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pmborg

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Everything posted by pmborg

  1. Hello I am using this pack of mods/versions and KSP settings and I don't have any problem, check it here:
  2. Hello @Lisias!, I am using this add-on in my new setup please let me know if you need any test from my side I will be gald to do it and contribute to find something. Be my guest I visit this post, what do you think? Your favorite plane/mod https://forum.kerbalspaceprogram.com/index.php?/topic/210392-kerbal-space-program-1124-releasing-11-2-2022/&do=findComment&comment=4202879
  3. A flight to welcome KSP 1.12.4: @4K SETTINGS / MODS LIST: VIDEO 1: VIDEO 2: VIDEO 3:
  4. I just started with a first fligth in a new carrier path now at full KSP potential a 300m from KSC:
  5. Hello that is one of the cool things of steam you can upgrade and downgrade, right click on properties and then select the called "beta version" 1.12.3 And in the end open your persistent file and downgrade the version: C:\SteamLibrary\steamapps\common\Kerbal Space Program\saves\default\persistent.sfs GAME { version = 1.12.3 Title = default (CAREER)
  6. Hello @Gameslinx I will share here my footage at 4K resolution (limited at 180 FPS): The quality in 4K screen with HDR dynamic is really amazing, congratulations!
  7. Hello thank you for your feedback, I think that the mystery is solved now, please check next line: Hello I installed it with CKAN so strange... but you are right after a re-installation, with the new version CKAN(1.13.2) and it seams that the problem is solved (with the missing Module Manager)
  8. For me the mechJeb @sarbian and the BetterCrewAssigment @Snark mods are not working, but all the other mods that I am currently using are still compatible and working well. and maybe Hide Empty Tech Tree Nodes. Hide Empty Tech Tree Nodes: @ev0 [EXC 20:21:39.306] NullReferenceException: Object reference not set to an instance of an object HideEmptyTechTreeNodes.ChangeTechTree.ChangeParents () (at <8c5703b064e44a07b06a81518b5beb89>:0) HideEmptyTechTreeNodes.ChangeTechTree.Setup () (at <8c5703b064e44a07b06a81518b5beb89>:0) HideEmptyTechTreeNodes.ChangeTechTree.Start () (at <8c5703b064e44a07b06a81518b5beb89>:0) BetterCrewAssigment Error: [ERR 23:10:12.231] [BetterCrewAssignment] (Exception) Mismatched lists: 0 crewable parts (out of 92 total), 2 part manifests: at BetterCrewAssignment.Crewable.List (ShipConstruct construct) [0x000c7] in <2246ef1671564b339ac4bca8276f97ce>:0 at BetterCrewAssignment.CrewableList..ctor (ShipConstruct construct) [0x00006] in <2246ef1671564b339ac4bca8276f97ce>:0 at BetterCrewAssignment.AssignmentLogic.AssignKerbals (ShipConstruct construct) [0x00000] in <2246ef1671564b339ac4bca8276f97ce>:0 at BetterCrewAssignment.EditorBehaviour.OnShipLoaded (ShipConstruct construct, KSP.UI.Screens.CraftBrowserDialog+LoadType loadType) [0x00035] in <2246ef1671564b339ac4bca8276f97ce>:0 About mechJeb there isn't any exception just don't appear in GUI. LOG FILE: https://www.dropbox.com/s/7oxp5voykdoweqx/KSP.rar?dl=1
  9. The new launcher is out on steam but not the new release yet: Still 1.12.3
  10. I am preparing the benchmark... Resolution: 4K @180FPS can't go faster because there is a setting in MENU that limit at 180 Frames...
  11. You can have 2 mods that break the KSP and 100 mods that work like a "Swiss clock", in general rule just keep an eye for any exception in KSP.log and remove that mod that is causing the exceptions. What I personal use is the "GIT BASH" with this command: tail -f '/c/SteamLibrary/steamapps/common/Kerbal Space Program'/KSP.log | grep -i exception If an exception appears... I just kick the mod with no exceptions.
  12. I think that you are missing this one:
  13. Hello @R-T-B I admire your persistence fixing the Kopernicus There is a experimental fix that I used for SpaceX-RO-Falcons: in K:\Kopernicus\src\Kopernicus\Components\KopernicusStar.cs you have this mention: (//Why is this happening?) // Get "Correct" values try { flightIntegrator.BaseFICalculateSunBodyFlux(); } catch { //Why is this happening? <--------LINE 382 } I fixed this commenting these lines: FILE:K:\ModularFlightIntegrator\ModularFlightIntegrator.cs protected override void CalculateSunBodyFlux() { if (calculateSunBodyFluxPre != null) { calculateSunBodyFluxPre(this); } if (calculateSunBodyFluxOverride == null) { base.CalculateSunBodyFlux(); } //else //{ //calculateSunBodyFluxOverride(this); //} if (calculateSunBodyFluxPost != null) { calculateSunBodyFluxPost(this); } } From my side this stop the spamming of 200 exceptions per second, which compromise the performance and make KSP.log larger I hope I had helped a bit. Cheers!
  14. I think that @TheLoneOne is referring to: Which have the code here: https://github.com/Arrowstar/ksptot This feature is available: "Plan ballistic trajectories, gravity assist maneuvers, injection orbits and more using the same basic orbital mechanics and patched conics system that KSP uses! No more infinitesimal sphere of influence approximations to ruin your burn planning."
  15. Hello @linuxgurugamer [1] Actually I have exactly the same problem, long time ago, with my Kerbol System installation on KSP 1.12.3 Directory of K:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\CraftManager\Plugins\KatLib.dll Directory of K:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\KXAPI\Plugins\KatLib.dll This happen when we install the CraftManager plugin. The problem: Once when I deleted that dll suggested I also had another FATAL error, so I decided to use an old version to workaround this problem, I forgot also to comment on it at that time. My suggested solution: Is to install this version of ZeroMiniAVC: (it still works perfectly for me at least on KSP 1.12.3) [2] But today I took another shot to try it and update it again to latest version and I got a FATAL exception that close the KSP loading window. ERROR: [EXC 14:47:51.094] [ModuleManager] The patching thread threw an exception: System.IO.FileNotFoundException: K:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\KIS\Plugins\MiniAVC-V2.dll at System.Diagnostics.FileVersionInfo.GetVersionInfo (System.String fileName) [0x0000d] in <ef151b6abb5d474cb2c1cb8906a8b5a4>:0 at ModuleManager.ModListGenerator.GenerateModList (System.Collections.Generic.IEnumerable`1[T] modsAddedByAssemblies, ModuleManager.Progress.IPatchProgress progress, ModuleManager.Logging.IBasicLogger logger) [0x000a2] in <a0f9d7e5c0864d32839c501c53536c2a>:0 at ModuleManager.MMPatchLoader.Run () [0x000f3] in <a0f9d7e5c0864d32839c501c53536c2a>:0 at ModuleManager.MMPatchRunner+<>c__DisplayClass10_0.<Run>b__1 () [0x00001] in <a0f9d7e5c0864d32839c501c53536c2a>:0 at ModuleManager.Threading.BackgroundTask+<>c__DisplayClass0_0.<Start>g__RunAction|0 () [0x00002] in <a0f9d7e5c0864d32839c501c53536c2a>:0 logs just in case if they are needed: https://www.dropbox.com/s/filmmxfr925jiso/AVC.zip?dl=0 Also the content of that directory: Cheers
  16. Hello, The pmborg / SpaceX-RO-Falcons for SpaceX-pack is available for KSP 1.12.3: VIDEO: MAIN PAGE: https://github.com/pmborg/SpaceX-RO-Falcons
  17. Hello, Yes Civilian Population works perfectly with USI (CORE, FTT, MKS and TOOLS) and optionally you can use USI-LS.
  18. Hello, I create a my own solution for this problem with this patch: Copy the content of, this zip to gamedata directory: https://www.dropbox.com/s/33ku5gqmutdzkt8/pmborg-multi-ISRU.zip?dl=1 Then let me know if you like it!
  19. you can see in that Benchmark link the HW description that was on another system that I have, that now I use as a server, but this one is faster. Yes true, what is good in AMD 5950X is that AMD optimized the microcode of 99% of the instructions (so 4.6Ghz = 5.1.Ghz 11900 generation) and AMD have a special turbo when work in single core which boosts from 4.8Ghz to 5Ghz, like KSP and disable the other cores... With 12900K Intel also optimized the microcode to allow most of the instructions to run in one cpu/cycle time also and that made it really fast. With my current system I can pull 185FPS on KSP and 130/140FPS in flight. But 12900k is faster in single core about 19% than AMD 5950X, I am curious to see the results of your upgrade, nevertheless don't forgot about graphic card. For example from 1070-TI to 2080-TI the FPS just double, is like passing from 70FPSto 140FPS in KSP. In resume cpu is very important it can handle differences in 30/40% of FPS in KSP, but graphic card have a bigger impact on FPS, once can deliver 100% in 2080-TI or 150% using 3080-TI in relation with 1070-TI. In resume the 12900K is the new bests choice up today, but lets see about the rest of the system in order to check if it has a good performance also. Dont forget that the performance is the sum: GPU+CPU+BOARD+M2+RAM with this order of impact on KSP. But in your case your upgrade in FPS will be about 11% from my calculations you will pass from Gaming 215% to Gaming 239% which is quit fast!
  20. Hello @dave1904 This what you can get to your PC (12900k and a DDR4 z690 motherboard. ) if you have a card 2080TI and rest of parts world class like like ram disk, etc: https://www.userbenchmark.com/PCBuilder/Custom/S254075-M1675464.586821.1318565.1698466vsS254075-M1675464.1295288.1318565.1698466?tab=GPU This is what I have with one of my systems, without any OC: https://www.userbenchmark.com/UserRun/44702394 Test your current system and share the link is the best way to check how to improve step by step. Cheers!
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