Jump to content

SuppaTenko

Members
  • Posts

    63
  • Joined

  • Last visited

Reputation

38 Excellent

Contact Methods

Profile Information

  • Location
    Ah, Motherland!

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. So... A little situation report after a ~week of active playing. Build 68 works overall better on my rig. But with some limitations. I still encounter flying stones like on picture from my previous post. But they are extremely rare. And I start to think that Kopernicus is not the root of evil here. I mean, that exact stones could be broken from the very beginning in vanilla Regarding shadows bug... In past versions I had overall medium-low performance and never actually directly experienced it. Build 68 changed it - for most of the situations I have stable FPS in green zone now. But in some cases it goes down and fries my GPU. The only way to solve it is to make craft's shadow invisible or just not-so-visible by any way possible. For example, to change camera angle - sometimes just a little bit. Or to look away with mousewheel button. Or move camera angle beneath the ground or near it - to makeshadow look thin. And sometimes you just need to zoom in or zoom out, to reload quicksave or to go EVA, walk around rover and come back. The general rule is less shadows you can see - more FPS you get. Sometimes it kicks right after game load. And sometimes everything works just fine for hours if I don't quickload\change craft\go to KSC and back. So i can't find direct way to reproduce it for you. Sun height and shadows length? Well, yesterday I drove 10km on Eve without any lags just before the sunset. And today I had lags right in the midday with shortest shadows. I don't even know if we are talking about the same bug here, to be honest. PS. Can you possibly make a 'secret config switch' to disable vessel shadows rendering? I can live without them just fine for a time being
  2. A little update: 100% GPU load keeps happening from time to time when I switch to distant vessels from one planet to another when I play for long periods of time. --- Yes, yes, and once again - no...
  3. Will do it today, but not right now. Thank you. Also, yes. I don't use hyperedit and I never messed with physics delta time. --- Ok, rechecked with build 68. On-load performance is fine now. No 100% GPU for first several minutes. I increased scatter density from 15% to 100% for now. Seems to be ok. My CPU/GPU can handle it now with Paralax and Spectra enabled - it was much worser before. After another 20km on the Mun the stones are ok. They are not flying now. Kerbin trees are ok too.
  4. Xeon E5-2650v2 + 32Gb RAM + GTX760 Good news: performance is better; Bad news: stones go weeeee! New version behaves strange. My GPU works on 100% load for minute or two after I load quicksave, change vessel to another planet or like so. But overall performance is much better. --- Forgot to mention: stones went flying after I rode my rover for 15 km or so. Not on savegame load. Also, KSP consumes less ram. I think it's because of ScaledSpaceDemand behavior...
  5. Well, I don't understand too =) It just happened. I think, it linked to editor extensions redux because Ctrl+L became symmetry modes switch. My version: 1) I accidentally pressed Ctrl+L and turned autoscale on. 2) Input locks in SPH happened 3) Not knowing that, I resetted Mode and Snap keys in EER because it tends to glitch 4) Ctrl+L somehow redefined to symmetry mode permanently or like so... Space radiation? Weather on Mars? Kraken? Pure randomness? It glitched. 5) I removed Input locks and then closed the game because someone wanted something from me IRL. 6) And poof! Now autoscale is always on and Ctrl+L is redefined. Why? Because =) My KSP install is too modded to understand how things happen from time to time. For example, Scatterer updated several hours ago, and all planets became complete mess. I think old Spectra configs are not very compartible with new version or someting... It happens. And it's not a tragedy =) You just need to wait a week before making any updates and read forums and github Issues section or something.
  6. Ctrl-L wasn't working for me for some reason. Nothing bad was in ksp.log and console. I solved the problem by complete manual TweakScale reinstall.
  7. Something strange started to happen with TweakScale for me. The parts are either too big or too small when I place them in VAB\SPH or detach and move to another place. They have normal size when I select them and shrink\expand only when I attach them. I can't say when exactly it happened and what caused it and I don't remember when I updated TweakScale to latst release. I will try to reinstall TweakScale today and see what hapens.
  8. I actually wanted to tamper with B9PartsSwitch configs myself and post the results. But I'm not very skillful tho. I will totaly do them if I have free time this weekend. --- Aaaaand nope. I don't think I can change part's model with B9PartSwitch because it relies on existing mesh transforms. For that I need to blend two models together. And my modeling skills are tinkercad-level. Same goes for stock variants system. Sorry. I also found the exact difference between Arcanum Industries style models while I was looking at part configs. Now I can determine which is which.
  9. Just returned from my Mun low orbit staion with more than 6000 science. All from MPL-600, MSL-1000 and MEP-825. I think I will tune up late tech tree science costs for my current playthrough. Like, tenfold. Or I'll open full tree in couple orbital missions. Right now I have new Duna Station with all OMS an LDEF experiments possibe awaiting departure - it will yield much more science.
  10. Oh, by the way. How about making experiment pods with switchable textures\models? Old and new style. I like new ones, but striped old ones look good with Nehemia Engineering Orbital Science mod experiment containers and equipment containers. And new ones are hard to tell apart.
  11. Somehow I stumbled at that error yesterday. I have it when both Talisar Spherical Tanks and Nertea's Cryo Tanks are installed. Spherical Tanks mod is pretty much dead and this thread is the only place whith informtion. So mind me for a second =) I checked my save file content and found out that there are two ModuleCryoTank nodes for Talisar tanks. And as far as I can understand, I can fix it if I delete ModuleFuelTanks section from tank configs. This one to be exact: https://imgur.com/a/nEqIURB I don't use Modular Fuel Tanks so I'm ok with deleting this section. I want to do it whit MM patch, but I'm a bit stupid and tired, so I can't figure out how to remove modules from configs. Can you help me guys? --- Nevermind. There were not so many parts in that old mod. I deletd MFT sections manualy.
  12. You don't need to install experiments anywhere. 1) Launch space station with appropriate modules. For example: if you want to run Rocket Fuels experiment - just launch station with TH-NKR lab. If you want to run Creature Comforts E- F-RRY Zoology bay is your choice. Read experiment description in VAB to know what you need. You will need a lot of power to run cyclotrons - I prefere fission reactors from Nertea's Near Future Tech mods. Don't forget to include kerbals - lab won't run without Scientists. Same goes for zoology bay. The more - the better. 2) Build supply ship. It must have: - Experiment you want to run. It can be part of your ship. Or it can be installed via stock orbital construction system or via KIS/KAS from ship incentory. Works any way. - Resources. Zoology bay experiments need 'kibbal'. Fuel experiments need some fuels. You can find info in VAB. - The way to return your experiment results home. High-level probe core with 'Collect all science' button will do the trick. Or you can use crew capsule with heat shield and chutes if you do manned resupply mission. You can transmit results via radio, but it is not very effective. 3) Dock your ship to your station. If your experiment is not part of your ship and is your stock/KIS payload - do some orbital assembly here. 4) Right click experiment and hit Start experiment button. Experiments run on Eurekas and resources. Right click your TH-NKR lab and hit 'Start research'. Make sure you have scientists onboard. It will fill Eurekas gauge. Transfer needed resources to experiment's part. For example 'Rocket fuels' needs some LF and OX. Right click on your fuel tank, pin it, do the same for experiment and transfer in as much as needed. Check resources crossfeed if you can't transfer fuels or so. Quarks experiments need quarks. Cyclotron will make 'em. Each of three experiments has it's own Quarks decay rate. Prograde quarks has the slowest. Excentric quarks has fastest decay rate. You Cyclotron must produce quarks faster then they decay or you will not be able to fill Quarks gauge. For Retrograde and Excentric quarks you will need more then one Cyclotron online to keep up with decay. Zoology Bay needs 'kibbal' to generate bioproducts. It also needs scientists onboard. You can use same scientists to produce bioproducts in Zoology bay and then transfer them to TH-NKR Lab to produce Eurekas. 5) When all gauges (Eurekas, Resources, Quarks etc) are filled - you can hit 'Finalize results' button in experiment right-click menu. Et voila! Experiment is finished now. Finalized experiment can be treated many ways: 1) They can be 'Baked' in spectrometron. Just like any other experiment results. After this you can transmitt it to Kerbin via radio link with 90% efficiency. Spectrometron requires Cyclotron to function, but it can work with any experiment results - not only Station Science Expansion ones. Usefull for far-away missions. 2) They can be transfered to any science container of your choice via 'Collect all' button or action group. You can bring them home in this container ot take by EVA Kerbal or... Well, you know, experiment results are experiment results. After transfering results you can detach used experiment module and mark it as garbage in Tracking Station or send it lithobraking or whatever. You don't need it anymore. 3) They can be detached and stored inside KIS or stock payload bays and returned to kerbin like that with your supply ship. The most interesting and the most difficult way in my opinion. Sometimes KSP glitches a bit and things doesn't work just right. You may need to relaunch game or reload save for resource transfer to work or for buttons to appear. Typical situation for heavily-modded installs, and i got used to it. I wrote that quick tutorial by memory, so it CAN be inaccurate in some ways. I can record tutorial video for you if needed, but only on holidays - a bit busy and tired right now =)
  13. So.. Ugh... Stubid question, but will it work on my typewriter? 'cause my GPU is pretty outdated and has only 2 gigs of memory. ---- NVM. Checked myself. it works and it looks awesome. But RAM usage skyrockets for me. Not a big problem - I have plenty ram. But one of my Mun bases went underground and exploded when I accelerated time near it. First, I tried to accelerate time by pressing key couple times - it started acceleration and then halted it. Game thinks that my base moves. Then i hit 'accelerate to next morning' and it whent to see if Kraken is sound asleep underground. And Kraken wasn't asleep. He patiently waited for that moment =| It's recreateable. Sometimes it doesn't allow you to accelerate time. Sometimes it does, but base goes underground and POOF! No base. But if i retract all landing legs - it works just fine. But nearby rover still goes underground and explodes. And if I retract rover wheels - it stays here just fine. Let's go to my heavy rover and check if Lynx rover wheels work well with timeskip. ...Nope. They don't. I can't retract them so I can't timewarp. Let's check it out on Minmus. ...Yep. On Minmus everything is fine. Base and Rover can survive timewarps. Sooo... How can I fix it? Am I alone here?
×
×
  • Create New...