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Jognt

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Everything posted by Jognt

  1. Make your first stage way smaller, make your second stage bigger, maybe add a seperate transfer stage. If you're concerned about reusability, try FMRS. OR: Add MOAR boosters...that point retrograde. That'll make sure it won't reach orbit on its first stage edit: Watching the SpaceX launches amazed me in terms of how quickly they stage to the second stage compared to my 'first stages' that make orbit on their own.. Maybe check their casts on youtube for inspiration? (bonus points for landing your boosters on a droneship on the coast)
  2. - AFAIK the game creates garbage per frame. Meaning that you're better off capping it at 60fps unless you don't mind the game stuttering twice as often due to garbage collection running. - Triple Buffering in the nVidia Control Panel is for OpenGL programs, though they might have changed it recently as the reference to this is now gone from the CP. (Went from stating it's for OpenGL to not stating what it's for) - Fast sync is nice and all, if it works properly. It's finicky in when it works though and it's pretty counterproductive when you first set a fps cap in the first place. Especially if you're on a 120hz/144hz monitor this will do absolutely nothing except introduce nVidias patented driver finicky-ness. (If you remove the FPS cap, you'd get mileage out of fast sync, but only if you can run more than 120 fps in which case you'll get a LOT of garbage collection runs. if you're on a 60hz monitor you can try fast sync if you want FPS like responsiveness but tbh I'd let the driver let KSP decide on vSync.) No idea on the rest, that's more of a YMMV thing, but the above things I thought were useful to note.
  3. A while back I had this same issue and traced it back to the Lossless Physics setting. Do you have "Lossless Physics" enabled? If so, could you try it without it?
  4. I'm no expert on memgraph (only read most pages this week) but that looks to me like you're running a mod (probably) that's creating substantial amounts of garbage once in a while. I suggest you post in the memgraph thread so the fine folk over there can help you pinpoint the evildoer. All I can say is: remove mods one at a time to see which one causes this.
  5. @nightingale Uhm, I seem to have found two annoying bugs: 1. I keep getting a mission to get sysmic (the shaky earth thing) data while landed in the waters of kerbin. Meaning, bottom of the ocean. Not quite feasible at the point of my career game. 2. When I decline this mission (regardless of whether I've accepted it, happened twice now, once after accepting, and once before accepting) I lose 100% of my funds. Literally all of it goes *poof*. Is this a known bug for this contract pack? Is it a conflict with another mod? How would I go about to find out? Here's my mod list if it helps:
  6. I also recommend you try out John007qwe's tweaked .dll file. It fixed the stutter for me. Though for me it was a slight stutter, not an outright freeze. While you're at it, check out MemGraph and give that RAM of yours something to do to vastly reduce the amount of garbage collection cycles per minute.
  7. I actually had the same problem the other day. I thought it was due to Strategia trying to filter mods for a certain body, so I ended up removing SCANsat. I'd love to get this one figured out as it's really a pain to play without SCANsat. I also noticed that MemGraph reported 10-20 megabytes of garbage being generated every frame when looking at the Mission board while it was going crazy. Not good
  8. After checking out [x] Science! Today I uninstalled it after noticing incredibly annoying stutters. I figured I'd check here to see if anyone else reported it and I found your comment. I've now re-installed it and added your DLL, thanks a bunch! The number one thing I watch out for with KSP mods nowadays is performance. So many mods out there that kill game performance Maybe there should be a "Performance stamp of approval" by the best modders out there so that people know whether a mod is actually written in a decent way edit: Just wanted to note that I'm not meaning to rain on modders' parades. I've dabbled in programming ever since I was 12 and played with Basic and if there's one thing I know, it's that I don't trust myself to write secure/fast code. It's a tricky thing, the kind where you only realize how obvious something was *after* you figure out how it worked. All modders out there, I appreciate the effort. The best modders out there, I appreciate the dedication.
  9. Same here, not using GPP though. Something else that cropped up in my sessions is that the Pilot III focus seems to be flaky on whether or not it actually works. I keep having to EVA and re-board my vessel to get my pilot to have access to the +2 levels again after time-warping/staging. This too edit: When activating the Mun strategy (I tried the manned one) Mission Control will go crazy and have the SCANsat missions for scanning them blinking in and out at a fast pace. MemGraph also shows that when the missions at mission control go crazy, around 10-15 megabytes of garbage is created every frame (60fps).
  10. I just reinstalled BTW, went in and created a PhysWarp setting, exited the game, and restarted it. The setting was gone. Screenshots:
  11. My comment on the previous page. I uninstalled, removed the folder and reinstalled BTW and profiles still disappear upon restarting the game.
  12. Yeah, I was just about to comment that I've experienced it still even after temporarily removing BTW. I'm glad it's not BTW though. It's been a pain doing surveys and nuclear burns without BTW even for the short time I didn't have it installed! I'd still like it more if it remembered the profiles though. Regardless, thank you for your efforts in maintaining/creating awesome mods!
  13. I had this issue as well, after much testing it turned out to be the BTW (better time warp) experimental "lossless physiscs" option. Disabling that again fixed it for me.
  14. Oh yeah I can help you out a bit with that: using lossless physics indeed causes nodes to increase in dV without any input or change in the situation. I guess it doesn't have the big red "experimental" behind it for nothing :p. AFAIK it only happens after you've used physwarp at least once. Then only a game restart fixes it. The node moving on the navball has the same culprit: lossless physics. Overshooting nodes seems to happen to me if I use the KAC "jump to x" feature while still in some form of warp. edit: the lossless physics dV issue has been there for quite some time now, so the cause for that is not a recent change like the removing of warp-configs is. edit2: I've now also experienced overshooting nodes even with just the regular click "move to node" while moving at 1x speed.
  15. Hi there, First: Thank you for this awesome mod. It's much easier to do long burns and do survey missions if you can just phys-warp through them! Now for the main reason I comment: After one of the recent updates BTW no longer remembers my warp profiles. After restarting the game they will be gone. I've tried uninstalling BTW via CKAN and removing the folder in GameData before reinstalling it, but the problem persisted. I'm using v2.3.7.3. Also, I've seen some textureglitching occur on planets that I haven't seen before (low-res, flickering, on a part of the planet). I doubt these are BTW related, but I figured I'd mention it since they have started happening since recently too.
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