Jump to content

[1.12.x] LCD - Launch CountDown v1.8.0 [23 Oct 2019]


Athlonic

Recommended Posts

The audio just keeps starting and stopping on the newest release. Before it lagged behind on larger ships but now it constantly skips and makes the mod unusable.
v 1.6.1 (Hotfix) :

- Fixed issue where audio clips were loaded for each instance of launchclamp part.

I don't know how come I forgot to put this condition back in.

Let me know if this fixed your issue ;)

Link to comment
Share on other sites

  • 3 weeks later...

This mod is awesome! It adds very much to the immersion.

Just wanted to report that this mod works perfectly without any problems (no lag, out of sync etc.). I am using this mod with new launch tower from the FASA mod...the tower and this mod were made for each other. I'm having a blast just launching stuff for the past 2 hours.

Thanks Athonlic, hope to see this mod maintained for future ksp versions.

Link to comment
Share on other sites

Thanks ATG ;)

Wait ? What ? Which launch tower ???

Edit : OMG found it !!! I have to try this out ! ^^

Also, don't worry, I will maintain this mod for sure, I still have several features in my mind to implement.

Now, if only I had more time to code them faster...

;)

Link to comment
Share on other sites

I don't know how come I forgot to put this condition back in.

Let me know if this fixed your issue ;)

Hi Athlonic!

First off: thanks for this mod, have been looking forward to something like this for ages (well... hypothetically...)

But (oh here it comes :P)... I experience the same problem with stuttering audio at launch. The audio isn't spoken fluently (there is about half a second-second pause between each "spoken" second).

I have tried my 365 parts ship with mods and multiple launch clamps, but also a simple 5 part, only stock, ship with 1 launch clamp - audio "stutters" in both cases.

When I abort the launch however, the abort audio is perfectly fluent. It seems that, because every second in the launch sequence is a seperate ogg file, these ogg files are loaded seperately with a 0,5-1 second delay (while the abort sound is just 1 ogg file, which gets loaded as a whole).

Sorry, not trying to fix your program here (I know nothing about coding xD), just trying to give you as much information as possible ;).

Edit: Mmm... just tried it on a stock install and there it works, so it could be interference with other mods (causing memory issues, although the game doesn't crash when running your mod)

Link to comment
Share on other sites

@TimoV: I launch pretty complex craft without the issue you describe. Your problem might be due to hardware limitations. What are your system specs, including soundcard?

System Specs:

GA-EX58-UD5 (I use onboard sound, ALC889A, connected to Logitech 5.1 surround system)

Intel Core i7 920

6 GB RAM (1600 mhz)

Radeon HD 4870

Windows 8.1 x64

Granted, I do not use a dedicated soundcard, but it's not that I'm using a low-end motherboard...

I do however use quite a lot of mods (including Universe Replacer and BoulderCo's Cloud/City Lights mod)... When craft is sitting at the launchpad, KSP is using about 3020 mb of RAM memory (wasn't there a limit on 32 bit programs in Windows of using 3,2 GB RAM or something?). Nothing else is running at the same time when I play KSP (except for the typical stuff like Skydrive/Dropbox sync).

Link to comment
Share on other sites

System Specs:

GA-EX58-UD5 (I use onboard sound, ALC889A, connected to Logitech 5.1 surround system)

Intel Core i7 920

6 GB RAM (1600 mhz)

Radeon HD 4870

Windows 8.1 x64

Granted, I do not use a dedicated soundcard, but it's not that I'm using a low-end motherboard...

I do however use quite a lot of mods (including Universe Replacer and BoulderCo's Cloud/City Lights mod)... When craft is sitting at the launchpad, KSP is using about 3020 mb of RAM memory (wasn't there a limit on 32 bit programs in Windows of using 3,2 GB RAM or something?). Nothing else is running at the same time when I play KSP (except for the typical stuff like Skydrive/Dropbox sync).

Ok, nothing wrong with your system here.

It must be a mod compatibility issue.

I use these without issue :

Generic Mod Enabler - v2.6.0.157

[C:\SteamLibrary\SteamApps\common\Kerbal Space Program\MODS]

  • 000_Squad
  • Chatterer_devBuild
  • FLAG MadKerbal
  • IoncrossCrewSupport_v1_11_dev4 (1)
  • KerbalAlarmClock_2.7.0.0
  • Kethane-0.8.2
  • KSPAlternateResourcePanel_1.2.1.0
  • KSPX v0.2.5
  • MechJeb-for-All_Science
  • Module Manager 1.5.6
  • ProceduralDynamics0.6
  • RasterPropMonitor.0.12
  • Romfarer_LazorDockingCam_v32b
  • SCANsat_b5
  • uploads-2013-09-EnhancedNavBall_1_2
  • uploads-2013-10-Aviation-Lights-v3.5
  • uploads-2013-11-TreeLoader_1.1.33
  • uploads-2013-12-Engineer-Redux-v0.6.2.2
  • uploads-2013-12-KAS_v0.4.5
  • uploads-2013-12-PartCatalog_2.4
  • uploads-2013-12-ProcFairings_2.4.3
  • uploads-2013-12-RemoteTech2_Release_1.3.3
  • uploads-2013-12-TacSelfDestruct_1.3.1.3
  • VisualEnhancments-6-7
  • uploads-2013-12-FerramAerospaceResearch_v0.12.4
  • AGM 1.3.1.0
  • KW Release Package v2.5.6B
  • uploads-2013-12-MechJeb2-2.1.1.01
  • DeadlyReentryCont_v4.3
  • uploads-2014-01-RealChute-v0.3.3.2
  • uploads-2014-01-ShipManifest.23.2.0_01032014
  • uploads-2013-12-LaunchCountdown_v1.6.1
  • uploads-2014-01-KerbalJointReinforcement_v1.7
  • Toolbar-1.4.2
  • uploads-2014-01-RCSBuildAid_v0.4.4

Try to unactivate mods you have which I don't and see if you can't find the one that mess things up.

Sound files are all loaded along launch clamp part in the flight scene, so the countdown sequence shouldn't be a problem even on low end hardware.

Hope it helps ;)

Link to comment
Share on other sites

Ok, nothing wrong with your system here.

It must be a mod compatibility issue.

I use these without issue :

Generic Mod Enabler - v2.6.0.157

[C:\SteamLibrary\SteamApps\common\Kerbal Space Program\MODS]

  • 000_Squad
  • Chatterer_devBuild
  • FLAG MadKerbal
  • IoncrossCrewSupport_v1_11_dev4 (1)
  • KerbalAlarmClock_2.7.0.0
  • Kethane-0.8.2
  • KSPAlternateResourcePanel_1.2.1.0
  • KSPX v0.2.5
  • MechJeb-for-All_Science
  • Module Manager 1.5.6
  • ProceduralDynamics0.6
  • RasterPropMonitor.0.12
  • Romfarer_LazorDockingCam_v32b
  • SCANsat_b5
  • uploads-2013-09-EnhancedNavBall_1_2
  • uploads-2013-10-Aviation-Lights-v3.5
  • uploads-2013-11-TreeLoader_1.1.33
  • uploads-2013-12-Engineer-Redux-v0.6.2.2
  • uploads-2013-12-KAS_v0.4.5
  • uploads-2013-12-PartCatalog_2.4
  • uploads-2013-12-ProcFairings_2.4.3
  • uploads-2013-12-RemoteTech2_Release_1.3.3
  • uploads-2013-12-TacSelfDestruct_1.3.1.3
  • VisualEnhancments-6-7
  • uploads-2013-12-FerramAerospaceResearch_v0.12.4
  • AGM 1.3.1.0
  • KW Release Package v2.5.6B
  • uploads-2013-12-MechJeb2-2.1.1.01
  • DeadlyReentryCont_v4.3
  • uploads-2014-01-RealChute-v0.3.3.2
  • uploads-2014-01-ShipManifest.23.2.0_01032014
  • uploads-2013-12-LaunchCountdown_v1.6.1
  • uploads-2014-01-KerbalJointReinforcement_v1.7
  • Toolbar-1.4.2
  • uploads-2014-01-RCSBuildAid_v0.4.4

Try to unactivate mods you have which I don't and see if you can't find the one that mess things up.

Sound files are all loaded along launch clamp part in the flight scene, so the countdown sequence shouldn't be a problem even on low end hardware.

Hope it helps ;)

Actually not related but a little hint Procedural Dynamics already is in version 0.7 and RasterPropMonitor is in version 0.13 ;)

Link to comment
Share on other sites

Ok, nothing wrong with your system here.

It must be a mod compatibility issue.

I use these without issue :

Generic Mod Enabler - v2.6.0.157

[C:\SteamLibrary\SteamApps\common\Kerbal Space Program\MODS]

  • 000_Squad
  • Chatterer_devBuild
  • FLAG MadKerbal
  • IoncrossCrewSupport_v1_11_dev4 (1)
  • KerbalAlarmClock_2.7.0.0
  • Kethane-0.8.2
  • KSPAlternateResourcePanel_1.2.1.0
  • KSPX v0.2.5
  • MechJeb-for-All_Science
  • Module Manager 1.5.6
  • ProceduralDynamics0.6
  • RasterPropMonitor.0.12
  • Romfarer_LazorDockingCam_v32b
  • SCANsat_b5
  • uploads-2013-09-EnhancedNavBall_1_2
  • uploads-2013-10-Aviation-Lights-v3.5
  • uploads-2013-11-TreeLoader_1.1.33
  • uploads-2013-12-Engineer-Redux-v0.6.2.2
  • uploads-2013-12-KAS_v0.4.5
  • uploads-2013-12-PartCatalog_2.4
  • uploads-2013-12-ProcFairings_2.4.3
  • uploads-2013-12-RemoteTech2_Release_1.3.3
  • uploads-2013-12-TacSelfDestruct_1.3.1.3
  • VisualEnhancments-6-7
  • uploads-2013-12-FerramAerospaceResearch_v0.12.4
  • AGM 1.3.1.0
  • KW Release Package v2.5.6B
  • uploads-2013-12-MechJeb2-2.1.1.01
  • DeadlyReentryCont_v4.3
  • uploads-2014-01-RealChute-v0.3.3.2
  • uploads-2014-01-ShipManifest.23.2.0_01032014
  • uploads-2013-12-LaunchCountdown_v1.6.1
  • uploads-2014-01-KerbalJointReinforcement_v1.7
  • Toolbar-1.4.2
  • uploads-2014-01-RCSBuildAid_v0.4.4

Try to unactivate mods you have which I don't and see if you can't find the one that mess things up.

Sound files are all loaded along launch clamp part in the flight scene, so the countdown sequence shouldn't be a problem even on low end hardware.

Hope it helps ;)

Well... Just tested with a complete stock install: It's because I want to launch big laggy ships.

Even in a stock install, I can hear "stuttering" in the audio when I try to launch a 300+ part ship (the test ship that I threw together can be found here: http://sdrv.ms/1dzgH8B)

So apparently, it was my system :P. Even with turning the graphics all the way down, I still get lag sometimes on my biggest ships, causing the audio to also "lag".

Link to comment
Share on other sites

I love this mod, but I have a question. I would like to use this mod with other launch clamps (like the one in the FASA pack). So I copied the MM code in the supplied configuration file and added it to the FASA clamps via MM, like so:

@PART[FASAlaunchClamp125]
{
MODULE
{
name = LaunchCountDown
}
MODULE
{
name = LaunchUI
}
}

(repeat for the other parts)

However, at the launchpad, instead of a countdown, I get an "all engines running" bit. Is there anything else I need to change to do what I want?

EDIT: A little more testing indicates it works with the launch towers, but not the launch clamps.

Edited by leops1984
Link to comment
Share on other sites

The countdown is a bit glitchy. Its not lagging it just sounds like its just moving through each clip. The clips don't really blend to sound like one sound file. It goes like "T-10" stops for a second then plays "9". It should just blend into it so it sounds like "T-10...9..." Still a cool mod but this is the only thing that bugs me. :)

EDIT: Nvm I figured out the problem. I was lagging so I turned down my settings and now its fixed. I love this mod. :)

Edited by tygoo7
Link to comment
Share on other sites

  • 3 weeks later...

The mod just adds a MM config that targets the launch clamps, should be a quick edit to include the FASA stuff.

Edit: Did it:

Change your Gamedata/LaunchCountDown/Parts/part.cfg to this:


@PART[launchClamp1]
{
MODULE
{
name = LaunchCountDown
}
MODULE
{
name = LaunchUI
}
}

@PART[FASAlaunchTower]
{
MODULE
{
name = LaunchCountDown
}
MODULE
{
name = LaunchUI
}
}

@PART[FASAUmbilicalTower]
{
MODULE
{
name = LaunchCountDown
}
MODULE
{
name = LaunchUI
}
}

@PART[FASAlaunchTower]
{
MODULE
{
name = LaunchCountDown
}
MODULE
{
name = LaunchUI
}
}

@PART[FASAlaunchClamp25]
{
MODULE
{
name = LaunchCountDown
}
MODULE
{
name = LaunchUI
}
}


@PART[FASAlaunchClamp125]
{
MODULE
{
name = LaunchCountDown
}
MODULE
{
name = LaunchUI
}
}


@PART[FASAlaunchClampAtlas]
{
MODULE
{
name = LaunchCountDown
}
MODULE
{
name = LaunchUI
}
}

(I know there is a MM syntax to list multiple parts but I don't know it so meh)

Edited by K3|Chris
Link to comment
Share on other sites

So, I'm running into some issues with this mod. (Quite annoying ones actually) The first is this error:

Zswicdt.png The ship is nothing more than the Mk1 command pod with Mk16 chute, TR-18A decoupler, BACC SRB and AV-R8 winglets. The launch clamps attach but when I hit the launch button the I/O error is thrown.

Also, when I attempted to remove and subsequently reattach the SRB I got the following: 06T7Wgl.png

When attempting to remove and then reattach the launch clamp I get the following: aQ4YSAh.png

After Removing the SRB in an attempt to replace it with liquid fuel tank and engine: CHON6Ym.png

There is no difference between using 1 launch clamp or 4, or liquid fuel/SRB propulsion stage.

Another issue is if I can get it to the pad (I quite literally had just the Mk1 command pod and a launch clamp) the audio skips. This is a clean install with only this mod. Is there a fix?

Link to comment
Share on other sites

Hi,

I would advise to place your KSP installation away from "users" or "system" folder like "My documents, program files, ..."

This might be the cause of IOexceptions.

Can you place your KSP_win in a folder like C:\Games\ and see if it helps. ;)

Link to comment
Share on other sites

Hi,

I would advise to place your KSP installation away from "users" or "system" folder like "My documents, program files, ..."

This might be the cause of IOexceptions.

Can you place your KSP_win in a folder like C:\Games\ and see if it helps. ;)

That seemed to fix it...

Link to comment
Share on other sites

Hello, i have an issue to report.

Likely due to mod incompatibility i can't use this mod, adding a launch clamp to a rocket creates a really weird glitch on the launch pad were I just see kerbin floating away and can't control anything. I would provide pics, but I am on my cell right now, has anyone experienced this before?

EDIT: Weird. Got it now, moving KSP form the desktop seems to have fized it, this folder is located in users after all... Odd, i think you should check the code, never have i had a mod giving toruble about this. Great mod anyway!

Edited by guto8797
Link to comment
Share on other sites

  • 2 weeks later...
This thread is quite old. Please consider starting a new thread rather than reviving this one.

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...