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Hoozemans

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  1. Hi humans! I habitually put an experiment storage unit on my vessels to make it easier to move experiments from station to station. Since a few months, however, experiments won't stay in these units anymore when I click 'collect all', but immediately relocate to the central command pod of the structure in question. What am I missing? O yeah - this is KSP1. Have to mention that these days, don't I? I do have KSP2, but it doesn't do it for me quite yet. Modded with Automated Science Sampler and [x] Science, but I've had those mods installed long before this behaviour started. Thanks!
  2. Well, since I had to buy a new €2500 Windoze flaptop to be able to play KSP2 anyway, it's just as well that I splurged a little. Still, I would have liked to play this game on my Linux tank, which had plenty of power. I really didn't need another PC in the house...
  3. Hi all, Can you add an assembly line in RSS/RO/RP1/KCT for having multiple vessels being built simultaneously, and if so, how? I can't find any options in any of the menus in the game, and even checking persistent.sfs and KCT presets has given me no clue whether this is even possible, although some videos I've seen suggest it is. Thank you! Gr,
  4. Hi, best wishes all, and sorry for asking a question that has probably been asked a million times - but to which I have not yet found the answer: Can you add an assembly line in RSS/RO/RP1/KCT for having multiple vessels being built simultaneously, and if so, how? I can't find any options in any of the menus in the game, and even checking persistent.sfs and KCT presets has given me no clue whether this is even possible - yet I do see the possibility of having multiple assembly lines mentioned in the occasional post and video - though never with an explanation of how to achieve this (I may have missed the most useful ones; I do suck at Google). Thanks! GrH.
  5. Phew. It's going to be at least a year until either I have the dosh to configure a suitable Windoze system or they get around to releasing a Linux port. Ah, well. I wonder if mod-support for KSP1 will reduce much in the interim, as enthusiasts switch to 2...
  6. Looking for something like this myself. BurnTogether appears to have been discontinued, last updated for KSP v1.4. Does anyone know of a mod like this that works for v1.12.3? Or, for that matter, a recent fork of kRPC? Such a shame, all these amazing mods dropping off. Let's hope KSP2 continues to do the modding thing well.
  7. To anyone who knows anything about computers: Am I right in assuming that I cannot use Parallax 2.0 if I'm running KSP natively under Ubuntu, because Parallax 2.0 requires DirectX = Wine/Windows? Thanks! Gr, H. EDIT: Never mind; I didn't read thoroughly enough, my question was already answered. Thanks! It really looks like a great mod from the reviews so far - perhaps I should buy a dedicated machine for running KSP, rather than using my linux k8s-sandbox
  8. Bingo. I found a mainboard setting that allows me to choose the BIOS output device, and all of a sudden power consumption of the machine doubled, and it's handling the interplanetary vessel I was constructing near my main orbital station, total part count more than 800, with - well, relative - ease. No need for additional drivers or tweaks. And it's running TrueNAS in KVM on top of that. Yay!
  9. Thanks for moving the post! And no, I need to explore the options of this mainboard a little more. The only real reason I chose this combo was that it offered, within my budget, the best performing support of ECC DDR4. Theoretically, this machine should be able to do decent KSP, but if I can't get it to work, it's going into the basement as a virtualization platform, as I originally intended, and I'll keep saving for a real gaming rig.
  10. (Edit: I see that there might be more appropriate subforums for this question. Does anyone know how to move a post?) Hello humans. So I've just spent a whole wad of cash on a new system to replace my old fileserver, and turn it into a virtualization platform. The core of it is a ASUS Prime X570-P mainboard, 64G of DDR4-3200 and an AMD Ryzen 7 Pro 5750G. There's an old NVIDIA GT710 graphics card in it, primarily because I couldn't get it to boot otherwise. Now this system wasn't primarily meant for gaming. However, since the specs of this CPU are somewhat better - from clock speed to IPC - than the old Macbook I've been playing KSP on, I thought I'd try and see how it performed as a KSP platform, and build the virtualization on top of that with KVM. So I installed Xubuntu 20.04 on the system, and booted up KSP. The results were a bit disappointing: it doesn't even perform as well as my old Macbook. The cause could be anything: I may need to completely redo the firmware settings in my mainboard; I may be missing drivers to use the GPU in my APU (in fact, I'm quite sure of it); I may need to apply Feng Shui ... What I wanted to ask is: is anyone here using a similar system as their KSP platform, and can they give me some pointers - what to look at, which firmware/software settings to tweak, which drivers to install, what overpriced hardware to buy, or whether I should just give up because this combination of hardware is entirely unsuited for something like KSP? Thanks! Gr, H.
  11. Same here. v1.12.3. No exceptions in KSP.log either. Still working the problem. Perhaps SM or CLS?
  12. Sorry, I had a busy couple of days. I thought I might try the node splitter again, set up a Mun encounter, remembered to save Mun encounter, dV = 885.9m/s Split: by burn time = 120 sec, repeat, stop at 8000. KSP.log: https://drive.google.com/file/d/1Iba2BDfqOXSpxybv-GnLwtfEWnPONCtM/view?usp=sharing Screenshot (nothing to see, really): https://drive.google.com/file/d/1am6tQe2aGhCQk9EdedPTLMz-MwnxUR4Z/view?usp=sharing
  13. Has anyone got any good tips against this? Running KSP 1.12.2, EVE Redux 1.11.5.1, EVE Stock CFG 1.2.2. [LOG 22:36:59.546] [AutomatedScienceSampler] AutoScience is off [EXC 22:36:59.558] NullReferenceException: Object reference not set to an instance of an object CityLights.LocalCityComponent.OnPreCull () (at <cf9a3ae504fe447da35bc5d2d516f73f>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 22:36:59.582] [AutomatedScienceSampler] AutoScience is off [EXC 22:36:59.594] NullReferenceException: Object reference not set to an instance of an object CityLights.LocalCityComponent.OnPreCull () (at <cf9a3ae504fe447da35bc5d2d516f73f>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 22:36:59.609] [AutomatedScienceSampler] AutoScience is off [EXC 22:36:59.626] NullReferenceException: Object reference not set to an instance of an object CityLights.LocalCityComponent.OnPreCull () (at <cf9a3ae504fe447da35bc5d2d516f73f>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 22:36:59.648] [AutomatedScienceSampler] AutoScience is off [EXC 22:36:59.661] NullReferenceException: Object reference not set to an instance of an object CityLights.LocalCityComponent.OnPreCull () (at <cf9a3ae504fe447da35bc5d2d516f73f>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 22:36:59.683] [AutomatedScienceSampler] AutoScience is off [EXC 22:36:59.698] NullReferenceException: Object reference not set to an instance of an object CityLights.LocalCityComponent.OnPreCull () (at <cf9a3ae504fe447da35bc5d2d516f73f>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 22:36:59.720] [AutomatedScienceSampler] AutoScience is off [EXC 22:36:59.734] NullReferenceException: Object reference not set to an instance of an object CityLights.LocalCityComponent.OnPreCull () (at <cf9a3ae504fe447da35bc5d2d516f73f>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 22:36:59.750] [AutomatedScienceSampler] AutoScience is off [EXC 22:36:59.769] NullReferenceException: Object reference not set to an instance of an object CityLights.LocalCityComponent.OnPreCull () (at <cf9a3ae504fe447da35bc5d2d516f73f>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 22:36:59.790] [AutomatedScienceSampler] AutoScience is off [EXC 22:36:59.804] NullReferenceException: Object reference not set to an instance of an object CityLights.LocalCityComponent.OnPreCull () (at <cf9a3ae504fe447da35bc5d2d516f73f>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
  14. Okidoki, hang on, let me set up a scenario see if I can replicate the issue. Boosting a station out to Minmus, starting from an orbit with Pe 122 and Ap 525 km alt. Attach node to Pe, set dV to 645m/s. Open Splitter dialog, Select 'by dV', select 'Repeat', set dV to 75m/s. Now it asks me to enter an altitude to stop at, I enter 25000 km. That works; I get a nice set of nodes. Undo, now enter dV=125 m/s, at=44000 km. Apply. And the game hangs. Uh, I'm not sure how to attach log files. I think pastebin might work, but it won't accept the whole file: https://pastebin.com/MuLGCZHF (I'm having trouble with other mods as well; perhaps the solution lies in going back to an earlier version of the game, or reinstalling everything. Also, I should really put some time in getting Ubiozur Welding to work with 1.12.2; docking is such a hassle with 500+ parts.)
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