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Motokid600

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Posts posted by Motokid600

  1. Looking for someone to point me in the right direction as to hunting down an issue where certain SRBs have their sound effects stuck on after burnout. I dont know if that might be an RSE issue or SWE ( Now RSMP )/Waterfall/Restock. So far it seems to do it with Bluedog SRBs only which seem to be using different sound effects as well.

    KSP.log

    Player.log

    Mod List.

  2. Ill try it again and report back. In the meantime I was using the ReStock Mk1 command pod. Nothing with portraits.

    I tried again and could not repeat the NullRef spam. No changes. I only found one NRE in reference to FreeIVA

    [EXC 17:32:34.910] NullReferenceException: Object reference not set to an instance of an object
    	MeshCutter2..ctor (UnityEngine.MeshFilter target) (at <571a4b40afea4458999efde31f8b5cd5>:0)
    	FreeIva.MeshCutter.ApplyCut (UnityEngine.Transform targetTransform, System.Collections.Generic.IEnumerable`1[T] cutParameters) (at <571a4b40afea4458999efde31f8b5cd5>:0)
    	UnityEngine.DebugLogHandler:LogException(Exception, Object)
    	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    	UnityEngine.Debug:LogException(Exception)
    	FreeIva.MeshCutter:ApplyCut(Transform, IEnumerable`1)
    	FreeIva.MeshCutter:CutInternalModel(InternalModel, List`1)
    	FreeIva.InternalModuleFreeIva:ExecuteMeshCuts()
    	FreeIva.InternalModuleFreeIva:OnLoad_Finalize()
    	FreeIva.InternalModuleFreeIva:OnDisable()
    	UnityEngine.GameObject:SetActive(Boolean)
    	PartLoader:LoadInternalSpace(UrlConfig)
    	<CompileInternalSpaces>d__79:MoveNext()
    	UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
    	<CompileAll>d__13:MoveNext()
    	UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

    KSP.log

    Using the stock AeroEquus craft on a sub-orbital flight from launch to landing. Imgur is having issues at the moment so no pic yet, sorry.

     

  3. I found FreeIVA spamming NREs during testing of a new install.

    https://www.dropbox.com/scl/fi/7yf36g4kwcxnte0l8stsc/Player.log?rlkey=xra0vzg74ar19vkg161zt945n&dl=0

    NullReferenceException: routine is null
      at UnityEngine.MonoBehaviour.StopCoroutine (UnityEngine.Coroutine routine) [0x00009] in <12e76cd50cc64cf19e759e981cb725af>:0 
      at FreeIva.FreeIva.LateUpdate () [0x00017] in <571a4b40afea4458999efde31f8b5cd5>:0 
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

    Mod List

    Possible culprits. Reviva, ASET, DE_IVAExtension, MOARdv, MOARdvPlus ?

  4. These chips supposedly are better for simulation games. So Im wondering if with both KSP1 and KSP2 if we will see any benefits from the AMD X3D series CPUs. I know little to nothing about software, API, game engines and how they work. So I suppose its asking for Unity to take advantage of the v-cache on the X3D chips? I know its probably too early to say for KSP2 given its current status, but for those who know Unity better can we expect any performance advantage from these chips? Pardon my ignorance.

  5. I plan to take off from work if need be as well. I hope launch is late afternoon so I wont have to. But then what if it scubs? Oh well... What can you do? I dont see a launch happening on the 10th. I hope I'm wrong of course, but there will be a scrub. I foresee an abort at ignition. Getting all 33 Raptors to show green will not happen on the first attempt.

    So.. Do I take off on a backup day instead? :P Its a test launch so if it could not be before 4pm that'd be great.

    Edit : Actually about 30min after sunset would be mind blowing. 

  6. 23 hours ago, RocketRockington said:

    I have read that people suspect the reason KSP runs so poorly despite not maxing out the usage of the high-end graphics cards they ask for is because the game is throttled by memory bandwith paging in/out data to the GPU due to poorly written deferred rendering code & shaders.  Maybe if people who have huge VRAM sizes on their cards are generally having no trouble, its that - 24GB of VRAM is immense vs the average user.

    Most folks are fixated on the high FPS number, but its the low 1% that makes the best difference imo. Id rather have a game run a constant 30fps then dip into the single digits for example. That is where I feel the high capacity gpus help with. FPS are bad, but overall there is no stuttering or hitching of any kind. Oddly enough this makes low frame rates much more tolerable. I really do hope Private Division can deliver in terms of optimization because the average user should be able to enjoy 30fps at least. But then part count comes into factors which is a very unique variable KSP and few other builder games has to deal with.

  7. 42 minutes ago, FlyPathic said:

    I haven't checked much on VRAM (As I only have 4GB of it) but I have a 3050 and the VAB runs the smoothest, smoother than any other part of the game. I'd assume the developers did not optimize the VAB to use less VRAM. I'd say I was getting over 60 FPS in the VAB, so I say that this game being next gen and very graphical, should be using tons of VRAM. Although 24GB does seem like a lot of usage.

    It was running okay oddly enough. No noticeable issues. I suppose if it was a common issue it'd be a bigger topic. A fluke perhaps.

  8. I had to double take HWIN the other night while I was in the VAB building. My 3090 24gb of vram was maxed out. Never seen that before in any game. Nothing going on in the background other then Twitch. Has anyone experienced this before? I have not been able to reproduce it.

  9. These chips supposedly are better for simulation games. So Im wondering if with both KSP1 and KSP2 if we will see any benefits from the AMD X3D series CPUs. I know little to nothing about software, API, game engines and how they work. So I suppose its asking for Unity to take advantage of the v-cache on the X3D chips? I know its probably too early to say for KSP2 given its current status, but for those who know Unity better can we expect any performance advantage from these chips? Pardon my ignorance.

  10. 10 hours ago, LameLefty said:

    Clumsy Kerbals are cute for the first few years but after a full decade now of ragdoll flopping, sliding down shallow crater walls on the Mun and tripping for a thousand meters down the side of a dune on Duna, I’m ready for Kerbals who actually manage to walk, hold onto things and not trip over their own feet. 

    I agree, but if I hit the surface at 30m/s the Kerbal should ragdoll. Instead they plant their feet no matter what. Is it even possible to kill them in KSP2? It need not be as extreme as KSP1, but at the moment there is zero rag doll physics on kerbals.

  11. I dont know if its the magnetic boots feature. But the kerbals in KSP2 are very rigid. Its not a bad thing. The clumsiness from KSP1 had its difficulties when it came to climbing ladders and such. But at the same time for the kerbals themselves it was part of the charm. I tried VERY hard to get a kerbal to fall over on the Mun just now and its not possible. They just plant their feet no matter what.

    Bring our derpy kerbals back!

  12. 7 hours ago, Missingno200 said:

    The system works really well on paper, but the problem is how they brought it off the paper.

    It was late last night so I forgot to include the main reason I posted this. No auto save craft on Launch. I built a whole Mun mission. Forgot to save the work space and went to launch. I reverted then loaded another craft. The previous one was lost.

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