Jump to content

Voodoo8648

Members
  • Posts

    377
  • Joined

  • Last visited

Everything posted by Voodoo8648

  1. Ok thank you. I found the dll... it's hidden in an uncommon location. I had to go through all the folders one by one until I found it, but I got it installed and the dll seems to have mostly solved the freezing!!! It still freezes for about a half of a second, but it's much better than about 3 - three second freezes per science activity (9 seconds of freezing total per science)... THANK YOU!
  2. @ozraven, @Hexicube, @SpiritOffice Would one if you be willing to update this to ksp 1.3? I cannot use [x] Science because it freezes my game ever time I interact with anything science related. Thank you for any help
  3. I still have the KSS 0.7 (part 1) with clouds. With my install, the clouds initially work but if you exit to the main screen and then try to enter back into the game, the clouds will disappear. After this you must restart KSP. Otherwise, if you just downloaded KSS, the clouds are currently missing because of copyright issues. Clouds are being redesigned and will be reintroduced in Part 2 of KSS 0.7
  4. I uninstalled [x] Science, but now I'm finding that the list of completed and available science is quite crucial to a career. Is there a way to perhaps disable the Here and Now feature altogether and have just the [x] science portion that displays the available science? Maybe the "here and now" feature is the problem causing the freezing Maybe I didn't install @John007qwe's DLL file correctly? (John) could you tell me specifically how to install your dll file?
  5. Well, After restarting KSP and watching, the MemGraph, the intervals range from 46s to 70s.... I don't have so much of a problem with the garbage dumps as a do with the freezes caused by [x] science.... With having [x] science installed, I found that any interaction whatsoever with anything science related causes freezing. It doesn't necessarily need to be the automatic pop up... If I right click on an experiment and run the science sample, the game freezes. After UNINSTALLING [x] science, the problem vanished. I can run science experiments all day long without the game freezing. I installed [x] science again, and the problem returned.
  6. @John007qwe & @Jognt here is a screenshot of my MemGraph.... each individual green spike is a 2-3 second game freeze.. USUALLY it is from an [x] science notification. Each red garbage collection line is also a game freeze... you can see how much my game freezes
  7. Well, I tried out both the DLL, and the MemGraph... and neither worked. I followed the instructions on the MemGraph thread but I still get the really bad freezing every 50s or so. The garbage collections PLUS the X Science freezes combined still make it unplayable. Maybe I'm not installing the DLL correctly? I notice there are many files in the download and I'm not sure exactly what I need to copy and where to copy it to. I copied the [x] Science! folder into my Game Data folder. Can you tell me exactly how to install the DLL file? @Jognt
  8. Well, given that the freezing occurs when there is notification that either: a. I enter a new biome, or b. The science window appears upon availability It's safe to assume that the problem would go away if I uninstall [x] Science (because those notification events wouldn't occur). The freezing seems to occur because of the notifications, not because I'm entering a new "situation".
  9. @Z-Key Aerospace I read a couple posts from back in 2015 that people were having issues with their game freezing every time the [x] science window popped up, and you acknowledged the issues and had plans to fix it. I am running th latest version of [x] Science and KSP 1.3 and my game freezes for up to 4 SECONDS every time the science window pops up. Is there any fix? 4 seconds is a long time. I have 32gb of RAM and a 6 core 5930K processor. Titan X (12gb VRAM) Thanks for any help
  10. Is it enough to make the mod "Trajectories" inaccurate? Is there a way I can revert the aerodynamics back to stock?
  11. @StarCrusher96 Does KSS change any aerodynamics? particularly on Kerbin?
  12. Why Are my landings so inaccurate? Landed about 1,000 Km show of where the Trajectories mod said I would land. I've used Travectories for a long time and it's never been accurate... Im just now asking.
  13. yes, the Tracking station is upgraded to Lvl 2...MJ should not have anything to do with the problems that I am experiencing. Im not using MJ to create or execute these simple maneuvers. I am relying on RT's flight computer to do the job. The readings at the top of my screen are from Kerbal Engineer by the way... not MJ.
  14. I was not aware of the 3 hour delay in that. Thank you... The flight computer seems to be pointing toward the maneuver nodes now and it's not jumping around during burns... for now I am experiencing a few more problems: 1. The Flight computer's time to node burn does not match Kerbal Engineer's "Time to Node Burn"..... RT's computer starts burning too late. I have signal delay turned OFF in the config. 2. Upon execution of this 800 dV maneuver node, the engine starts to burn only for a split second but then immediately turns off. The flight computer indicated "the maneuver node has been removed". I have 100% electricity and sufficient fuel.
  15. @Pamynx Thank you soo much for keeping this mod alive... I'm surprised the concept of Kerbal breeding and death isn't more popular. Can you please provide an approximate time frame for implementing working breeding and death? I am playing in career using a multiple star system mod called Kerbal Star Systems .... I'm wanting to send kerbals to other stars but want it to take multiple kerbal generations to reach the other star. @StarCrusher96
  16. Not that I'm currently aware of, but I was speaking conceptually. Maybe kerbalkind hasn't yet developed the technology to crogenically freeze kerbals but has developed the technology to achieve a sizeable percentage of the speed of light and will require multiple (conceptual) generations to reach a destination exoplanet.
  17. I would be available for testing. But please remember, KSS is a pretty serious mod and designed for realism (in a kerbalized way). I currently use TAC Life Support, but if a new Kerbalism will be better then I may consider switching. Also, food can still be relevant regarding interstellar travel. If we built a large colony ship designed for multi generation travel using conventional rockets or near future rockets, then perhaps there's on board greenhouses or food supply for multiple generations of kerbals. Do not discount the need for food while traveling to other stars.
  18. I am using the latest version of MJ and this is a new career. Flight computer WAS working in LKO up until now when I needed to execute a maneuver node with a high inclination and eccentricity. THREE problems to report: 1. While using the flight computer, the probe did not align to the maneuver node when it was supposed to. 2. After I used Smart ASS to align to the maneuver prograde, the probe was jumping around the node during the burn. 3 When I lost comms connection, the burned stopped because of no connection. (which is not supposed to happen when using the flight computer.) I did not modify the the signal delay. Here is a link to my output_log: https://1drv.ms/t/s!AvUWxjgM4SuQhc5xKUi2MmgULM4N2A
  19. Well, it appears that restarting KSP fixed it... and enabling colliders fixed the rocket falling thru the platform... so far.
  20. I am also having a problem where if a rocket (regardless of size) sits for a few seconds on the launch platform of great EZ Kape, the rocket will fall through the platform into the water.
  21. Hi, I installed a new Launchpad near the Great EZ Kape and tagged it as a "RP" Rocket Pad. The new launchpad is open and I tried to launch from this new pad but I get an error saying, "the Launchpad is out of service. Not in serviceable condition. Cannot Proceed. There is no damage to any facilities from the main KSC screen and I turned on indestructible buildings.
  22. What building / facility do I need to install a ground station so I can control unmanned rockets at launch pads like Great EZ Kape? There
  23. I am using Remote Tech 2 and I am trying to launch an unmanned rocket from Great EZ Kape but there is no signal. I can't launch without a connection. Is this a bug or what am I doing wrong? I have activated all the radar stations in the Base Boss. EDIT: I can now see which Helipads, and other facilities have RT Ground stations (the red dot) but EZ Kapes doesn't have a RT ground station. I've tried adding every dish, comm station that I could find and I still can't get a comms connection.
×
×
  • Create New...