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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)


Claw

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Hey kerbonauts. I just posted this on the other thread, but I haven't seen any stack traces yet. I'm happy to take a look at how to improve the compatibility with KIS, if folks happen to have the traces (or an indication of where the incompatibility is). In the past, I've had to rename modules and such to prevent mod compatibility issues. So I'm open to insights as to what needs work.

Cheers,
~Claw

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  On 6/11/2016 at 6:04 PM, Cairol said:

The parachute spread feature does not work for me. But it's actviated.

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Are you using real chutes or FAR ? FAR change stock parachute to the light version of real chutes. Spread parachute feature works only with stock parts.
If it is not that, then you probably didn't install something properly. It is hard to guess what is going on without any more info.

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Yes, I actually use FAR. But I didn't remember this feature was not working for FAR.
I'm pretty sure I used FAR and the Plus module of SBM in 1.0/1.0.5.
But maybe I'm mistaken here. There was a phase in 1.0.5 where I had FAR uninstalled...

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I've created a new fix to try. It is not currently in the main StockBugFixPlus download, but you can download from below. It includes both a fix for the high CPU utilization, and a potential fix for the VAB/SPH crash.

To install, just unzip in the GameData directory. To uninstall, delete the directory.

For the high CPU utilization in the VAB/SPH, it now uses the stock game settings "Show Space Center Crew" option. If you have that option disabled, then all animated ground crew is disabled (thereby reducing CPU utilization).

https://www.dropbox.com/s/gyyaavynxkwtxhg/EditorCPUFix v00.02.zip?dl=0

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  On 6/15/2016 at 1:59 AM, Claw said:

I've created a new fix to try. It is not currently in the main StockBugFixPlus download, but you can download from below. It includes both a fix for the high CPU utilization, and a potential fix for the VAB/SPH crash.

To install, just unzip in the GameData directory. To uninstall, delete the directory.

For the high CPU utilization in the VAB/SPH, it now uses the stock game settings "Show Space Center Crew" option. If you have that option disabled, then all animated ground crew is disabled (thereby reducing CPU utilization).

https://www.dropbox.com/s/gyyaavynxkwtxhg/EditorCPUFix v00.02.zip?dl=0

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Darn, that's some good stuff there claw :lol:

Can you give some nob-friendly explanation (or adequatly used buzzwords) to tell us what's the cause of the cpu-usage and source of crashes?

 

EDIT, nevermind:

  Quote

 * Deactivates VAB and SPH lighting, ground crew, and vehicles.
 * Hopefully fixes editor crashing issue.

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Now I see why it wasn't activated at beta release. Could've said something. :o

Edited by Temeter
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  On 6/18/2016 at 9:56 PM, Temeter said:

Can you give some nob-friendly explanation (or adequatly used buzzwords) to tell us what's the cause of the cpu-usage and source of crashes?

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Turns out to primarily be the way the moving lighting on the models is interacting with the new engine. All the animated parts are causing CPU load to some extent, but the moving lights seem to have the biggest impact.

We've sorted out a fix for the editor crashing, but the core problem of the crashing isn't clear (since it has to do with resource cleanup).

 

  On 6/19/2016 at 8:15 PM, Voodoo8648 said:

will this fix the exploding rover wheels and landing gear?

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Unfortunately no, there's currently no fix out for exploding wheels/gear.

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  On 6/20/2016 at 6:00 AM, Claw said:

Turns out to primarily be the way the moving lighting on the models is interacting with the new engine. All the animated parts are causing CPU load to some extent, but the moving lights seem to have the biggest impact.

We've sorted out a fix for the editor crashing, but the core problem of the crashing isn't clear (since it has to do with resource cleanup).

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Thanks, that's interesting. I assume that's why there is less lighting in the part list? Also, I guess one thing I could do to limit issues is not activating light parts in editor?

Crashing itself isn't totally limited to the editor in my experience, but I can play the game for a long time without getting a crash outside the editor. And that's in a 9GB modded game, so some crashes might be caused by mods too. Although KSP is kinda impressive in how rarely i've ever seen a mod causing crashs.

Otherwise, I just guess Unity's garbage collector stays true to his name. :3

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  On 6/20/2016 at 6:38 AM, Temeter said:

Also, I guess one thing I could do to limit issues is not activating light parts in editor?

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Lights that aren't moving around in the editor aren't that CPU hungry. At least, they don't seem to be anywhere near as hungry as the lights that are moving around.

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Will this fix my rover suspension bug? My rover wheels compress their suspension, even when my rover is stationary. The rover doesn't work and I can move anywhere. Literally having my rover touching the ground makes the wheels not support the rover. The rover is light, and worked well on Kerbin, but I took it to the mun and It broke

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  On 6/20/2016 at 5:15 PM, Spartwo said:

Does the inflight ship saver still work?

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No, not currently.

 

  On 6/22/2016 at 10:11 AM, BashGordon33 said:

Will this fix my rover suspension bug?

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There aren't any fixes for the wheels. It sounds like the wheels may be decompressing and touching something else when it doesn't have enough weight on it.

Something else you can try is editing the clipping parameters in settings.cfg

WHEEL_CLIP_OFFSET = 0
WHEEL_CLIP_RANGE = 1
WHEEL_CLIP_MULTIPLIER = 1.05

 

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  On 6/22/2016 at 4:15 PM, Claw said:

There aren't any fixes for the wheels. It sounds like the wheels may be decompressing and touching something else when it doesn't have enough weight on it.

Something else you can try is editing the clipping parameters in settings.cfg

WHEEL_CLIP_OFFSET = 0
WHEEL_CLIP_RANGE = 1
WHEEL_CLIP_MULTIPLIER = 1.05

 

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Oh alright thanks. I've been having this problem with every rover I ever sent to the moon

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  On 6/23/2016 at 12:08 AM, SilverlightPony said:

Out of curiosity, is there a particular reason this isn't available via CKAN?

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By default, CKAN only shows mods that say they are compatible with your current version.  Stock Bug Fix is only marked as compatible through 1.1.2 so if you updated to 1.1.3 it will only show up if you change the filter setting.

Note that you still won't be able to install it, CKAN only allows you to install compatible mods when using the GUI, (IIRC it's possible to force an install when using it from the command line).

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  On 6/23/2016 at 4:31 AM, Chakat Firepaw said:

By default, CKAN only shows mods that say they are compatible with your current version.  Stock Bug Fix is only marked as compatible through 1.1.2 so if you updated to 1.1.3 it will only show up if you change the filter setting.

Note that you still won't be able to install it, CKAN only allows you to install compatible mods when using the GUI, (IIRC it's possible to force an install when using it from the command line).

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Nevermind, I found it.  I derp'd.

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Oh I uhh... hm. @Claw, I just noticed that I accidentally gave Stock Bug Fix Modules 1/5 stars sometime in the past... I'm wondering if there's any way to remove that vote once it's been cast? I'm feeling very guilty all of a sudden :blush: :sealed:

Edited by Avera9eJoe
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  On 6/27/2016 at 6:43 PM, Avera9eJoe said:

I'm wondering if there's any way to remove that vote once it's been cast?

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I think you can recast your vote by clicking on the desired star. At least that seems to work for me (I'm not sure if that's because of my permissions).

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  On 6/15/2016 at 1:59 AM, Claw said:

I've created a new fix to try. It is not currently in the main StockBugFixPlus download, but you can download from below. It includes both a fix for the high CPU utilization, and a potential fix for the VAB/SPH crash.

Expand  

Has this been superseded by 1.1.3 or is it still useful?  (Same question for StockBugFix 1.1.2?  I know I've greatly appreciated the parachute fix-- chutes not clipping into each other in animation-- in the past!)

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