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Sirius K

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Posts posted by Sirius K

  1. These days my KSP is getting a lot of lag spikes, despite being in VAB/ SPH designing. These lag spikes affects the whole computer yet when looking at task manager, KSP CPU usage is at an extremely low point, usually the CPU usage is at 96% however during these lag spikes it drops below 60%. There's no known activities that could trigger this within ksp, no other apps CPU usage rise to such height that causes this, plus most of the time it's in the VAB/SPH, where no auto save activity happens to explain such random time lags.

    Anybody experienced such problems and have solution to this?

  2. By Wilbur, is it another software like wilbur imaging? Or something in Gimp?

    18 minutes ago, Cyrus Playz said:

     

    If you want a revamped Ike, check out my mod SPUR!!!!

    I have more ideas than just Ike, revamping much of the original, adding several asteroids to visit in the asteroid belt, making Gas Planet 2, 3 and Harvest, and maybe even adding Nova Silisko changes (since in the wikis, Nova Silisko regretted that Jool is too green, and there was a link towards other changes as well).

  3. 2 minutes ago, vv3k70r said:

    Unnecesarry - You can use standard control point and just reverse it in Your head. I do this with some crafts, mostly with my early, bad rovers when they hav to dock with trailer with docking port only on trailer.

    It is even worse when docking with rotated dock on side angled 45deg from construction to move a whole craft. But patience - it is solvable reference for human brain.

    Well it's kinda off what I wanted to discuss about in this topic, what's wrong with my craft though

  4. I've been experimenting with bellyflop landing some tall vessel (basically Starship descent), and actually succeeded once before KSP inconsistent aero physics ruined it. Though with more tests, I found that the craft will go stable when the elevons were deployed the other way. The same thing happened to my previous successful craft, with the back fins goes the reverse way as the SAS tries to stabilize.

    I have a separate control point during belly flop but that doesn't fix.

    The first successful craft (which later fails,) is Artemis Voyager I and the craft just went straight to engine first dive after 20km (if dropped from 50km). The second craft that I still experimenting is Artemis Voyager II (I'm great at naming), which has forward fins, flips nose first, before engine first, and lastly nose first (or remain engine first, depending on forward fins height). 

    And yes i'm using this post to fix bellyflop too (pls I want to make video soon).

  5. This Idea came up to me when I was searching a location on Duna for Upsilon. Every Celestial body in game lacks smaller details, and so I want to suggest some terrain features that should be added in. I might also attempt on history of the Kerbol System.

    1. Ejectas and Ejecta Blankets

    When an object massive enough hits another object with enough force, it creates a shockwave that spreads out from the impact. The object breaks and excavates into the ground and rock, at the same time spraying material known as impact ejecta. This ejecta is distributed outward from the crater's rim onto the surface as debris; it can be loose material or a blanket of debris, which thins at the outermost regions.

    If enough ejecta are deposited around an impact crater, it can form an ejecta blanket; this blanket is full of dust and debris that originated from the initial impact.(obviously copy and pasted from wiki)

    In KSP, ejectas only exist on Dres as Impact Ejecta biome, but you can't even see the Ejecta. And the celestial body that has the most unnamed craters, the Mun, has no ejecta at all. 

     

    2. More Craters
    KSP celestial bodies have very few craters. Especially Ike which is a body near the size on The Mun orbiting around Duna, that somehow has less craters than it's parent body Duna. Maybe add more unnamed and shallower craters like the ones on The Mun (which also doesn't have a special crater biome) on to vacuum bodies and atmosphere thin bodies (Moho, Minmus, Duna, Ike, Dres, Vall, Tylo, and maybe Eeloo as well) Asteroids with SOI should have some craters too. And sometimes geological activities can't erase every crater. Unless the Celestial body can continuously pump out materials to cover every surface like Io, craters will most likely exist on the surface of the celestial body.

     

    3. Volcanism and Cryovolcanism
    Giant mountains that spew out Ice or Magma, and even if the celestial body is dead, past volcanic features can still be found (stuff like chasms, ancient lava flows, volcanic pancakes on Venus, flat basins, canali etc).  On Kerbin and Laythe, there could be more Archipelago and chain islands where tectonics moves geological hot spots forming multiple islands on each eruptions. On Eve and Duna, lines of once flowing lava, with Mons upward several kilometers. Same thing on the Mun, Pol and Moho. Ike looks like it has an overflow of lava creating the giant dark spot the kerbals recognize on Ike. On Vall, Minmus and Eeloo, mountain ranges forming from the materials spew out by cryovolcanoes, along with flatter terrains.

     

    4. Liquid erosion
    Duna has a biome named Midland seas, with several canyons connected to it. The surfaces of these canyons and midland sea are quite flat, suggesting that water might have flowed on Duna, which might have retreated to the poles. If this is true, then Duna needs more canyons, small canyons that are the remnants of liquid water flowing from the highlands to the seas. Fans of sediments where once liquid water carrying soil reaches the seas. Traces of hydration when the Dunan summer temperatures reaches above freezing point, where water from crater and chasms edge drop down to lower elevations. Sharp edges on Canyon walls like the ones on Valles Marineris on Mars. Join with Volcanism will make Duna extremely detailed. The same thing can be said for Eve, but with eroded lands where acid rains down from the clouds in the dense atmosphere of Eve.

     

    5. Expansion and Shrinking 
    It is said that Mun has Munquakes when using seismic experiment, as such we should be able to see some features of the celestial body shrinking (just like how moonquakes happen). Fault lines can be added as a separate biome where it will yield extra science point by seismic experiment. Expansion on a celestial body's surface can cause canyons (probably why Dres and Eeloo has canyon).

     

    6. Mantle Convection
    Convection of underground oceans like on Vall (possible proof being interior shifting, detected using Gravioli) could form cellular terrain like the ones on Pluto's Sputnik Planitia. Terrain like Chaos where fractured Ice on the boundary between Midlands and Lowlands. Such terrain could also be added to Eeloo, which the age of the it's surface is unknown (probably very young due to the lack of craters). 

     

     

  6. 4 hours ago, Snark said:

    If you've been manually editing save files, then almost certainly what's happened is that you horked something and corrupted the save.

    With a corrupted save file, all bets are off what the program will do. That's not a bug; it isn't the program's fault that broken input causes it to break, any more than it would be your car's fault for having mechanical problems if you put apple juice into the gas tank. It's not designed for that. ;)

    If you revert to a "clean" version of your save from before you edited it, does that resolve the problem?

    But during one of my Save, I only change the parts flag. And restarting KSP then reloading the same save that has the error before, will work nicely. 

    Also, what about the Bon Voyage time where I didn't file edit at all?

  7. 7 hours ago, Snark said:

    It can be hard to know what a mod does or doesn't touch, if you're the author. For example, I would not be at all surprised if a visual mod affects the camera in some way at the code level, even if it's not obvious to the player.

    Since this is affecting you, but appears not to be affecting all the players in stock games, there's a reasonable chance that some mod might be causing your problem.

    So, that would be the first thing you'd need to diagnose, before anyone could help you.  Is it a mod causing this, and if so, which one?

     

    Have you tried running a stock game without the mods and see if you can still reproduce the problem? If you can't (i.e. if it only happens with your mods installed), then the next thing you'd need to do is to narrow it down to which one might be the problem.

    The first time I encounter something similar to this error is when i started merging saves, during Upsilon time. I copied the vessel but not the Kerbals and it resulted in something similar to what I encounter. And before Upsilon I played stock for most of the time, and still haven't encounter this error when I have more mods added. It only starts to appear when I save file editing. The only thing I can link to is save file editing, and maybe TUFX (since it was the most recent mod I have) or Editor Extension (that mod also causes null reference when I delete symmetry). 

     I've only edit save files for Savefile merging, Kerbal name changing, part flag changing, Part adding (if i forgot an essential part), part deleting, Reattaching parts (docking port bug of unable to decouple node), editing part location and editing part location.

  8. [EXC 14:10:13.949] NullReferenceException
        UnityEngine.Transform.get_position () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
        FlightCamera.UpdateCameraTransform () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
        FlightCamera.LateUpdate () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)

    This is what I frequently encounter now, a flight camera error. First, I was just going to change some flags on a part via save file editing. Then when I load up the save THIS BLOODY loveING THING KEEPS SHOWING UP. And then KSP crashes. Then I use bon vonyage to plot a rover to go to the highlands near the KSC. But Bon Voyage always things up at destination so i reload the save, a quick save that i have load before that I didn't touch or edit anything. AND THIS SAME loveER COMES BACK AGAIN. FIX THIS BUG PLEASE.

    There's no mode affecting camera in my mod list, just visual mods, readout mods, dock rotate, better time warp and bon voyage

  9. So i was testing my spinning station with this mod, i don't understand why the mod kept oscillating the roll back and forward when i set a RPM, it keeps rotating back and forward. Next, I try relative rotation, i set the sun and use a front docking port as control point, it didn't even do anything, the whole craft is still facing the same direction, not facing the sun.

    And lastly, pain (ksp log file ) https://drive.google.com/file/d/128lbVBjugsjNHsK-bK2ycEphFuanqUrB/view?usp=sharing 

    Update: The mod CORRUPTED MY WHOLE CRAFT

  10. 12 hours ago, Mikenike said:

    Somebody get this man not to part clip. Are you tryna lag out your game. Cause there is no reason for bases that size.

    Ah, because the bases are for Upsilon, these bases has more stock stuff like more habitations. In the case of the Vall bas, it has 4 stock launch pads (made from 2 wing E connector, one battery, one jr docking port, one circular light, and a fairing) with 4 shuttles.

      I was trying to have several bases in one save.

    If i have several small crafts that their parts adds up to the amount the 2 bases part count add up, will it have the same amount of lag?

  11.  

    On 10/15/2020 at 6:58 AM, Vanamonde said:

    To diagnose this people would need more information, such as your system specs, any mods you might be using, etc. 

    And thread moved to Support. 

    Update, so the base is completed and landed, but here I am on a 138 part craft, with no fairings. But when I'm in flight, KSP uses 100% of my CPU, and in Map View or IVA view, KSP is only using 60%. On the clock, in flight it's yellow, and in Map view it's green. Reloading the craft seems to make it smooth, but the timer is still green and yellow flashing, I expected green when a craft is below 250 part.

    My lander when landing near the base also went smooth when I don't look at the base, but lags when I do so.

    In my save, there's two 21 part relays, one 281 part Tylo base, one 124 part space station in Tylo Orbit, one 398 Vall base, one 355 part Eeloo Base (that base I recently land), a 48 part Tylo Lander, and the 138 part craft I'm currently in. 16 saves are in the game, 70 VAB crafts, 74 SPH crafts and 83 subassemblies, as well as 5 auto generated backup saves.

  12. On 10/15/2020 at 12:03 PM, Boyster said:

    Those mods, that amount of fairings/parts and those specs, low RAM etc...i am gonna cast my vote and say that lag is your laptop crying for help.

     

     

    What about the fact that the 12 fairings hid inside a fairing has more performance than 12 fairings exposed

    wait doesn't matter the lag is still the same

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