malkuth Posted February 19, 2014 Share Posted February 19, 2014 Odd, When I was getting lag, I looked under the debug and found that there where loads of null reference errors every second, which cause lag (normally, based on when I have had it happen before)Not what I was refrencing.. But your right null refernces over and over cause massive lag and other issues, and eventually can shut down just about everything in KSP and cause all kinds of issues. Link to comment Share on other sites More sharing options...
Rubber Ducky Posted February 19, 2014 Author Share Posted February 19, 2014 I was just reading through the pages.. Rubby Ducky you say you can disable the rendering with this mod? Does that by chance get rid of the major bugs people are experiencing? Now.. idk about anyone else, but personally im okay with just the flares and planets. If this mod is stable with just those features alone then that'd be all I need.Yep, go into Settings.cfg and set maxDistance to -1. It should be stable then.Testing out some possible solutions with WillHop (thanks btw!) -- if this last build doesn't fix it, then I'll update the plugin to disable vessel rendering by default until I can work out the issue. Link to comment Share on other sites More sharing options...
Hedd Posted February 19, 2014 Share Posted February 19, 2014 Um just time-warped and this happened ... Luckily I had a backupAny Ideas?Edit: It keeps doing it so im going to have to remove the plugin and try againEdit2: Works fine without this plugin, i hope theres a fix as this looked greatI had something similar happen. Part of my space station would "appear" embedded in the crew cab of the ship I was flying at random. Occasionally I'd reload on the launchpad and see it already sticking out of the front window. I removed the mod and it went away so I can only assume it's something here. Link to comment Share on other sites More sharing options...
Yaeah Posted February 19, 2014 Share Posted February 19, 2014 I have been waiting for this, Thanks for creating such a brilliantly simple, yet powerful mod! Link to comment Share on other sites More sharing options...
Rubber Ducky Posted February 19, 2014 Author Share Posted February 19, 2014 Hey everybody, plugin updated (again). Added a new setting to easily toggle vessel rendering, and now vessel rendering is disabled by default. You should be safe to use this plugin now.It also has a bit of progress with the accursed ship breaking, they no longer explode a few kilometers above the launchpad. However, WillHop is still reporting some same issues, so I wouldn't enable this feature if you want a stable game.Also, I included a bunch of other color definitions for other planet mods:Real Solar Systemmetaphor's reconfiguration of Real Solar SystemAlternis KerbolAll the default PlanetFactory planetsSee the OP for further details. Link to comment Share on other sites More sharing options...
NathanKell Posted February 19, 2014 Share Posted February 19, 2014 Oooh, you hero you. I was worried about the colors being off and you do my work for me. Extra awesome for an already awesome mod! Link to comment Share on other sites More sharing options...
GavinZac Posted February 19, 2014 Share Posted February 19, 2014 Hey everybody, plugin updated (again). Added a new setting to easily toggle vessel rendering, and now vessel rendering is disabled by default. You should be safe to use this plugin now.It also has a bit of progress with the accursed ship breaking, they no longer explode a few kilometers above the launchpad. However, WillHop is still reporting some same issues, so I wouldn't enable this feature if you want a stable game.Also, I included a bunch of other color definitions for other planet mods:Real Solar Systemmetaphor's reconfiguration of Real Solar SystemAlternis KerbolAll the default PlanetFactory planetsSee the OP for further details.I'll give it a go. My poor Kerbals! Link to comment Share on other sites More sharing options...
WillHop Posted February 19, 2014 Share Posted February 19, 2014 After going through a few builds Rubber Ducky sent me (and having rapid unplanned dissassembley on all of them) v1.2 reported no issues at all. Hopefully this one is safe to use! Link to comment Share on other sites More sharing options...
Boamere Posted February 19, 2014 Share Posted February 19, 2014 (edited) Not what I was referencing.. Oh right sorry Edit: Is this new one safe? For sure? I would love to be able to use it Edited February 19, 2014 by Boamere Link to comment Share on other sites More sharing options...
WillHop Posted February 19, 2014 Share Posted February 19, 2014 Well, the issues I was having with the previous versions did NOT replicate themselves in this new version, v1.2 - hoping that means its safe, yeah! Report any problems here if you have them Link to comment Share on other sites More sharing options...
bulletrhli Posted February 19, 2014 Share Posted February 19, 2014 Ive noticed a slight compatibility issue. I used 1.2 without the Interstellar mod (0.13) and it worked just fine, but together they cause the client to crash just as the game finished loading. The error log produces no useful information so I have decided not to post it. Link to comment Share on other sites More sharing options...
GavinZac Posted February 19, 2014 Share Posted February 19, 2014 Seems to be safe, but I'm getting memory crashes now. Probably just my over-modded game. Link to comment Share on other sites More sharing options...
vardicd Posted February 19, 2014 Share Posted February 19, 2014 Ive noticed a slight compatibility issue. I used 1.2 without the Interstellar mod (0.13) and it worked just fine, but together they cause the client to crash just as the game finished loading. The error log produces no useful information so I have decided not to post it.I cannot replicate this, my game loaded just fine with interstellar and this mod {1.2} Link to comment Share on other sites More sharing options...
Crater Posted February 19, 2014 Share Posted February 19, 2014 Ive noticed a slight compatibility issue. I used 1.2 without the Interstellar mod (0.13) and it worked just fine, but together they cause the client to crash just as the game finished loading. The error log produces no useful information so I have decided not to post it.Crash to desktop at the end of loading is most commonly caused by out of memory - especially if you just added a big mod such as Interstellar.Do you use any texture memory reduction method, such as Active Texture Management? Link to comment Share on other sites More sharing options...
vardicd Posted February 19, 2014 Share Posted February 19, 2014 So far I have not experienced any crashes, unplanned disassembly, or errors. I have noticed a slight increase in lag, but that might be because I have too many mods. Link to comment Share on other sites More sharing options...
Boamere Posted February 19, 2014 Share Posted February 19, 2014 So far I have not experienced any crashes, unplanned disassembly, or errors. I have noticed a slight increase in lag, but that might be because I have too many mods.I didn't really notice any lag,I mean all it's doing is making colours right? Link to comment Share on other sites More sharing options...
pingopete Posted February 19, 2014 Share Posted February 19, 2014 This mod has caused some very weird problems for me. It caused a single AIES solar panel to spawn inside my craft's glitching and shaking them to bits and destroying my rockets a few seconds after takeoff. The flight log simply states: 'collided with node'. I got this mod for the hubble telescope mod but unfortunately it began creating game breaking, craft destroying glitches so I had to uninstall It's no doubt an incompatibility with one of the many mods I have running and not just a problem on its own, but I thought I'd let you know and anyone else know who may be having similar problems. Link to comment Share on other sites More sharing options...
Rubber Ducky Posted February 19, 2014 Author Share Posted February 19, 2014 I didn't really notice any lag,I mean all it's doing is making colours right?It is calculating a ton of stuff about every planet, every vessel, every frame, I wouldn't be surprised if some users are experiencing some minor lag.You can reduce some lag by telling the plugin to skip drawing flares for debris -- go into Settings.cfg, and under "DistantFlare", set "ignoreDebris" to "true". It should be between the flareSize and debrisBrightness fields. You know, I should really look into making a nice GUI for settings in-game.This mod has caused some very weird problems for me. It caused a single AIES solar panel to spawn inside my craft's glitching and shaking them to bits and destroying my rockets a few seconds after takeoff. The flight log simply states: 'collided with node'. I got this mod for the hubble telescope mod but unfortunately it began creating game breaking, craft destroying glitches so I had to uninstall It's no doubt an incompatibility with one of the many mods I have running and not just a problem on its own, but I thought I'd let you know and anyone else know who may be having similar problems.Be sure you have version 1.2 (updated last night), and that you haven't enabled vessel rendering (it's disabled by default). Link to comment Share on other sites More sharing options...
Boamere Posted February 19, 2014 Share Posted February 19, 2014 It is calculating a ton of stuff about every planet, every vessel, every frame, I wouldn't be surprised if some users are experiencing some minor lag.You can reduce some lag by telling the plugin to skip drawing flares for debris -- go into Settings.cfg, and under "DistantFlare", set "ignoreDebris" to "true". It should be between the flareSize and debrisBrightness fields. You know, I should really look into making a nice GUI for settings in-game.Be sure you have version 1.2 (updated last night), and that you haven't enabled vessel rendering (it's disabled by default).There are 2 lots of "ignore debris" Should i change both to true? Link to comment Share on other sites More sharing options...
Rubber Ducky Posted February 19, 2014 Author Share Posted February 19, 2014 There are 2 lots of "ignore debris" Should i change both to true?The bottom one is the one I'm talking about. Link to comment Share on other sites More sharing options...
frizzank Posted February 19, 2014 Share Posted February 19, 2014 I have to say that I never thought adding such a small thing could have such a large impact. It really adds a lot to the visuals. Link to comment Share on other sites More sharing options...
nukeboyt Posted February 19, 2014 Share Posted February 19, 2014 "Very impressive! It Adds a level of realism that was needed" he said, as he watched Minimus and Moho flicker in the pre-dawn sky. Link to comment Share on other sites More sharing options...
NovaSilisko Posted February 19, 2014 Share Posted February 19, 2014 This is awesome. I award you an unprecedented FOUR gold stars:★★★★ Link to comment Share on other sites More sharing options...
nubcaker Posted February 19, 2014 Share Posted February 19, 2014 Hurray! v1.2 fixed the panel colliding issues for me. I've been wishing for a way to see your sattelites/stations zooming by in the night sky for a long time. I can't thank you enough for this little mod! Link to comment Share on other sites More sharing options...
VaporTrail Posted February 19, 2014 Share Posted February 19, 2014 Stable release? Clicky, vrrrrrrrrrrrr... ding. Link to comment Share on other sites More sharing options...
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