Jump to content

GNO-SYS

Members
  • Posts

    13
  • Joined

  • Last visited

Everything posted by GNO-SYS

  1. Both Scatterer and TUFX's temporal anti-aliasing implementations do something very weird with the internal nozzle glow effect on Restock engines. There's a weird black flickering effect. I mentioned it on the Restock thread already. Nertea suggested to disable Scatterer's TAA, and that fixed it. TUFX's TAA also did the same exact thing, on its own. Also, TUFX's HDR makes some Restock parts look somewhat see-through. Very odd.
  2. Both Scatterer and TUFX's temporal anti-aliasing implementations do something very weird with the internal nozzle glow effect on Restock engines. There's a weird black flickering effect. I mentioned it on the Restock thread already. Nertea suggested to disable Scatterer's TAA, and that fixed it. TUFX's TAA also did the same exact thing, on its own. Very odd.
  3. Actually, I also did the opposite (at first). I disabled TUFX's TAA while leaving Scatterer's on, and I still had this problem. In fact, I completely uninstalled TUFX and it still did it. Then (after reinstalling TUFX), I did what Nertea said, and disabled Scatterer's TAA, but then, it persisted until I disabled TUFX's TAA in-game. Both Scatterer and TUFX's TAAs did the same exact thing independently of each other. I'll leave a post in each thread mentioning the issue.
  4. That's so funny. I was getting desperate, digging through config files, and I was eyeing Parallax and Scatterer settings the other day and wondering what the heck, and if I should disable temporal anti-aliasing, since I figured the problem had to be some sort of goofed-up post-process effect, but never actually worked up the nerve to do it. I just disabled Scatterer TAA, and the problem didn't go away, but then, I also disabled TUFX's TAA, and poof. The visual glitch is gone. (Multiple, overlapping TAA implementations from different mods, oh my gawd). I can confirm that TUFX's HDR implementation also makes some parts from this mod kinda see-through, so I disabled that, too. Thank you so much! If I may add, your mods were always my favorite. They measurably improve and expand upon the base game, and have consistently high-quality meshes and textures, and Waterfall is just plain amazing. I'm not surprised at all that you're on the KSP2 dev team. They're lucky to have you. There should probably be a note in the OP to warn people to disable Scatterer and TUFX TAA and TUFX's HDR to make sure they can see Restock parts in their full glory.
  5. At first, I thought this was Waterfall, but I uninstalled all plume-related mods and tested it again, and it kept doing it. For some strange reason, the engine glow effect inside the Restock engines is flickering black on my rig. I tried a bunch of things. Clean install, you name it. The flickering remains constant even when the game is paused. Looks like a weird depth buffer/draw issue. It only happens on Restock engines. I have absolutely no idea what's causing it. I have an RTX 3090 FE running the latest 522.25 driver. This is my modlist:
  6. I think I may have fixed the problem, but I don't know how. I cleared my Module Manager cache and it seems to have cleared up. EDIT: Nvm, it's still doing it. Damn. Not even sure what's causing it. EDIT 2: There is a bit of a workaround; simply going into the tracking station and letting the ship cross into the SOI without flying it, and then going back to controlling it directly seems to avoid the freeze. Weird.
  7. Having a weird issue with Kopernicus, Galaxies Unbound, and KSPI-E. When I enter the SOI of any star other than Kerbol while using a warp drive, the game starts lagging very, very badly. I mean, 1 frame every four minutes. Basically frozen. The log doesn't seem to show any useful information. In fact, it looks normal. This is my modlist:
  8. I've been building some heavily-modded monster SSTOs lately. The Maven and Typhoon were nice science vessels and did missions to Duna, Laythe, and Eve, and the like, but then, I started stepping things up with interstellar warpships, taking them all over the GU galaxy. The Invidious, Eldorado, Conan-class Interstellar Transporter, and Timberwolf, as well as its upgraded variant, the Turbowolf. The Invidious was an early prototype that had a lot of limitations, including being very hard to get in and out of and having very clunky landing legs for its size. It was fast, but that was all it had going for it. The Eldorado was somewhat underpowered and could only hit 100c, which made the journey to Tarsis-1 take about a week. Its horizontal landing ability made it very useful for surface exploration, though. It can do water landings for oceanic exploration, but I've never tried using it as a submarine or anything like that. The Conan can transport 200ish tons of payload basically anywhere, so it can move very large station sections. The 600-ton Timberwolf/Turbowolf, which is based on an upgraded 7.5-meter drive block based on the Conan's, is built according to the lessons learned from previous warpships. It can go 5000c, is equipped with a full science suite, and has well over a year of supplies. It is capable of transiting from Kerbol to Nova Kirbani in like 5 actual minutes, and it can land as a tailsitter on basically any planet (except Belph, obviously). I've landed these things on really hostile worlds like Ceph and Kaith and taken right back off just fine. Their mass is balanced around their Alcubierre warp ring so they can use exotic matter's negative mass and fly horizontally as "antigrav airships". This gives them quite a bit of flexibility in terms of low-altitude maneuvering and choosing a landing site. Bonus shots. An empty Conan landed on the roof of the VAB, and the Eldorado's armed variant, the Starwarrior.
  9. I updated Kopernicus, but my KopernicusSolarPanel module doesn't work at all, now. I tried everything, but no matter what I do, all newly-launched satellites appear to have vanilla Kerbol tracking and no option to track any other stars. Is my save bugged?
  10. I didn't even realize that this was a 1.11.x bug. I thought it was an issue with mod-added fuel tanks. I'd just been pulling out a calculator and cheating the missing funds back into my account by taking the recovery value and subtracting it from cost of the ship, minus the cost of fuel, and then figuring out where my money should be if I summed the remainder. I've been launching some monster interstellar SSTO warp-ships that cost like 15 to 20 million apiece, but only recovering 7.8 million or so, even though I hardly used any fuel. This is a lifesaver! Thanks!
  11. Found a bug. The cfg file for the OPT K Mobile Lab LP4 (k_3m_lab) is missing the module ModuleScienceContainer. This resulted in some unexpected behavior in-game. The Clean Experiments button does not show how many experiments need cleaning, nor does any percentage appear when it is clicked. The laboratory cannot transmit science. It appears to transmit, and it shows done, but the amount of science already processed is never removed and then added to the space center. The whole lab needs to be recovered to obtain it. I managed to fix this by altering the cfg file a bit. I added this code above it: Then, I changed the containerModuleIndex of ModuleScienceLab from 0 to 1. This fixed the problem. I didn't check the other labs to see if they have the same issue, but it might be worth double-checking.
  12. I'm having the same exact problem. MKS Kontainers and IFS tanks, when recovered, are worth substantially negative money, but only if you switch from the default resource to another resource. Somehow, tank switchers like B9, Firespitter, and IFS appear to mess up the game's price calculations of the tank/cargo container's value. This isn't very obvious with cheaper fuels, but for something like liquid helium-3, it can instantly drain your coffers of a million credits or more. My current workaround, if you can call it that, is to just use the money cheat equal to the amount that vanished into the ether.
×
×
  • Create New...