JonnyOThan Posted July 12 Share Posted July 12 5 hours ago, major_1129 said: Where can I turn this option off? See the GIF in the OP. Quote Link to comment Share on other sites More sharing options...
major_1129 Posted July 12 Share Posted July 12 4 hours ago, JonnyOThan said: See the GIF in the OP. I found this setting, sorry to bother you guys with this simple question Quote Link to comment Share on other sites More sharing options...
prmedic22 Posted July 13 Share Posted July 13 Does any of the fixes change the launcher height. I’m on ksrss using the cape canaveral mod and after installing the community fixes mod it changes the launcher height in relation to the terrain. The rocket starts below the launch pad Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted July 13 Share Posted July 13 6 hours ago, prmedic22 said: Does any of the fixes change the launcher height. I’m on ksrss using the cape canaveral mod and after installing the community fixes mod it changes the launcher height in relation to the terrain. The rocket starts below the launch pad Can you provide your log file, set of mods used, and the craft file? Quote Link to comment Share on other sites More sharing options...
Grenartia Posted August 24 Share Posted August 24 How do I un-grey-out the manuever tool disabling option? Quote Link to comment Share on other sites More sharing options...
spoonyboobah Posted August 26 Share Posted August 26 Hey, Got a quick question... why when using a ModuleResourceConverter part Thermal Efficiency and Core Temp and the Converter status not grouped by PAWStockGroups??? Also with your work on the KSPFields, is there a way that you know of to hide them? Thanks! Picture included as example? https://imgur.com/bmuZ40x Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted October 12 Author Share Posted October 12 (edited) A KSPCF release was long overdue, but contributors didn't stop cooking, so there are a lot of new patches and changes for the next version. The new patches are modifying many stock core subsystems, consequently, the chances of introducing new bugs or incompatibilities with the modding ecosystem is larger than usual, so this update hasn't been pushed to CKAN or to KSP-AVC users yet, and is available as pre-release that you can manually install. If you try this pre-release version, please report any issue or weird behavior either in the github issue tracker, or here on the forums, alongside with your KSP.log. You can also report if you tried this update and everything is working fine, this actually helps too ! Once we feel these changes have been tested enough, we will push them on the usual release channels. Required and must be downloaded separately : HarmonyKSP : Download - Homepage - Available on CKAN ModuleManager : Download - Forum post - Available on CKAN Installation Go to the GitHub release page and download the file named KSPCommunityFixes_x.x.x.zip Open the downloaded *.zip archive Open the GameData folder of your KSP installation Delete any existing KSPCommunityFixes folder in your GameData folder Copy the KSPCommunityFixes folder found in the archive into your GameData folder Changes in this version This update notably brings many flight scene performance improvements, here are some benchmarks : Ryzen 5800X3D, 32 GB DDR4 @ 3600 MHz, Radeon RX 7600XT @ 720p, average and 1% low FPS over 1000 frames. Note that these benchmarks are done in a brand new, non-modded sandbox save. Figures will likely be less pretty in a real career and/or modded game. Acapello (152 parts stock default craft) Situation Stock (avg) KSPCF (avg) Improv. Stock (1%) KSPCF (1%) Improv. Launchpad 222 246 11% 153 193 26% Launch @ 3000m 195 247 27% 121 149 23% Kerbin low orbit 240 292 22% 149 164 10% 450 parts exploration vehicle launcher (KerbalX link) Situation Stock (avg) KSPCF (avg) Improv. Stock (1% ) KSPCF (1%) Improv. Launchpad 46 73 59% 40 63 58% Launch @ 3000m 35 58 66% 29 48 66% Kerbin low orbit 46 91 98% 39 63 62% User facing changes New KSP performance patch : FasterPartFindTransform [KSP 1.12.3 - 1.12.5] : Faster, and minimal GC alloc relacements for the Part FindModelTransform* and FindHeirarchyTransform* methods. New KSP performance patch : ForceSyncSceneSwitch [KSP 1.12.0 - 1.12.5] : Forces all scene transitions to happen synchronously. Benefits scene transition time by reducing asset cleanup run count from 3 to 1 (contributed by @siimav). New KSP performance patches : this update introduce a collection of patches intended to fix various performance bottlenecks mainly relevant in high part count situations. See PR #257 and PR #256 : ModuleDockingNodeFindOtherNodesFaster : Faster lookup of other docking nodes. CollisionEnhancerFastUpdate : Optimization of the CollisionEnhancer component (responsible for part to terrain collision detection). PartSystemsFastUpdate : Optimization of various flight scene auxiliary subsystems : temperature gauges, highlighter, strut position tracking... MinorPerfTweaks : Various small performance patches (volume normalizer, eva module checks) FlightIntegratorPerf : General micro-optimization of FlightIntegrator and VesselPrecalculate, components in charge of most of heavy lifting for newtonian physics as well as atmospheric and thermal physics. FloatingOriginPerf : General micro-optimization of floating origin shifts. Main benefit is in large particle count situations (ie, launches with many engines) but this helps a bit in other cases as well. New KSP bufix : DragCubeLoadException [KSP 1.8.0 - 1.12.5] : Fix loading of drag cubes without a name failing with an IndexOutOfRangeException (contributed by @Nazfib). New KSP bufix : TimeWarpBodyCollision [KSP 1.12.0 - 1.12.5] : Fix timewarp rate not always being limited on SOI transistions, sometimes resulting in failure to detect an encounter/collision with the body in the next SOI (contributed by @JonnyOThan). New modding API improvement : KSPFieldEnumDesc [KSP 1.12.2 - 1.12.5] : Disabled by default, you can enable it with a MM patch. Adds display name and localization support for enum KSPFields. To use add Description attribute to the field (contributed by @siimav). PAWStockGroups : Added PAW groups for generators, making the UI less confusing when multiple generators are present (contributed by @yalov). Internal changes Patching now always run as the first ModuleManagerPostLoad callback, ensuring other callbacks can benefit from the patches (contributed by @al2me6). Small internal refactor of the patching infrastructure for less verbose patch declaration. Introduced a new "override" patch type, basically an automatic transpiler allowing to replace a method body with another. This has a little less overhead than a prefix doing the same thing, and allow for other patches (including non-KSPCF ones) to prefix the patched method as usual. Edited October 15 by Gotmachine Quote Link to comment Share on other sites More sharing options...
Spartwo Posted October 12 Share Posted October 12 Miracle work! Genuinely Quote Link to comment Share on other sites More sharing options...
OldMold Posted October 13 Share Posted October 13 Not sure if it's related to this update or just random Kraken things, but one of my rovers now loads in halfway embedded in the terrain and proceeds to explode: https://imgur.com/a/1UvONCg KSP Log Quote Link to comment Share on other sites More sharing options...
Chaotic Protocol Posted October 13 Share Posted October 13 (edited) Is there actively a conflict with ModularFlightIntegrator? I've noticed since the most recent update tremendous amounts of drag for seemingly no issue. It's almost like my craft are being dragged back into the ground. I've also noticed random unplanned disassembly, however without the most recent update the issues disappear. I poked around the log and couldn't find anything personally, however I'll leave you the log and craft files I've noticed the issues with. That doesn't look right to me Jeff EDIT: I lied. It seems to be making new drag cubes for every individual stock part. The log is bloated with Drag Cube generation. https://drive.google.com/file/d/1wNacpnUlr5i7KGaQOAfpbVbRfQqiyloO/view?usp=sharing https://drive.google.com/file/d/1robeLpmA_Pf-cXTkvDSiZd_dK80KuEhV/view?usp=sharing https://drive.google.com/file/d/1mIqr33kw359eC1a1HJWdtUFgDRRPGzT_/view?usp=sharing Edited October 14 by Chaotic Protocol Quote Link to comment Share on other sites More sharing options...
Fan777 Posted October 14 Share Posted October 14 a similar problem, returned to 1.35.2 terrible resistance in the atmosphere Quote Link to comment Share on other sites More sharing options...
dok_377 Posted October 14 Share Posted October 14 On 7/11/2023 at 6:12 PM, dok_377 said: @Gotmachine @NathanKell I found a bug in the dragcube generation patch. It makes fairings create excessive drag and it reverses the vector of the body lift. I'm pretty sure it affects all of the sizes of fairings. Disabling the patch fixes the issue. Tested on a clean install of KSP 1.12.4. If you need logs, I will provide them. Reveal hidden contents It might be related, there was a bug with a lot of drag from fairings back in the day. With a lot of changes it might have found its way back. Check if it's happening on the fairing this time, this might help to find the cause. Quote Link to comment Share on other sites More sharing options...
jamesf Posted October 15 Share Posted October 15 I have two Settings.cfg file questions/observations: HidePartUpgradeExtendedInfo has seemingly disappeared from the Settings.cfg file, but its removal as an option isn't mentioned in this thread that I can find? In the quoted documentation for MapSOCorrectMapping, " oles" should probably be "poles", or maybe "holes" since it is talking about the bug that produces the Mohole.... // Avoids big spikes on the poles and incorrect biomes where the oles have disparate biomes. Thanks for reading! Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted October 15 Author Share Posted October 15 (edited) Thanks to everyone for reporting the issues (and sorry, I hope nobody lost anything !). 1.36.0 RC2 is now available, with fixes for the following issues : Fixed a bug in the FloatingOriginPerf implementation, resulting in vessels being teleported half randomly. Fixed a bug in the FlightIntegratorPerf implementation, resulting in garbage drag values being generated during flight. Fixed (harmless) accidental deactivation of the DragCubegeneration patch. 7 hours ago, jamesf said: HidePartUpgradeExtendedInfo has seemingly disappeared from the Settings.cfg file, but its removal as an option isn't mentioned in this thread that I can find? Good catch. The patch has been depreciated/removed as it has been integrated in the more general UpgradeBugs patch. We forgot to remove it from the readme. Edited October 15 by Gotmachine Quote Link to comment Share on other sites More sharing options...
Rakete Posted November 16 Share Posted November 16 A little question on stock and modded dockingports (esp. those without twisting) Is it possible to make them snap into certain discrete angles not any strange random orientation from the whole continuum of numbers? Sometimes you want to dock a vessel in a certain orientation and are visually bothered by a docking orientation deviation of 0.512342 degree or less, which make larger vessel with big panels look aligned wrong... sometime i feel i wish the possible docking orientation were not a continuum but a set of discrete orientations (maybe in 1 degree steps) Quote Link to comment Share on other sites More sharing options...
Poodmund Posted November 16 Share Posted November 16 1 hour ago, Rakete said: A little question on stock and modded dockingports (esp. those without twisting) Is it possible to make them snap into certain discrete angles not any strange random orientation from the whole continuum of numbers? Sometimes you want to dock a vessel in a certain orientation and are visually bothered by a docking orientation deviation of 0.512342 degree or less, which make larger vessel with big panels look aligned wrong... sometime i feel i wish the possible docking orientation were not a continuum but a set of discrete orientations (maybe in 1 degree steps) Go to this thread: And search within the Original Post for the patch called: "Add Angled Docking Ability to Docking Ports." Copy that, change the value for the angle you want, and save the patch in your GameData folder. Quote Link to comment Share on other sites More sharing options...
Rakete Posted November 17 Share Posted November 17 (edited) 17 hours ago, Poodmund said: Go to this thread: And search within the Original Post for the patch called: "Add Angled Docking Ability to Docking Ports." Copy that, change the value for the angle you want, and save the patch in your GameData folder. Thanks, seems to be exactly what I was looking for. Will this still allow rotation of rotateable dockingports? Edited November 17 by Rakete Quote Link to comment Share on other sites More sharing options...
hermano Posted Monday at 07:25 PM Share Posted Monday at 07:25 PM (edited) Hi, I have been playing a bit with 1.36.1. I replaced the previous version in a campaign game (keeping a backup), so far I did not encounter any problems flying on Kerbin or in space around it. Crafts so far were rather small. But I think the game runs a bit smother and scene changes are notably sped up. I will keep playing and report how things work out. A big thank you to everyone involved! Edit: A few hours later after landings on Mun and Minmus I still have not encountered any problems . System information: Spoiler Kerbal Space Program - 1.12.3.3173 (WindowsPlayer x64) en-us OS: Windows 10 (10.0.0) 64bit (using wine on linux) CPU: AMD Ryzen 5 5600X 6-Core Processor (12) RAM: 32014 GPU: NVIDIA GeForce RTX 3060 (12256MB) Mods: ModuleManager 4.2.3.0 ClickThroughBlocker 2.1.10.21 0Harmony 2.2.1.0 KSPBurst 1.5.5.1 TexturesUnlimited 1.6.2.28 USITools 1.0.0.0 ToolbarControl 0.1.9.11 AdjustableModPanel 1.5.99.0 AirParkContinued 1.7.1.7 AnimatedAttachment 2.1.3.0 AnimatedDecouplers 1.4.2.19194 AntennaHelper 1.0.7.7 AutoAGL 1.0.0.0 B9PartSwitch 2.20.0.0 B9-PWings-Fork 0.46.0.0 B9_Aerospace_WingStuff 0.92.0.0 BetterBurnTime 1.0.0.0 BonVoyage 1.4.1.0 Chatterer 0.9.99.2788 CCK 5.1.0.0 ConformalDecals 0.2.14.0 ContractConfigurator 1.0.0.0 DecouplerShroud 0.8.1.0 DeployableEngines 2.2.0.0 DistantObject 0.0.0.0 ProgressParser 1.0.11.0 ContractParser 1.0.9.0 CapCom 1.0.2.11 DockRotate 1.12.5.56 DoubleTapBrakes 1.0.0.0 EarlyBird 0.2.1.0 FlightTracker 1.0.0.0 EarnYourStripes 1.0.0.0 EasyBoard 1.10.0.0 EasyVesselSwitch 2.3.7852.41352 EngineLightRelit 1.6.3.4 EVEManager 1.11.7.2 EVAStruts 1.0.6.0 Firespitter 7.3.7660.26532 HeapPadder 0.0.2.4 HideEmptyTechTreeNodes 1.0.0.0 KAS 1.12.8285.34332 KerbalChangelog 1.4.2.0 KerbalConstructionTime 1.4.11.5 KerbalJointReinforcementNext 4.2.27.0 Renamer 1.5.0.0 DeployableAeroSurfaces 1.0.0.0 KIS 1.29.8039.40483 MiniAVC-V2 2.0.0.0 kOS 1.4.0.0 KRASH 0.5.34.0 KSPCommunityFixes 1.36.1.0 LaunchNumbering 0.5.4.2 MADLAD 1.0.0.0 MagiCore 1.4.0.0 MechJeb2 2.5.1.0 MinimalMainMenu 1.0.3.0 NavballDockAlignIndCE 1.1.1.3 FinalFrontier 1.0.0.0 ParkingBrake 0.4.4.0 PersistentRotation 1.3.1.0 PreciseEditor 1.5.0.1 PreciseNode 1.2.12.0 ProceduralFairings 6.0.0.0 ProceduralParts 2.0.0.0 RealChute 1.4.9059.6703 SolverEngines 3.13.0.0 ROUtils 1.0.1.0 RealFuels 1.0.0.0 RealFuelsB9PSPatch 1.0.0.0 RealTimeClock2 1.11.2.1 ResonantOrbitCalculator 0.0.7.0 Restock 1.0.0.0 RocketSoundEnhancement 0.9.11.31642 SCANsat 1.20.4.0 scatterer 0.878.0.0 SensiblePumps 1.3.0.1 Shabby 0.0.0.0 ShipEffectsContinued 1.0.11.2 SmokeScreen 2.8.14.0 SoundtrackEditorForked 4.7.1.4 SpaceAge 1.3.8.0 ButtonManager 1.0.1.1 SpaceTuxUtility 1.0.1.3 StageRecovery 1.9.7.0 StationKeeping 0.2.3.1 StockAlarmClockDisabler 1.0.0.0 PJHabitat 0.3.1.2 BetterTracking 1.0.7.0 KerbalAlarmClock 3.14.0.0 TransferWindowPlanner 1.8.0.0 TRPHire 0.6.11.0 TUFX 1.1.0.0 VABReorienter 1.0.0.0 VaporVent 1.1.12.0 WaterDrinker 1.0.0.0 Waterfall 0.10.2.0 WaypointManager 2.8.4.2 Workshop 1.2.14.3 Kerbalism 3.19.0.0 Edited Tuesday at 11:17 AM by hermano added system info Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.