Jump to content

Serenity

Members
  • Posts

    1,114
  • Joined

  • Last visited

Posts posted by Serenity

  1. I don't mind loosing few action groups and minor things like that.

    As long as the crafts load normally after removing it, i am sure most will be fine having this much needed fix.

    I think there is some misfire from how we feel about this major bug and where these feelings are being directed.

    I hope it works, i am trying to be as much positive i can be, especially when someone tries to help.

  2. 16 hours ago, JPLRepo said:

    Yeah my bad too. it needs the locking mechanism. Which was only implemented in 1.12.2. So this mod/fix will only work with KSP 1.12.2.

    I've updated the opening post to reflect that. sorry for the confusion.

    Dropping a fix so fast its amazing, few bumps here and there are even welcomed, don't mind at all, this is a pesky bug to deal with!

    6 hours ago, Lisias said:

    But the side effects will endure past it.

    Once one install your Fix, every ModuleDockingNodes modules on the crafts being loaded on the editor, and also on the savagames being loading after, will be reset to the default values (TL;DR: The module ModuleDockingNodes is not found and it's removed from the part, and then the upgradepipeline - or something similar to it - installs a new, clean section using ModuleDockingNodesFix).

    Module tweaks, actions, axisgroups, perhaps even upgrades-applied (didn't tested this one) is all reset after installing your fix. And this cannot be undone.

    And not only this - once one remove the fix, everything happens again.

    Can you explain a bit what that means from a player's perspective?

    I kinda understand the problems surrounding the other mods working with this one.

    When and IF the official fix comes and we remove this mod what will happen to our launched crafts?

    Will they be safe from the mighty kraken?

  3. They have so many smart and great people working on this,  if there were few problems here and there they should have been able to fix them.

    Maybe the whole project is just not there yet, hasn't reached an acceptable state and they need more time to work on this.

    Time i doubt they will ever get with all the deadlines and pressure.

  4. 7 minutes ago, djr5899 said:

    Hello,

    Looking for any advice on what graphics setting may need adjusting to prevent the "black flickering" seen in the video below.  I've tried a few different settings without luck.  I've seen this a little in the past, but it seems to have gotten worse over the past month or two (maybe after going to 1.12.1, but not certain).  Graphics card is GeForce RTX2060 which should have plenty of power, especially compared to someone who 6 months ago was using a simple on-board Intel Graphics chip.

    Shadows flickering  bug.

    There is a community solution, its a stock bug, scatterer used to fix it as well.

    https://forum.kerbalspaceprogram.com/index.php?/topic/195975-shadow-flickering-problem/

    In the settings.cfg file find these settings and make sure they all = 1.

    SHADOWS_FLIGHT_PROJECTION = 1
    SHADOWS_KSC_PROJECTION = 1
    SHADOWS_TRACKING_PROJECTION = 1
    SHADOWS_EDITORS_PROJECTION = 1
    SHADOWS_MAIN_PROJECTION = 1
    SHADOWS_DEFAULT_PROJECTION = 1

  5. 3 hours ago, Can't fit through hatch said:

    I don't have an EVGA and I already played around with Vsync and Frame limiting, sadly it didn't help. And while mods make the issue worse, I also experience an unusal amount of heat and GPU usage in Vanilla. I tried just ignoring it yesterday since the game ran fine but I don't feel comfortable with my GPU screaming around at up to 90°C when it did just fine before I updated.

    That's so high, isn't that close to the safe limit of that card?

    Do you have any ''heavy'' games to see if it still reaches such high temperatures just in case its a problem with your overall cooling or overclocking etc.

    I haven't seen many posts with this problem, hopefully its something else and not the games fault.

  6. 15 hours ago, Can't fit through hatch said:

    Is it a problem with my GPU or is there any Graphics option in KSP that is way more demanding than it should be? I really just want to play KSP without my GPU rivaling the noise level of a Panther Engine!

    Is your 3060 EVGA? I read this interesting article for an unrelated game https://www.pcgamer.com/evga-confirms-new-world-rtx-3090-rmas/

    Try turning Vsync on and/or limit your max fps, cap them to around 60 and see if it helps.

    Most mods affect mainly CPU but i guess maybe some visual ones may affect GPU, its not really bad if GPU is utilized but i understand the worry.

  7. 8 hours ago, FleshJeb said:

    Autostruts DO cause more calculations, because they're adding an additional connection between parts.

    Try building a craft with no autostruts that gives you a noticeable performance degradation, and then reload it with everything autostrutted. You WILL see a difference. (A good way to test this is with Editor Extensions, which allows you to turn autostruts on and off for all parts.)

    That's a good point and makes total sense otherwise they wouldn't have any effect on the vessel rigidness.

    I wonder if that part of calculations is lighter or heavier than the visual struts.

    I might try wherever i can to disable some struts, i do need any cpu improvement i can get.

    8 hours ago, Davi SDF said:

    However, i dont really know though, i hope this helps!

    I forgot about the drift problem, also autostruts don't go through the ports for now, waiting for the next patch to fix that.

  8. 5 hours ago, Reedominator said:

    Mods when i first saw the bug, took them out, no change.

    tried uninstalling and reinstalling, making new game, nothing worked.

    Any help would be greatly appreciated!

    Are you on Steam?

    If yes try Verifying files, right click on Kerbal->Properties->Local Files.

    After that you can click Kerbal in library then at the right there is a DLC section, you can click Manage my DLC and see if there selected.

    Also try disable cloud saving just in case.

  9. 16 minutes ago, KerikBalm said:

    It can't be hard to store the original position, I can do it with a text file.

    If i had to guess its a Unity Engine problem/limitation so they basically trying to work around that but doing this with docking ports seems so risky, i don't get it...

    especially since we know robotics drift problem for a while now.

    Hopefully they revert or fix it for good...i would prefer the first option myself or at least gives us both variants of docking ports.

  10. 58 minutes ago, KerikBalm said:

    I wish squad would chime in on this.

    I don't understand how they can make the claw, which allows free pivoting/rotation, work just fine, yet they can do rotation of docking ports

    I hope they fix it but its going to be so difficult.Maybe just revert to the older docking ports as you said, or at least give us the option to choose both versions.

    I don't know much but it doesn't seem that the klaw and robotics use any similar function but might be wrong.

  11. 2 hours ago, maddog59 said:

    I thought that it had to do with the part count, and the resulting load on my GPU, so I've begun to go very minimalist on my ships, but now I'm wondering if it also has something to do with the strut options I've used? Or at least, if the strut options contribute to the problem?

    Autostruts are our magic saviors, they don't add to the part count which is the main reason for CPU maxing out and having low frames.

    GPU being close to 100% is not a bad thing, it means its been utilized and even taking some load off your CPU, sometimes its better to increase GPU intensive settings for that reason.

    The ''normal'' visual struts do add to the part count so preferably you should mainly use autostruts.

    A good trick i learned mainly for bases but also stations is to have more of them with fewer parts and not one big craft.

    So for example for bases, inside the physical range its better to have multiple bases than one single base even if they have overall the same part count.

  12. 49 minutes ago, maddog59 said:

    I didn't know that; I almost always build my ships with autostrut set to heavy for all parts, on the theory that it should make everything  hold together better. I had a lot of trouble early on with my constructs falling apart. 

    :confused::confused: Have you made a pact with the Kraken?

    Using all heavy.......no no no haha, i bet thats why its bending like that.

    Its better to go full spam grandparent part than heavy or root.

    Maybe have one or two heavy, the end goal with autostruts is your vessel to become a grandparent tree branch.

    Your program is living on edge for sure if you go all heavy! :D

  13. I love Kerbal Reusability mod, the landing legs are so good.

    I am not saying its super easy but you can definitely land back boosters with some waste of DV and even without the mod legs you can land on engines.

    Get the rocket around 90-100k apoapsis, as soon as you reach upper atmosphere separate and start an ''aggressive'' circularization of the payload/stage.

    You should have enough time to get the second stage and payload in orbit and switch back to booster before it even reaches 70k height.

    Switch to the booster and land back or boost your orbit and land at that middle spot, it gets quite manageable after few efforts.

    To land easier you better waste some fuel and have some airbrakes, its not easy to manually suicide burn so zeroing the horizontal/vertical speed few hundred meters above surface is a bit unrealistic but it helps a lot.

    An easy way to zero those speeds is to hold retrograde with SAS and the moment the retro marker goes crazy its the sweet spot, you then let the rocket gain some speed and bit of final burn, you landed, or exploded.

    Good luck!

  14. 11 hours ago, maddog59 said:

    I'll give it a try and let you know, but but both ports have their acquire force set to 200%,

    Try lowering that a bit, it might be they magnetize so fast that the game doesn't catch up and do it right.

    It also could be that the two vessels you dock have very different masses and a combination of the above.

  15. 3 hours ago, Hyperspace Industries said:

    I cannot quicksave: every time I press Keypad5 (I changed it to keypad 5 and 9 to make quicksaving and loading easier: it worked perfectly until now), nothing happens, no message or anything else

    Don't be mad at me, its probably not that but just in case...did you press Numlock key for any reason?

    That toggles the keypads factions.I haven't heard any issues with quicksaving, myself i been waiting for the next patch to play Kerbal again.

  16. 5 hours ago, Micro753 said:

    When I enter IVA, the ground has parts that start flickering.

    Is this the Shadows flickering problem? I was wondering if it got fixed

    If it is here is a community solution, its a stock bug, scatterer used to fix it as well.

    In the settings.cfg file find these settings and make sure they all = 1.

    SHADOWS_FLIGHT_PROJECTION = 1
    SHADOWS_KSC_PROJECTION = 1
    SHADOWS_TRACKING_PROJECTION = 1
    SHADOWS_EDITORS_PROJECTION = 1
    SHADOWS_MAIN_PROJECTION = 1
    SHADOWS_DEFAULT_PROJECTION = 1

     

  17. 21 hours ago, Hadron27 said:

    edit: I MADE A NEW SAVE AND IT WAS WORKING FINE BUT THEN WHEN I EXITED THE TRACKING STATION MAP AND ENTERED THE VAB IT DISPLAYED LEVEL 1 VAB!!!!!!!!!!!!!!!! ON SANDBOX MODE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    Try opening the debug/cheat menu(Alt+F12) and use the cheat to fully upgrade the facilities, that might fix it for good.

×
×
  • Create New...