sirkut Posted May 15, 2014 Author Share Posted May 15, 2014 Since 0.15 i recognize a massive performance drop related to Infernal Robotics or the Dromoman Parts (60fps without an robotic part, 16fps with).must.see.output_log.txt Talking about it isn't giving me any help. Link to comment Share on other sites More sharing options...
sirkut Posted May 15, 2014 Author Share Posted May 15, 2014 No need for output logs. lofi gave me enough to go on. I made a huge newbie mistake and left a debug.log statement on the loose. I'm fixing it and will upload as soon as possible. Link to comment Share on other sites More sharing options...
Pliuple Posted May 15, 2014 Share Posted May 15, 2014 Preciate dude, now how do i send u beer ? :DD Link to comment Share on other sites More sharing options...
sirkut Posted May 15, 2014 Author Share Posted May 15, 2014 Preciate dude, now how do i send u beer ? :DDNo need to. Download the new version. Link to comment Share on other sites More sharing options...
BigD145 Posted May 15, 2014 Share Posted May 15, 2014 The reworked parts are now integrated into the main release? Link to comment Share on other sites More sharing options...
sirkut Posted May 15, 2014 Author Share Posted May 15, 2014 The reworked parts are now integrated into the main release?No, you must download those separate hence the link in the OP. Link to comment Share on other sites More sharing options...
Alewx Posted May 15, 2014 Share Posted May 15, 2014 (edited) The 0.15a Version is great, had some bugs with the 14, thanks for updating it.But I have one problem/wish/to dump to use it correct thing:Having the angle limiters in the hinges now as tweakables is cool, but is there a way to not change it by float with 2 digits? an Intervall as int would be enough for me, that way it is quite impossible to set it to a Min Rotation of 0 degrees. Edited May 15, 2014 by Alewx corrected spelling Link to comment Share on other sites More sharing options...
BigD145 Posted May 15, 2014 Share Posted May 15, 2014 Your .15a has them inside. Link to comment Share on other sites More sharing options...
sirkut Posted May 15, 2014 Author Share Posted May 15, 2014 Thanks, I fixed the upload. Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted May 16, 2014 Share Posted May 16, 2014 Maybe I did something wrong, but the GUI buttons in VAB do not move the parts. It still just rotates the parts Link to comment Share on other sites More sharing options...
sirkut Posted May 16, 2014 Author Share Posted May 16, 2014 Maybe I did something wrong, but the GUI buttons in VAB do not move the parts. It still just rotates the partsAs I have said plenty of times it will not make the motors move on the parts. It's merely for rotating the position of the parts. Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted May 16, 2014 Share Posted May 16, 2014 Sorry misunderstood (just like you said someone would). Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted May 16, 2014 Share Posted May 16, 2014 You should put that in your signature, sirkut. "The rotate button in the editor does not actuate the motors, it rotates the actual parts." Link to comment Share on other sites More sharing options...
Alewx Posted May 16, 2014 Share Posted May 16, 2014 Ok than this shall mean i have to Change it from float to int for myself an Option to config that would be nice. Link to comment Share on other sites More sharing options...
sirkut Posted May 16, 2014 Author Share Posted May 16, 2014 Ok than this shall mean i have to Change it from float to int for myself an Option to config that would be nice.Baby steps. I get a new release out and the requests resume. Link to comment Share on other sites More sharing options...
sirkut Posted May 16, 2014 Author Share Posted May 16, 2014 You should put that in your signature, sirkut. "The rotate button in the editor does not actuate the motors, it rotates the actual parts."Nah. I'm just going to make a video to show what it does. I'll have that done this morning. Link to comment Share on other sites More sharing options...
lo-fi Posted May 16, 2014 Share Posted May 16, 2014 Cheers for the speedy update. Love the tweakables, btw Link to comment Share on other sites More sharing options...
Alewx Posted May 16, 2014 Share Posted May 16, 2014 Baby steps. I get a new release out and the requests resume.It is just that I would have to replace the KSPFields you are currently using with float values with KSPFields that are using int values.But the last time i really wrote some code is some time ago so might take the weekend to figure out how to compile it with VS2012. Link to comment Share on other sites More sharing options...
Martin0 Posted May 16, 2014 Share Posted May 16, 2014 I love this mod Looks at these things!http://forum.kerbalspaceprogram.com/threads/80200-The-Walking-Base%21http://forum.kerbalspaceprogram.com/threads/79513-The-Bug-Rover Link to comment Share on other sites More sharing options...
sirkut Posted May 16, 2014 Author Share Posted May 16, 2014 It is just that I would have to replace the KSPFields you are currently using with float values with KSPFields that are using int values.But the last time i really wrote some code is some time ago so might take the weekend to figure out how to compile it with VS2012.Like I said, if you'd just wait I'd get another release out that had a KSPField parameter in the CFGs that will allow you to specify your own increment step. Link to comment Share on other sites More sharing options...
petros_a_l Posted May 16, 2014 Share Posted May 16, 2014 (edited) Min/Max Rotate tweakable for rotatrons doesn't work at all for me. It ignores the values I add (min 0, max 180) and keeps rotating past 180 and 360 (the default max) until I release the button. I checked both in my modded and clean install of ksp. Here is the output_log.txt from the clean install (only Goodspeed and MagicSmokeIndustries. I also tested without Goodspeed and MSI-s-Infernal-Robotics-Model-Rework but made no difference.)On a side note I also believe that it would be better if the values were int instead of float or just snap at round numbers.Something irrelevant but I noticed that IR_RotatronMK2 is missing node_stack_bottom. I don't know if it is intended, just noticed it and thought i should report it.EDITI went through the .cfg (I should've done it before posting, sorry) and the problem is "rotateLimits = False" where I guess it should be rotateLimits = TruerotateMin = 0rotateMax = 360 Edited May 16, 2014 by petros_a_l Link to comment Share on other sites More sharing options...
Alewx Posted May 16, 2014 Share Posted May 16, 2014 Like I said, if you'd just wait I'd get another release out that had a KSPField parameter in the CFGs that will allow you to specify your own increment step.That would be awesome but also it is a little bit of Training for me.But the CFG config will be extremly cool. Link to comment Share on other sites More sharing options...
Gristle Posted May 16, 2014 Share Posted May 16, 2014 Thanks for the update Sirkut, your efforts are appreciated. No requests from me, I'll just patiently see what other goodies you deliver on your next update. Link to comment Share on other sites More sharing options...
johnwayne1930 Posted May 16, 2014 Share Posted May 16, 2014 I have no idea why, but with v0.15 it's still laggy as hell.output_log.txtNo such problems with v0.14. Maybe the Logfile helps. Link to comment Share on other sites More sharing options...
sirkut Posted May 16, 2014 Author Share Posted May 16, 2014 Min/Max Rotate tweakable for rotatrons doesn't work at all for me. It ignores the values I add (min 0, max 180) and keeps rotating past 180 and 360 (the default max) until I release the button. I checked both in my modded and clean install of ksp. Here is the output_log.txt from the clean install (only Goodspeed and MagicSmokeIndustries. I also tested without Goodspeed and MSI-s-Infernal-Robotics-Model-Rework but made no difference.)On a side note I also believe that it would be better if the values were int instead of float or just snap at round numbers.Something irrelevant but I noticed that IR_RotatronMK2 is missing node_stack_bottom. I don't know if it is intended, just noticed it and thought i should report it.EDITI went through the .cfg (I should've done it before posting, sorry) and the problem is "rotateLimits = False" where I guess it should be rotateLimits = TruerotateMin = 0rotateMax = 360Floats to Ints is not happening. I've already asked for everyone's input and I essentially got only 2 responses on what to do. One deals with robotics in the real world so I'm just going to go with their input for now. In the next release, if you want it to not increment by 0.01 then you can edit the CFG to make it 1.0I'll look into the rotatron issue. Link to comment Share on other sites More sharing options...
Recommended Posts