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KolourBlynD

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    Rocketeer
  1. Hey-low Dev! So after a small hiatus from KSP, I came back to play around a bit in game and, without any new additions to mods, found that ATM is causing some very weird behavior on my PC; For some reason ATM is causing a ridiculous amount of load on my CPU, causing loading of a single texture, regardless of size, to take up to a few minutes to load, as well as crippling any other processes. If I take ATM out, KSP loads as normal, within a few minutes altogether. Oddly enough I'm almost certain that ATM had already ran before trying to play recently, so it doesn't seem to be caching anything correctly; even after restarting the process over, the behavior continues from the very start. Any ideas as to what might be occurring? Is there something I can do to limit ATM's load on my CPU? ATM alone is causing a temperature increase of about 30 degrees centigrade, which seems a bit much for the mod's processes imo.
  2. Yeah, it seems to be linked to craft files loading up flags on the parts; newly created crafts will not exhibit the issues... weird, but nothing I can't work around.
  3. Don't know if it's a problem with KSP or the KW parts, but the .24.2 update makes the flags that are placed on KW fuel tanks display through the tanks, as if the tanks were invisible.
  4. Hey sirkut, is this new revision still working on fixing some of the odd behaviors with spaces occurring during extensions? I've actually got the current revision working in .24.2, and it even works better than the past mod update, but pistons/extensions seemingly move through itself while extending the opposite way, causing odd spaces to appear.
  5. Cool beans; Reverting the Steam install didn't seem to break the loading process, but now KSP locks up and doesn't allow the player to access certain buildings and such, as well as fails completely to fix right-clicking, so I'll be waiting patiently for mod updates... again. Edit: Sooo... I did another .24.2 patching, which now loads and works correctly.... I'm unsure what is or isn't an issue with this update, so I think mod devs might still need to look into the compatibility of their mods, unfortunately.
  6. WaveFunction needs to do yet another recompile today... .24.2 just released and yet again KSP hangs on WarpPlugin/sci/Space... Edit: Ok, so Opting into the "previous stable build" in Steam causes the hang to disappear... yet it still states KSP is running .24.2... unsure what is going on here.
  7. To you and anyone else having odd camera/CoM issues, the culprit is RealChute; It has been updated to 1.2.2.2 which should resolve any issues you are having, but you need to delete/destroy any crafts you have in a save that was using RealChute parachutes before continuing to play. It's been talked about there that the symmetry of the parachutes seem to be causing some sort of craft-destroying bug.
  8. That's kind of part of the challenge for using TAC and rescue missions; You have to be able to close the gap between the vessel and the Kerbal quick enough before their EVA suit gets too polluted with waste. I've had no problems getting this mission done with TAC, even on the first try.
  9. Hey Nathan. So the Huey Rotor in KAX is conflicting with DREC since it apparently spins faster than any other rotor, causing DREC to heat it up to combustion, however instead of exploding, it glitches the temperature, resetting it over and over. Potentially something you might need to speak with Keptin about.
  10. Yeah I had the most up-to-date version, as far as I know, as I installed not but 4 days ago, and the updated zip seems to be dated back to May 5th. I know that I might be a bit "whiny" in my posts, but it's definitely the most recent Skillful that is causing issues, at least when combined with the following mods: Toolbar ATM B9 BoulderCo DeadlyReentry Engineer EVE mod Firespitter HullCameraVDS KAS KAX Kethane KWRocketry Infernal Robotics HotRockets NavyFish Docking RealChute RSS Romfarer SH_mods <-- IVAs SmokeScreen TAC LS TouhouTorpedo <-- IVA TreeLoader Kerbal Alarm Clock Universe Replacer If you know of one of these that are possibly causing incompatibilities, I'd like to know, but uninstalling the current version of Skillful fixed all of my problems with my crafts and debris.
  11. Hey ID. Any idea why now with Skillful installed, anytime I rendezvous with something and come out of time warp near the target, the orbits suddenly "sync" up? As in the target craft suddenly takes on the same orbital as my active vessel? I'm not using the IFFtags on the crafts, does that cause any problems with them "saving" with Skillful installed? Edit: Also is there possibly a way to use the weapons without having the entire combat/save system in place? With the current issues I'm having with Skillful, I won't be able to really do much else apart from war-type missions, as any other launch I do seems to affect the save in ways that I seem to be unable to fix; even quicksaves seem to get corrupted for some odd reason, failing to load randomly. If I chose to do so, what is the correct uninstall procedure for Skillful? I assume I will have to change out craft files beforehand, but is there anything else that I need to do? Edit2: Forget about my inquiry for uninstalling, seems to be simply delete the Mod and take out crafts using those parts. I would like to notify you ID that indeed Skillful is causing something weird to be occurring whenever physics seems to be calculated and applied to crafts NOT equipped with IFFtags; after uninstalling the mod my previous rendezvous problem ceases to exist. Also my issues with debris and flags seemingly disappeared along with Skillful as well, so I hope you can address this in a future update, but as it stands it would seem you should probably suggest to those willing to use the mod to only install using a fresh install, and possibly only for saves in Sandbox that will focus on war games.
  12. Hey ID! So I have a bug report for you; Apparently with the current save/load system, anything within the 10Km range of the KSC during launch will reappear in the air during loading while in flight. It was firstly observed using flags on the HQ buildings and such, then observed the same behavior with Debris (Launch Clamps at Launchpad.) My assumption is that, without the IFFtag installed on a "craft" such as debris and flags, such objects will "save" along with the active vessel, then "load" in the same orientations as if they were parts of the active vessel in flight. (I'm kind of aware this is almost repeating what I said before, but now I'm pretty sure the IFFtags are what cause the issue, since anything with the tag won't be affected.) I'm guessing the fix would have to incorporate some sort of check between the craft files part count and the "saved" craft part count, so that when a craft state is saved, the crafts themselves won't "add" new pieces to the craft. Either that or simply reduce the "save" radius to something like 1Km around the IFFtags, but use a system similar to Romfarer's Lazor mod to extend the loading of crafts within a scene, so that crafts outside of the 1KM radius would load up their own IFFtags. Again, suggestion without complete understanding, but suggestions nevertheless. Edit: More to add to the report, this time a different issue regarding ordinance launching into orbit. From what I can tell, once the rockets reach beyond the atmosphere, they lose all their launch capabilities and seem to be "weightless" and fail to physically fall back to Kerbin once they are released. I have no idea why this is occurring; I did quicksave before re-entry from orbit, which I think is causing a glitch with the fairings I'm using, causing them to "shrink" near the base. Tested the rockets on the launchpad before launch and they seem to work fine. Edit2: Also probably worth mentioning is that sometimes, at random, when reverting to the SPB/VAB from anything using arms, the game will crash because of a "Write to location 00800000" causing an error, which usually I hear happens due to RAM issues, but it doesn't seem to matter even if I'm just testing a rocket out with 3 parts and no other crafts nearby... will need to investigate my RAM usage during the next crash.
  13. Hey Nathan! Back again. So after some deliberate testing, I have at least narrowed down the part in question that seems to be giving me heartache, the Huey Main Rotor I have from the KAX pack. Essentially what seems to be happening is after activating the part, the rotors start to spin, which from the dev Keptin states actually rotates physical rotors. So the problem I talked about before, the flight was relatively slow, no more than maybe 50-70m/s surface, but the rotor was set to 100%. The rotor itself without any throttle seems to reach very hot, so this issue can occur on the ground as far as I know, but I haven't tested that. However I should mention as I did with the others, Firespitter propellers don't seem to have any issues with heating, regardless of throttle, and I'm not sure they are physically rotating, as they don't heat up unless throttle is applied... any ideas?
  14. Hey ID! So I have actually gotten past the original temperature issues (Seemed to be a rocket pod placed too close to the wing, causing them to catch fire once they launched,) but now I have a different issue that might or might not be Skillful related. So I have started using KAX at the same time as Skillful, to add some neater models, and the Main Rotor part included, the Huey Main Engine, seems to be in a constant heating loop after activating it. It may be an issue with the part itself, but maybe Skillful might need to integrate those parts as well. Also I have yet to figure out what is causing the odd Flag behavior I'm noticing with this mod installed; It would seem that, during the first timely "load" of the parts near the KSC, it causes the flags nearby, probably within the 10KM object range, to suddenly appear in the air, then fall to their doom. I'm willing to bet that this is because they are saved along with crafts during the "save" phases, then get repositioned around my active vessel during the "load" phase in the positions they were when they saved. I assume this could be fixed, so long as Flags can be separated from crafts when Skillful determines what to save, but since my understanding of the system in question is limited, I'm just throwing out ideas.
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