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Sirius K

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Everything posted by Sirius K

  1. all these mods doesn't affect much lag (except scatterer, but when in atmosphere), and the fairings lags my other vessel at 100+ parts, with just 4 fairings
  2. Here's the save file that has all these problem, including the fcked up lander grappled by claw, it still wouldn't detach and KML most likely can't find the error for that https://drive.google.com/file/d/1CzJ2I8U-bWfxjyXghTOpLoqQldH3pjPL/view?usp=sharing
  3. Weirdly enough, the base explodes when I restarted the game, and enter the vessel by persistence. Huh, In my view it's loaded. The images are errors from KML, Dock part is docked to other docked part. Docking state should be 'Docked (same vessel)' but is 'Ready', other dock Part [41] (docking port 2): Docked (docker): Eprus I Probe. (the docking port error also made the docking port unable to undock and appears a Null Reference)(docking port error also includes docking port showing 'Docked (docker)' when it should be 'Docked (dockee)) Part not attached to Parent part: PART [39] (asas module 1-2) Invalid Symmetry entry 'sym= 37', you should delete this attribute Grappling part node attachment not responded from other grappled part: PART [83] (battery bank)
  4. My laptop runs on 8GB RAM, x64 based processor, Intel(R) Core (TM) i7-3537U CPU @ 2.00GHZ 2.50 GHZ, all 5 year old. When with no mods, the game can run a 500 parts craft before lags starts to get noticable. With mods it can run about 400 parts before lags starts to get noticable. Mods: Scatterer, Dock Rotate, EVE, TUFX, Spectra, Better timewarp, Correct COL, Editor Extensions, Hangar extender, Reentry Particles, Trajectories (is off most of the time), KER, and the rest are mods dependencies like Click through blocker, Toolbar controller, Module Manager etc. Scatterer, EVE, Spectra only lags when I look at an Atmosphere or when I'm in the atmosphere, but the craft i have doesn't matter anywhere i look. Reentry Particles and TUFX doesn't contribute much to the lag I also have Distant Object Enhancement but remove because i thought it was the source of the lag but it wasn't, as removing that doesn't affect the lag at all. no, all smaller vessels runs very smoothly, including this when all the fairing are deployed I don't know the fps since I don't have any FPS revealing stuff, but I know before the fairings deploys, the game is very rough, un smooth. Spec are written in a Reply for Vananamode. I haven't tried alternate builds, but the fact that I have numerous crafts with about the same part count running at green timers should how that something is wrong.
  5. I just finished my Vall base Eprus, all landers docked. One of the lander was attached to the base via a claw, but for some unknown what bug, the game proceeds to think that the claw only grabs to the fuel tank, and the whole other parts of the lander is fully attached to the base??? Then, I open KML, look at the save, and a bunch of errors. Parts not attached to parent parts, Docked docking ports labeled as Ready, Invalid symmetry entry, claw node attachment not responded from other grappled part?? what is wrong with my save now, and how does these things appear, and how do i fix them (those errors were written multiple times by KML, only the grappling node was wrote one)
  6. My craft is just 214 parts, with 12 fairings ( with shells), and the game is lagging like i was controlling a 600+ parts craft. When all fairings deployed, the timer went from yellow to green.
  7. Recently when Upsilon Eeloo window opens, I've start building on new crew habitation Mongolian tents using fairings. But the fairings starts behave strangely when taken out from sub assembly: the fairing hit box is gone. Kerbals can just poke their head out of the fairing, and required rebuilding the fairings to regain the hitbox. Is this a bug or am I doing the fairings a bit wrong?
  8. My game keeps getting Null Reference and Trajectories is gone from the apps bar, even after reinstalling Trajectories. version 1.10.1
  9. So I heard of KEKKJ is the most efficient way to Jool but it's quite hard due to Eve's inclination, but there's also KKJ which is less efficient but is way easier. So I tried KKKJ, K (from Kerbin), K (2 orbits later with a 200m/s retro grade burn, should bring up enough for the spacecraft to encounter Kerbin after an orbit, ideally below Dres orbit), K (relative velocity from the last assist should be enough to kick to Jool orbit) and J (final destination, Jool). In theory it should be able to reach Jool with a 1100m/s ejection burn and a 200m/s retrograde burn, but however when I try I can't make pass Dres, can anyone try this path and also explain why this would work or how to make this work? I got stuck after the first Kerbin Assist pushed my Periapsis too high.
  10. Imagine installing an EVE dependent graphic mod that you know it works really well, and you try to modify it by importing other graphic mods config, and rewriting all texture paths correctly, only to get errors. So you delete the configs from the other mod and reinstalling the graphic mod, and you realize, EVE is now unable to parse _tex and _maintex, despite you also reinstalled EVE. Please fix this
  11. My Duna config seems to be off, there's 5 scatterer blue, 1 Duna High and 1 Duna Aurora, no Duna dust storm. Though i did successfully moved AVP orange atmosphere to replace.
  12. Judging by the picture here we won't be getting parts for Rosetta (is the small arm for Philae?), right?
  13. My game crashed again and again when I use WindTunnel. log: https://drive.google.com/file/d/128lbVBjugsjNHsK-bK2ycEphFuanqUrB/view?usp=sharing I don't see unity out, nor does GC saying anything, the game just close. I'm on Windows 10 and I have editor extensions, and Kerbal Engineer Redux
  14. The Poodle texture looks SICK! Although is it a variant or a revamp? If it's a revamp pls add a compact variant too.
  15. Do I need DLC to access the other space suits?
  16. Lossless physics reduce lag a lot but I encounter some problem, the mod doesn't care what the lossless physic warp rates is, it just go to the default rate despite I press 1 and quickloaded, which make the game quite slow.
  17. I noticed something different on older versions of fairings and newer versions, possibly a bug. My previous test domes uses the fairing from the Nordkapp craft in kerbal x, and the fairing has a hollow hitbox despite quickloading. But when i redo the test dome with a newer fairing (from the current version), the hitbox was solid after reloading. So I might conclude this as a bug but for the no fairing, that fact you said is true
  18. the fairing is closed to the cupola, which is connected to some parts to the fairing base. All three of those fairing hitbox happens to my domes, they don't differ in structure as all of them has a main pillar with something on top for the fairing to close I have 4 domes on Kerbin that is moving on a rover and it doesn't have a solid hitbox, a double layer fairing space station module that originally tested for kerbals can eva now couldn't after launch. And this case after launch a solid hitbox generates too.
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