with this) For reference, tracking your issue here : https://github.com/KSPModdingLibs/KSPCommunityFixes/issues/224 Log : https://drive.google.com/file/d/1COk5IJQveQaTs0UNQ728nbsxe5Se5OTR/view?usp=sharing https://imgur.com/a/X2g6Qmr same odd bug when cached and uncached with and with out texturecache folder Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted May 4 Author Share Posted May 4 Okay, thanks for checking. Turns out that I managed to reproduce it by running the game from the same path as you (ie, the steam directory). It somehow only happen in that case, and I'm frankly a bit puzzled about that. Will try to get to the bottom of this. In the meantime, I would guess you should probably be able to work around the issue by moving your KSP install elsewhere as well. Quote Link to comment Share on other sites More sharing options...
Lisias Posted May 4 Share Posted May 4 3 minutes ago, Gotmachine said: Okay, thanks for checking. Turns out that I managed to reproduce it by running the game from the same path as you (ie, the steam directory). It somehow only happen in that case, and I'm frankly a bit puzzled about that. Will try to get to the bottom of this. In the meantime, I would guess you should probably be able to work around the issue by moving your KSP install elsewhere as well. Check the code that reads the Tech Tree's file (TechTree.cfg), perhaps this can be a Module Manager glitch, or perhaps MM is doing it right, but with the wrong file as KSP itself could be shoving the file on the wrong place. Check what's inside the PDLauncher directory. Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted May 4 Author Share Posted May 4 (edited) The file is correctly found, that's not the issue. Okay, this has nothing to do with the path of the install, sorry for that. This is caused by having a lower than max global mipmap level active during loading. The workaround is to set "texture quality" to "full res" in the KSP main menu video settings (and given that you have quite decent hardware, you probably should anyway), then to restart the game. But I will investigate how to avoid that issue anyway. Edited May 4 by Gotmachine Quote Link to comment Share on other sites More sharing options...
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