Jump to content

Hoozemans

Members
  • Posts

    39
  • Joined

  • Last visited

Everything posted by Hoozemans

  1. 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,
  2. 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.
  3. 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...
  4. 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.
  5. 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
  6. 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!
  7. 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.
  8. (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.
  9. Same here. v1.12.3. No exceptions in KSP.log either. Still working the problem. Perhaps SM or CLS?
  10. 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
  11. 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)
  12. 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.)
  13. Could be an unhandled division-by-zero exception somewhere. It probably takes a little practice to learn how to use the mod. I've been trying to set up a simple 650m/s dV ejection to Minmus all morning now, using first dV, then burntime, then Ap - all of them ending in me having to force-quit a hanging game and reload. I haven't yet run in to any of the other problems you mentioned, though. Looking at the log, the game seems to have lost something: [LOG 11:14:51.746] CheckEncounter: failed to find any intercepts at all [LOG 11:14:51.747] CheckEncounter: failed to find any intercepts at all [LOG 11:14:51.747] CheckEncounter: failed to find any intercepts at all [LOG 11:14:51.748] Look rotation viewing vector is zero [LOG 11:14:51.748] CheckEncounter: failed to find any intercepts at all [LOG 11:14:51.748] CheckEncounter: failed to find any intercepts at all [LOG 11:14:51.748] CheckEncounter: failed to find any intercepts at all [LOG 11:14:51.748] CheckEncounter: failed to find any intercepts at all [LOG 11:14:51.749] CheckEncounter: failed to find any intercepts at all [LOG 11:14:51.749] Look rotation viewing vector is zero [LOG 11:14:51.749] CheckEncounter: failed to find any intercepts at all [LOG 11:14:51.749] CheckEncounter: failed to find any intercepts at all [LOG 11:14:51.750] CheckEncounter: failed to find any intercepts at all [LOG 11:14:51.750] CheckEncounter: failed to find any intercepts at all [LOG 11:14:51.750] CheckEncounter: failed to find any intercepts at all [LOG 11:14:51.750] CheckEncounter: failed to find any intercepts at all [LOG 11:14:51.750] CheckEncounter: failed to find any intercepts at all [LOG 11:14:51.751] Look rotation viewing vector is zero [LOG 11:14:51.751] CheckEncounter: failed to find any intercepts at all I wonder whether it's looked under the couch.
  14. Hi! New to Principia, fumbling my way through whatever tutorials are out there. Question I didn't yet see any answers to: how come my navball is so fuzzy? Playing KSP 1.12.2 for MacOS, most recent Principia Haar release. Thanks! https://imgur.com/gallery/vTHKyY7
  15. I've had no problem getting UbioZur Welding to work with my 1.11.2 install though. With the KSP-packaged ModuleManager. Unfortunately I can't quite remember what I did. I think I installed Welding from CKAN first, then downloaded the latest release from GitHub and copied the files over the CKAN-managed locations - so *not* in the locations the GitHub README would have you put them. Anyway, whatever I did, I'm happily welding in 1.11.2. Although it doesn't do much for my framerates. Still having a horrible time docking to my stations.
  16. It's not just the game itself, but also the community surrounding it, the forums, the videos, the whole shebang, that's told me that: Everybody's got their own reasons for liking this game. I've heard people say they like the game because it allows them to design impressive spaceships. I've heard people say it's all about flying the ships they build. They shun in-game computers, even though in the real world computers have been used to fly spaceships since before the Apollo missions. Some people are in it for the recreations of historical spaceflights and ships. Some people actually use the game to model and simulate missions - they use it as a tool. All of this attests to the versatility of this game. For me it's about the program. You set your goals, and then you think about what infrastructure you need, what steps you must make to get to that point. If your mission is having a base on Eloo, you don't get there in one go: you must first develop technologies, make sure you have the spaceships and equipment to supply your base, the technologies to keep your Kerbals alive out there (assuming you use USI or some other life support mod). I'm treating KSP as a strategy game - and I like strategy games. But in the end it's not individual missions that give this game meaning, but what each mission means for your overall program. So what I would pass on is this: The more mundane tasks, like flying the rockets you're building, are best left to the tools we built for that purpose. Mechjeb and RMM are your friends. And of course kOS and kRPC. HAL9000 may be a bit of a dick, but he's a fine pilot. The end goal of the game is to realize (and automate) that lower 99% of the technological pyramid that allows you to do the top 1% with ease and fun. Another thing I would pass on - because I'm too lazy to figure it out myself: See if you can work out how to use kRPC to manage a multi-vessel/base infrastructure by itself without human input. Wouldn't it be cool if you could set your python bot to do all the mining and ferrying around of resources and kerbals, switching active control between vessels and bases as needed, until you've got everything in place to start on your greatest project? Once you've got this running, videotape it and gimme a ping.
  17. So the answer to my question was right here: Turns out it was not a lack of RTFM on my part, but an actual bug. I went to the ./GameData/WarpPlugin/Parts/Engines/IonEngine/ folder and restored the backup that was there: machoozemans:~ hoozemans$ cd /Applications/KSP/1.11.2_Kolonize/GameData/WarpPlugin/Parts/Engines/IonEngine/ machoozemans:IonEngine hoozemans$ ll total 24 0 drwxr-xr-x 5 hoozemans admin 160 May 23 22:50 . 0 drwxr-xr-x 56 hoozemans admin 1792 May 23 22:50 .. 8 -rw-r--r-- 1 hoozemans admin 1578 May 23 22:50 IonEngine.bak 8 -rw-r--r-- 1 hoozemans admin 2145 May 23 22:50 IonEngine.cfg 8 -rw-r--r-- 1 hoozemans admin 2336 May 23 22:50 Upgrades.cfg machoozemans:IonEngine hoozemans$ mv IonEngine.cfg IonEngine.cfg.KSPIE-upgrade machoozemans:IonEngine hoozemans$ mv IonEngine.bak IonEngine.cfg Restarted the game, and the ionengine was back to normal.
  18. As the title asks. I've tried the stock craft included in the game, and they don't produce any thrust. I've thrown together a bunch of capacitors, batteries, reactors, solar panels, xenon tanks and ion drives, and they produce a few micronewton of thrust at first, quickly dropping down to zero, with barely any power or xenon consumption. Is there a special trick to it, other than selecting propellants matching the ones you're actually carrying, and providing plenty of power? Edit: Hang on, found something here: Working on it. Solution: Right here:
  19. Well, you know, a couple of Windows10 VMs, some docker containers that don't fit in the minikube running in a Linux VM, Firefox (which is a sure performance killer) - the usual. Nah, the stuff I'm talking about happens whether or not I'm running anything else (although it's worse when I'm running development tools in a Windows10 VM, of course). Actually, display might be a thing under some circumstances. I've hooked up an old monitor to my Mac using a hub ('cause these things only have USB-C ports), and depending on what display mode I'm using, performance of *any* program I'm running, but especially games and VMs, really tanks. But then I've already ascertained that my issues with KSP-performance occur whether or not I'm using external monitors, or doing anything but running KSP, for that matter. Right now I'm attacking the crossfeed thing. Redesigning my space stations, testing the designs. Should've done that in the first place, since I really hate having to launch all these parts a second time. Although I get to deorbit the old station now, which gives nice fireworks. I think my next station will be more along the lines of the station in the second pic above: just one massive framework for attaching stuff to. Just wondering what shape to give it... It's not really the price that I'm worried about. I haven't been to the pub for two years, and you cannot *believe* how much money I've been able to save. It's just that it's so much work comparing the specs of candidate memory sticks to candidate mainboards - and it doesn't help that I'm changing the requirements for my new kit every time I sit down to look at them...
  20. Yep, that sounds about right. I'm having a bit of a conundrum selecting new kit because of it. I'm thinking I should just drop the requirement of ECC in my RAM for the ZFS array and combine my k8s testbed with the gaming platform.
  21. What is the 'end game'? Is there such a thing?
  22. I heard the same. That, and solar panels. But yeah, it's exactly that inconsistent behaviour that has me asking questions here. Fuel crossfeed is hard to prevent in most cases; especially if your station is a refuelling station (which I'm guessing most are) with a bunch of ships docked. I've seen the video, and I can't fault Stratenblitz's findings - but I'm not sure what to do about it... Well, I suppose I can eliminate a few tanks by consolidating them. It might help. Thanks!
  23. The weird thing is that the top station in the initial post was literally teeming with lights - a bunch of projectors at each and every girder intersection you see - and yet its performance was better than that of the station below ... Quick check ... [Turns of lights, attempts docking manoeuvre] I'm not sure. It might have helped a little, but whether it's enough to matter ... ? I should start logging FPS every time I change something. Anyway, thanks for the hint! At the very least, it's worth investigating.
  24. So this is not a new question; I've seen many other posts on the same general topic. The previous one with this exact title was a bit outdated, though, so I thought I'd open a new one. The question is: what can you do to improve performance of your game (outside of bying new computing kit). More specifically: what can you do to improve performance around space stations. The reason I ask is I've been having inconsistent results with my station designs. I've had massively big stations, 500+ parts, with reasonable (given the total part count of station, docking and approaching vessels) though not stunning performance: And then I've had this tiny station ... : (Modlist for above spacestation: https://drive.google.com/file/d/1vajct196DKoGFBZJ_YWFe_QXjAEuXLRe/view?usp=sharing) ... which sports an entirely reasonable 200 parts (including a few docked tugs) but drops my framerate down to single digits per second - and I didn't even try to make the rings rotate (the rings were just a convenient shape for getting stuff to orbit). So obviously, it's not just the part count, but the type of parts that matter. Some guesses as to what type of parts have the potential to affect framerate: Solar panels: they have to keep track of the orientation of the station relative to the Sun and, if they're the tracking type, adjust their angle. Docking ports: they may be scanning for nearby targets and adjust their behaviour accordingly. (Though the first pic shows a station with massive numbers of docking ports that nevertheless performed way better than the one in the second pic...) The USI Kolonization mod I'm using probably recalculates the current life support status of habitation modules every other. In the above stations I cheated by using the UbioZur Welding mod to reduce part count, by welding most continuous 'inactive' parts together (like adjacent crew cabins, girders or fuel tanks). Now theoretically this should reduce the load and therefore improve framerate. But I'm not a coder; I have no idea how the code for this mod works or how the code of the game proper has evolved since this mod was first developed. It may be that it's not just about the actual parts, but about the modules inside those parts, which aren't welded - I presume. So, mods installed, type and number of parts ... what else affects framerate? Can I - can we - come to some kind of consistent set of guidelines for constructing stations big enough to be worth having that don't cause you to grind your teeth at every docking manoeuvre? What parts to avoid, how to avoid them; what mods to install, and which mods not to ... I'd love to hear your advice and your experiences. Thanks! EDIT: Another thing, I forgot, that may have impact: settings. Like the max DT per frame spent on physics calculations. The Max DT was lower with the top station than with the one below, but I've been told that bigger is better in this case. Soit, I'll have to experiment with this a little. SUMMARY TO DATE: Limit the number of docking ports. Docking ports, especially unshielded ones, scan the environment for partners to mate with, which puts extra load on the CPU. Also, if you limit the number of docking ports, you'll be limiting the number of craft that are docked at any given time, which limits total part count. Limit the number of solar panels. All solar panels, not just the ones that actively track the sun, need to be able to calculate their position and attitude relative to the sun, and whether or not any obstacles are present between them and the sun. Limit the potential for fuel crossfeed. Modularize your station: all fuel (or presumably consumables of any given kind) in one section. See Starman4308's mention of Stratenblitz's video here. Following AlpacaMall's suggestion: limit the number of lights. I haven't had this problem myself, but I can see how lights might require CPU intensive calculations. And of course, try to limit the overall number of parts. Mods like UbioZur's Welding mod my help here, or things like the various Station Parts modules I occasionally see mentioned. Sure, you can build grandiose stations just for the kick of it; try and match Stratenblitz's Kerbol 0 if you dare. But if you're looking for something to use as a staging area and (re)fuelling post for forays into the system, then Simpler Is Better (which is what gave me the initial idea for the station in the first pic in this post: basically just a bunch of girders, docking ports and fuel tanks).
×
×
  • Create New...