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Jashin

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Everything posted by Jashin

  1. Thanks Galileo! I'll test my fully modded install and I'll set another install up with only SVE and SVT to measure the difference between the two. I have many parts mods and I'm now at a point where I try to optimize my config so the game doesn't crash too much and I can have a reliable experience. Edit: from what I've seen so far, I'm getting 60+ FPS with a vanilla install and only SVE + SVT, compared to about 40 with my heavy modlist.
  2. Just wondering what's your average FPS like with the high resolution version of SVE + Stock Visual Terrain? I have an overclocked GTX1080 and a i7 4690K running at 4.4 GHz and I'm getting around 40 FPS at KSC (main scene/Launchpad).
  3. Same here @TriggerAu if you need a tester count me in! I'm getting this bug constantly with my heavy modlist, I'd be happy to help test your fix.
  4. @ockidj The default config files for the EVE mod are found in the Boulder Co folder as you said, however Stock Visual Enhancements overwrites those files and creates a new folder for the configs : it's just called StockVisualEnhancements. Inside you will find exactly the same structure as in the Boulder Co folder.
  5. Hi Yemo, I've been using your mod for quite a while and I'm now beginning a new 1.2 career mode. I tried to use Porkjet's overhauled parts but there is a slight compatibility issue with UbM here: basically the overhauled parts seem to create duplicates in the tech tree causing me to have a Mk1 pod in the first node thus defeating the purpose of your mod. Is there a way to write a quick MM patch to solve that? I know how to make one to hide the stock counterparts but I do not know how to proceed for this. A simple compatibility fix would be greatly appreciated if you can have a look at it. Thanks for your hard work on this great mod!
  6. TriggerAu, from what I've seen the flicker in the AppTray is limited to the content of the menus themselves, not the icons in the AppTray. To clarify : if the whole UI is flickering and you open the Engineer window for instance, the content of that window will not be shown. I haven't seen this bug so much though, on my end it was limited to the parts catalog which flickered a lot. I'm really glad you got it fixed because I can build anything without the whole thing just flickering in and out a couple times per second right now.
  7. Yeah I'd wager it's something to do with the Unity update. I've never noticed this before in any previous version.
  8. So glad you're addressing this @RoverDude! I noticed it first in your own stream when you were building a vehicle, and now it's happening all the time in my own game and it's frankly hard to build anything with this amount of flickering. Please let us know how it goes
  9. I'm with you Tr1gg3r, it's a particularly annoying bug as I can't stand having my whole screen turn into some disco stuff while I'm building planes and rockets for hours. User LeLeon has found a way to reproduce this bug in a stock environment, hopefully this will give some traction to the issue at hand. I wish I could upvote more than once...
  10. I have the flicker glitch too without Kerbal Engineer, so it's definitely not the culprit. I compared my modlist to others posted here and I think we can safely assume that this has to do with the number of parts in the catalog rather than a specific combination of mods. I hope Squad will have a look at it. However, they could argue it's not a stock bug since it doesn't happen in the stock game. There's something wrong with the part catalog though..
  11. My bad. I've checked the other thread you pointed to and it is indeed the same issue as I've been experiencing. So, not a Filter Extensions issue but a stock one it seems.
  12. Hi Crzyrndm, I have noticed an odd visual glitch on the parts menu : when I hover on the parts or over zones of the catalog, the whole UI flickers and partially disappears. It's not a huge deal, but I thought I'd just file a report here anyways. I've tested with and without your mod and the glitch only occurs when I turn on Filter Extensions. Here's a screenshot to see what I'm talking about : here
  13. Thansk blu3wolf, I'll test it right away. I couldn't find it in the cfg file itself. That did the trick and I can play ! That was the last issue I had on my modded install. Thanks a bunch
  14. I'm getting huge slowdown on EVA for some reason. My FPS is fine when I'm piloting a ship but as soon as a Kerbal exits I'm down to about 10 FPS and the Garbage Collector kicks in every 2 seconds or so. Is anyone having the same issue ?
  15. Awesome work as always Proot ! The result is fantastic and I'm glad to be returning to KSP for this new version. Just a quick question (to Proot and the users of his mod) : what are your CPU/GPU specs ? I can't avoid the lag with the combination of Scatterer + EVE and I'm running on a i7-4790K + GTX 670 (4GB VRAM). I was wondering if the majority of the forum uses something like a GTX 970 or better. I'm planning on upgrading when the GTX 1080 is out, but in the meantime I'm stuck below 20 FPS haha
  16. Thank you so much for this Sumghai and Starwaster as well ! This has been one of my top 5 mods for a very long time. I'm just getting back in KSP since I got frustrated by the constant crashes of 1.0 (too many mods, not enough x64...) and I just saw the SDHI SMS already updated. This is fantastic! Gonna test it right away.
  17. Hi everyone ! I have a major issue with KIS which seems to be only happening to me according to this thread : I can't for the life of me find the Screwdriver, Wrench or any of those vital parts in the editor ! They do appear in the Tech Tree, I've unlocked them a long time ago, but they do not appear anywhere in the Utility tab. I've added the Filter Extension mod : they don't show up after a search for these names, nor under the KIS tab. Is there something obvious I'm missing ? EDIT : let this be a lesson for all ! I didn't do enough research If anyone happens to be as blind as I was : in the PDF manual I just found, it says that KIS adds a new tab in the editor, under the Science tab. The icon is a Kerbal with a helmet. What threw me off is that this tab was at the very end of all the tabs that the Filter Extension mod has !
  18. Hi everyone ! I'm having some trouble setting up a good ascent profile for MechJeb + FAR. Basically, my rocket always ends up going too fast in the lower atmosphere and is destroyed by the Mach effects. What I do when I'm flying manually is : - Reach 100 m/s at about 1 km or slightly less - Start a slow gravity turn by pointing the rocket 5-10° East - Aim for 300 m/s at 10 km - Eyeball the rest of the gravity turn by checking the evolution of the Mach effects around the rocket With MechJeb ascent guidance, it becomes : watch the rocket disintegrate at 5 km as it goes over the speed of sound. The only way to prevent this would be to use the "Limit to terminal velocity" function, but it never worked with FAR. Is there an alternative to keep the rocket from overspeeding while in the dense layers of the atmosphere ?
  19. Thanks a lot for the fix and the explanation. Cross-mod compatibility is always hard to implement, and I'm running so many mods it was bound to happen at some point. Things will iron out eventually but in the meantime I'm glad to know how to prevent my rockets from exploding internally
  20. Svm420, I have just launched again the two rockets with the debug menu on. The Procedural Fairing one spammed this in the debug log : "Deadly Reentry.moduleAeroReentry KzResizableFairingBase : PartThermalData is NULL !" I assume KZ stands for Keramzit, which is the old name for the Procedural Fairing folder and mod. The second rocket, using KW Rocketry fairing, does not show anything in the log, either at launch or later. However, I was able to check the part menu by right-clicking the MechJeb case under the fairings right before it exploded. Here's the screenshot :http://i.imgur.com/LGd2Rd2.jpg
  21. Hi there Starwaster. I'm trying to pinpoint the reason why my MechJeb cases blow up so easily as of late. I'm using the latest version of DRE (the results are the same with or without the latest config you've uploaded in this thread), FAR (latest stable version), as well as the Critical Temp Highlighter mod which highlights the part that is currently under the most thermal stress. In two rockets I built, my MechJeb cases explode either on the Launchpad (overheating in about 1 second without me doing anything) or at about 10 km. Either way, the probe I intend to send to space is shielded inside a huge fairing, which does not seem to overheat at all : I'm very mindful of my ascent profile, and try to limit the Mach effects at a minimum level. What is also weird is that the MechJeb case's survival depends on the type of fairing I'm using : Procedural Fairings (the mod, not the new stock feature) kills it on the Launchpad, while KW Rocketry fairings allow it to survive until about 11 km. I've also noticed that it survives for a little bit longer if placed the furthest away from the top of the fairings. It doesn't prevent its inexorable demise, though. Here are the two rockets I built : http://imgur.com/a/11xrZ
  22. Hi there Ferram. Thanks a lot for all your work on the last update, it was a pleasure to discover how you used the new aero model for this version of FAR. I have been using the old version since 0.23 to this day, and I seem to be having a harder time launching my rockets now. I've tried to launch a big one recently and it seems to be quite hard to steer properly : I think I'm reaching terminal velocity too early in the lower atmosphere, going transonic a little bit before 10km because of some powerful boosters. I will try to see if less powerful ones will do the trick, but I was just wondering whether the ascent profile I was using before needed some change with the new FAR : I used to be steering the rocket very early at liftoff about 5° West and then simply proceed with my gravity turn as usual. Again, thanks for your work
  23. Haven't tested it myself, but you can go on and do it ! Nothing will break out of control if you set up a clean testing environment. Copy-paste a clean 1.0 KSP install anywhere (in order to keep your own install safe), and only install the mod you're testing. If it works, good. If not, just delete the whole folder, check out the mod for now. Nothing bad will happen this way.
  24. It looks like the whole idea got "stocked" ! All textures have been converted to DDS and the DDS loader itself has been overhauled. On my SSD, KSP loads under 20 seconds. Wow. I hope this will set the DDS standard for all mods. On the other hand, we're going to run short of memory really soon on Windows...
  25. This is what I found when I entered the world of Kerbal about two years ago, a mature and friendly community and the most generous I've seen in gaming. I got guidance on Reddit when my creations failed and I did not know why. I got help here when I jumped head-first into mods and things inevitably broke. Of course we had our times of trouble and drama, for instance when the 64 bit "hack" pressured modders into trying to fix problems that weren't theirs and so on. But in my opinion this has not changed our community. This is not our "Eternal September". It is the fabulous opportunity to welcome new people and help them enjoy the hell out of the game we love. Let us not cling to our respective memories about version XX.x and the good old times instead.
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