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stk2008

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  1. Sorry to keep posting this but any one got any ideas on this
    when I fly below 150m (ground hight its best to fly over the sea as thats level so makes it easier to do) I get a consistant 50+ FPS
    iELFaCj.jpeg

    But as soon as i touch 150m FPS drops a lot around the 30 to 40 FPS

    hrDPG98.jpeg

    the game does it on a completely vanilla game to you need to disable any FPS capping so V sync off and disable the FPS cap and you will see a pretty big FPS drop as well.
    EDIT
    if testing on vanila game the hight is higher I think its 250m or some thing but can be easily tested look for an FPS drop.

    Thanks in advance

     

  2. I might be wrong here, but if you have only two KR-14's on each satalite, then the satalite closest to earth can't relay to the second satalite because you have set it to ship only?

    Try setting the satalite closest to earth to connect to the other satalite, then the other satalite to receive on one KR-14's, then the other to the controlled ship.

     

    sat 1 closest to Kerbin

    1 KR-14's mission control

    2 KR-14's other satalite

     

    sat2

    1 KR-14's recieve from sat 1

    2 KR-14's controlled ship

     

     

  3. 1.12.3 using latest verion of FAR and other mods.
    I use a mod that creates and packages debug info cant remember the name of the mod now but all mods used and stuff should be in the zip on first post.

    I would look through the MM pacthes and other things but I really would have no clue what to look for :(

     

    Thanks

    another example using stock wing COM moves inline with COL

    NmG8Lg0.jpeg

    but using this wing COL moves independant of COM

    p7Czxn1.jpeg

     

  4. Hi all I got an odd issue if I move lets say the engines from

    fzWBjpo.jpeg

    to

    nUjD43Y.jpeg

    surely the COL should not move like this?

    no if I drag the engines and not let go of left mouse button the COM actually acts how I would expact it to but as soon as I let go the COL also moves

    dMD7M2p.jpeg

    if some one could take a look for me that would be great.I am using a load of mods though but I have zipped up every thing needed below

    thanks in advance :)

    https://oshi.at/WFxW/KSPBugReport_2023-07-05_194408.zip

     

  5. Hi all...I know I have mentioned this before but it would be awesom if some one could look into this as I think we could gain a lot of performance from it.

    So I am running a load of mods BUT this issue is also present in a very small mod build (FPS counter mod etc).Set your FPS to unlimted in optoins this gives best result

    my worry is this.

    if you fly a craft below 150m (set alt meter to sea level) so example 149m the FPS is very good see pic

    QsqwqCY.jpeg

    but as soon as you brush 150m the FPS tanks (its more noticable in a heavy modded game but its still present in vanilla but not as much) see pic of FPS drop (top right)

    zTrC8Lq.jpeg

    the drop is about 20FPS which is huge considering I am only going above sea level by 1M.

    Why does it do this if we can figure this out and if its fixable a heavy modded KSP game could gain a huge boost.

     

    Thanks :)

     

    EDIT
    just added two more pic same issue first one below 150m

    TPqKUxg.jpeg

    second one at 150m

    sNWoGKs.jpeg

    Ok I have just found out something really interesting that might help :)

    if you go into sound optoins and turn OFF craft noise but leave the rest mainly ambient.

    now do the same test stay below 150m seal level and listen you cant hear much but touch 150m and BOOM you get a ambient noise playing as soon as you hit the 150m mark is it the sound causing the lag?

    let me see if I can find the audio file and delete it :)

     

  6. Thank you Linux

    sorry for the late reply.I did what you said and all was well after :).

    P.S
    you said in your last post to me "
    It was very hard to read the actual error message, next time, please try to get just the error itself.  I was able to, finally, read it. "

    I did go straight to the editor and replicated the error and instantly uploaded the log.....

    is there a better way of doing this or could you explain what exactly you wanted as I am confused.

    P.P.S
    this is a genuine question I am honestly trying to understand how I can best help you to help me :)  as i even use a tool that creates,packs and uploads the files needed or so I thought?

     

    Thanks

  7. On 1/10/2023 at 10:41 PM, Manul said:

    I guess, TCA doesn't like part module SWAquaticEngine because it's inherited class from ModuleEngine but does some extra stuff that TCA can't handle, so it's not a bug, just some sort of compatibility issues.

    Oh I'm also getting an error about ModuleResourceIntake.FixedUpdate() and I'm not using FAR or TCA. That's strange because none of aquatic engines has a ModuleResourceIntake in their config files maybe it's somehow integrated into SWAquaticEngine. I need to go into this rabbit hole a bit deeper to be sure.

    Hi chap

    Did you have any luck finding the errors? just to assist you IF you was taking a peek this is the mods I use from Angel-125

    KcSUaMD.png

    thanks in advance :)

     

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