Schmelge

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About Schmelge

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  1. Schmelge

    Changing the KSP Engine

    I'm not sure my kitchen table will be able to handle it though
  2. @Theysen Jesus and A LOT of censured words that is CRAZY!!!! It fixed everything!!!!! It loads under a second now!!! You sir, is The Forum Bro of the year !!
  3. Haha! I never thought anyone would either xD I just read the "How to ask for help" and saw that one should include - How to recreate Thanks for the tip, gonna try it right away
  4. Hi everyone! So I have a slight issue with slow framerate. I have a couple of mods and I only have the issue in Career mode, not in sandbox mode. Every time I switch scene, either VAB, space center, tracking station, or launchpad it takes about 10-12 seconds for the scene to load. This is ok, I can live with that. However every single time when I go to launchpad, nomather from where I go before, if it's from VAB or tracking station or simply a "revert flight to launch" it takes about 30 seconds for the FPS to stabilize. It sits around 17 fps and after these 30 seconds it kicks up to 60 something. Every single time it about the same 30 seconds plus minus a second or two. If I try this in Sandbox mode in takes about 1-2 seconds for the FPS to stabilize at around 60. I don't know whats wrong but I find it very strange that it only occurs in career mode. It seems like it has nothing to do with part count, in career i used like 31 parts and in sandbox I used 110 parts. The link down below takes you to file.fm where I have output log for career and for sandbox, the ksp log and a mod version log. Also I have the screenshots there too that I post in this thread, and also I uploaded a ckan file in the same link as well as my save including shipfiles. I did not upload a save for the sandbox mode, it's a newly started one and I used the standard ships. The files How to reproduce: I guess all you really have to do is to install the mods in the list and go to launchpad. It doesn't mather if you launch a huge vessle or just a probe core. Takes the same time Really appreciate the help guys! Cheers - Schmelge
  5. Thank you so much man!! Edit: aaand it works!! Awesome, big thanks!
  6. Hello @nightingale ! So I have been pulling my hair all day install and re installing mods and double checking folders and cfg files, but I can't find anything wrong. The problem is that I don't get the contracts to show at all. I've read the pages in this thread from early 2016 and to last post and it seems like a bug that has been coming back many times. From what I understand the main problem is when RemoteTech releases a new version and changes some parameters. I tried my heavily modded install back an forth but no success. I also tried with a vanilla install, ckan downloaded remotetech and CP remotetech. Still no luck. I started a new career and used debug to get funds and science, so I unlocked half the tree but still no contracts showing up Tell me if you need any files or screenshots, I'll try my best to provide Cheers - Schmelge
  7. Schmelge

    mtShader is Null

    Alright here's the last update, I found out what was causing the 25 seconds to stability on launchpad. I installed SETI meta mod pack and accidentally forgot to uncheck the remotetechconfig. That config more or less destroys the whole purpose of RemoteTech so ofcourse I don't want that. After deleting that mod I still have 10 seconds loading to launchpad as usual, same as for VAB or SpaceCenter, however only 2 seconds to stable fps now. Totally insane. This though goes for a new save. Unfortunately the config is still in my old save and I don't know how to get rid of it. Is it possible to change the save file somehow or do I just have to start over again? Maybe thats easier? Update: so it seems that I found a solution. Just replace the remotetechconfig with the standard one. Just took it from a clean save and all stations were gone. However, the fps problem is only solved in sandbox mode. I'm suspecting it's because of all the contracts. I guess that the game somehow check contract parameters each time you load a vessle. Which is kind of sad. Would be alot better if it only checked the active ones and not all avaible ones if this is how it works? In sandbox mode it takes about 1 seconds from when I see my ship on the launchpad until I have stable fps, in career it still takes about 25/30 seconds. Shame
  8. Hi everyone! So I have a pretty big mod list, will link it below. Yes it takes long time to first load up the game, it's okay for me cause then I have time to do the dishes However, I have a strange problem going on. When I load my newly created save, I get to the space center screen, and it takes about 10 seconds for my FPS to stabilize. I have capped it to 60 cause I read somewhere that this was good for garbage handeling, if I don't cap I usually have around 120 fps. VAB works fine, it takes around 10 seconds to load and another 5 seconds to stabilize the fps but no worries there. The problem comes when I load the launch pad. it takes about 5-10 seconds to see the launch pad and there it sits at 17-18 fps for about 30 seconds and then kicks up to stable 60. Everytime, it takes around 30 seconds before FPS kicks in. I opened the debug window and it was full of messages called "mtShader is Null" it just ticket on and on with more of them. Thought that this might be the cause of the long stabilizing time for me. Closed down the game and opened my KSP log only to find that theres is like a million lines with "mtShader is Null" I kid you not, it's insane, it can be between 10 and almost up to 50 lines per second of this text. Now I'm no tech guru but it feels like this should draw performance, the game make some kind of calculation to get this message out so it must tank the cpu with it. Can anyone help me figure out this? I have absolutely minimum knowledge about these kind of things. I will provide with ksp log and output log, also I will show you my modlist. Huge thanks in advance! KSP log and Output Log Update: I have investigated further and it seems like it might have to do with HullcameraVDS. I saw that another one had the same problem in that thread. Update 2: Well, I deleted HullcameraVDS and I no longer get this error message, so thats great, and I cut around 5 seconds on the load for stable fps still 25 seconds from seeing the vessle until the fps is stable
  9. Schmelge

    Patch 1.4.3 to be released next week!

    Huge thanks for announcing the update! Really appriciated!
  10. okay, but which of the files am I supposed to download and replace? I downloaded the zip folder from github and I still get a popup that I can download a new version. Is it the version file that is 583 bytes size that Im supposed to download? thanks
  11. no no ! It's just like in the picture, sorry for not making sense I was just wondering if the idea was for it to actually be purple like in vanilla but for it to have the same kind of "plume" like in the pic are there engines with different colors to their plume or will all be the same color now?
  12. By the way @Nhawks17 , while we are talking about the look of the flame, while reinstalling all mods today on a clean copy I noticed that the swivel engine usually is purple. Is it supposed to be purple with your mod installed too or is it supposed to look like it does in my picture?
  13. Schmelge

    [1.5.1, 1.4.5, 1.3.1] RemoteTech v1.9.0 [2018-10-29]

    well the contract if I have understood it correctly will check all the pre reqs first to see if you've done them to give you the correct info about what you have left to do in order to complete the contract. If the contract would say "no you have not done a comsat network around kerbin yet" that would be kind of strange if you actually already did So before you have accepted the contract you get to see what you have left to do in order to complete it. In this case it's basically nothing left to do except for a commsat network around minmus and no you should not have to do the network first and then accept the contract. you are supposed to be able to accept the contract anyways. ofcourse that depends on how many contracts you actually can accept. check your mission control to see if you can accept it. you can have different amounts of contracts depending on amount of stars of the contract, until you have fully upgraded. After fully upgraded you can have unlimited contracts
  14. Schmelge

    [1.5.1, 1.4.5, 1.3.1] RemoteTech v1.9.0 [2018-10-29]

    I'm sorry if I missunderstood anything here but the way you write, it sounds like you only have 1 sat over at minmus? I think you need at least 3 to cover a planet/moon
  15. yup booting the game atm, takes some time, I need to see what my fps and stutter is atm I'll test it in a sec Looks like you did it