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dc4bs

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    Rocketeer
  1. If you've got the RAM and CPU horsepower, a 'brute force' method I've used with reasonable success for upscaling an image is to first enlarge it REALLY big. EG:2560x2560 Then you can do some easy, broad blurring and/or painting strokes using a very large brush around the details. Then rescale it back down to the size you need letting the editor do the final smoothing of the image that way. It looks horrendous while you are working on the big image but the end results can be surprisingly good for MUCH less work than pixel by pixel editing. MANY sins are smoothed over and made invisible in that last shrink step. And once the bulk work is done, you can always go back in and pixel edit those last few pesky drips and blobs.
  2. Yes. fairings and wings. I removed both and still see the effect. I suppose it could still be some other mod interfering as well. But this mod provides the button... If I disable the engine shrouds they disappear. When I re-enable them, the button goes back to enabled but the shrouds are still missing. Not invisible... Missing. FAR debug voxels dip in around the unshrouded engine. If I then click launch, they are still missing on the launch pad. Only reloading the craft in the VAB seems to bring them back. Then the craft behaves as normal again.
  3. That looks pretty good. I've only fiddled with it a few minutes so far but I didn't see any of the issues from before. EDIT: Found an oddity. If you toggle decoupler engine shrouds off they don't redraw when you toggle them back on. Had to save and reload the craft in order to see them again.
  4. OK. The new dev build loads fast. Although I get no staging stack on the right in VAB after loading a craft. But that appears as soon as I add or remove an engine or some other part that affects it.... (easy to work around. )
  5. I will keep an eye out for it. Though having loaded up the current partial form of voxel FAR and due to less burn time on the NASA SRBs it looks like this ship may not be workable in it's current size/shape... Or maybe I'll have to launch it with no fuel in the core tanks and refuel them once in orbit before docking with the colony/station it's meant to push out to some distant planet.
  6. Looks like the simple parts do. Some don't though. EG: The NERVA engine is problematic attaching anything under it in the stack... The attachment node will attach to the BOTTOM of whatever is placed underneath it so it overlaps the engine. Then THAT part attaches to stuff at the TOP. Very odd behavior...
  7. Hmm... The ship has 10 docking ports (2 small, 2 regular and 6 large - all 6 large used as decouplers with 2 of those disabling cross feed), many decouplers and loads of engines & SRBs that are not tweaked.
  8. Hi again... I loaded the new 1.9.1 TE and that slow loading issue came back for my 600 part craft. The dev build you posted for me to work around this problem still seems to be working OK (warts and all) in 1.02. So unless I find any game breaking issue I guess I'll be sticking with that build for now as it looks like that big craft needs a rebuild from scratch due to the changes between .90 and 1.02. All of the solar panels, sepratrons and vertical decouplers in the craft have disappeared (still poking around to figure out what else went awol)... Their icons still show in the staging stack but all of the boosters are now jammed together/touching where in .90 they were all spaced about a 1/2 meter apart by the decouplers. The weirdest part is that when I tried launching the craft staging DOES decouple the boosters with 0 ejection force but everything then explodes as the boosters scrape down the sides of the remaining craft (the invisible sepratrons don't fire...) EDIT: OK. tried loading the older "test" copy of the ship in question (the one I posted earlier). That one loads OK so it looks like it's not a 1.02 problem with the ship above. Looks like somehow the craft file was corrupted. Ugh.
  9. Undo is easy... 1: save craft (use a temporary name if needed) 2: break symmetry 3: check/verify all is correct and as expected (only desired parts were affected). No need to undo anything? 1: save craft again Need to undo: 1: reload saved craft
  10. Yes! Trying to locate a mystery server located somewhere in a haystack of over 1200 other servers distributed in about 220 racks... Getting the switch name and port ID that was assigned from the networking group and then ever so gently tugging on network cables as you work your way slowly dragging a step ladder down the rows of racks to finally find a server that was renamed/repurposed but that no one ever bothered to actually change the physical label or update our server location database. I LIVE for such days... NOT!
  11. It also holds true in data centers. Me: "Say, what's this old server with no label on it?" Other Admin: "Ummm... I think that might the temporary server for project XYZ that was brought online 3 years ago..." Me: "So why is there no labeling of any kind on it?" Other Admin: "Because it's temporary and should be gone in a few more weeks..." Me: "Argh!!!"
  12. Cool! The craft is back to loading with no delays in the VAB and on the launchpad with the dev version you posted above installed in my game. Thanks! EDIT 1: OK, just did a bunch of testing and found the following. 1: Not sure if this is an issue with your mod or "Crew Manifest". When using CM to change/remove kerbals from the ship while on the pad, it goes back to taking several minutes to refresh/reload the craft once CM is done. Just wondering if there is a craft reload function call or something that is still using the old scanning method. NOTE: Removing all kerbals in the VAB crew assignment menu before loading on the launchpad avoids this reload/delay. 2: When loaded in the VAB, ALL docking ports on the craft now always show up in the staging stack (unassigned ports all go to stage 0). If I enable staging and then disable staging on each port it will remove it from the stack (temporarily). NOTE: Docking ports intentionally used for staging stay in the staging stack in their assigned locations as expected when loading a saved craft that uses them (they do NOT migrate to stage 0). 3: Even if the ports are removed from the stage stack as in note 2 (and even if the craft is then saved again), they will all be returned to sage 0 on the staging stack when the craft is loaded on the launchpad. NOTE: Docking ports intentionally used for staging stay in the staging stack in their assigned locations as expected (they do NOT migrate to stage 0). 4: No ports ever get removed from the staging stack unless they are removed by being staged off the craft at some point so they are no longer present. The dead separator symbols for every port just sit there in the staging stack with no way to remove them. EDIT 2: 5: Docking with another craft made all the extra ports in the staging stack disappear... Anyway, hopefully these notes will help with further debugging. EDIT 3: And here's the completed station/colony ready to head out... 5.3k delta-V (6k if only the smaller, more efficient nuke rockets are used but at much less than the .34 TWR it has with the 5 larger ones in the rear ).
  13. That's great! I really need tweakble everything running for this craft as I am using a Sr. docking port as a stage decoupler because I need crossfeed enabled through it. If I didn't need that crossfeed I could use a regular decoupler. I suppose I could also use octagonal struts and fuel lines to work around a regular decoupler as well but that is a less elegant solution.
  14. Sounds like an issue we had with running reports on large databases. Adding in some indexes and partitioning the data dropped some of the report generation times by like 95% vs. the old full table-scans. --- Anyway, the delays happen every time I load or reload any large craft in the VAB or on the launchpad. Does not affect craft save times. Once loaded, no further issues. Encountering other large craft "in the wild" does not trigger it for pop-ins either. I think I can drop the mods used down to 2 or 3 pretty easily with a bit of ship editing. Then I'll see about posting it for you. Basically it's a beast designed to put 9 fully fueled orange tanks wrapped around an orbital tug into LKO. Uses an additional 20 orange tanks (and just a few smaller ones) and 48 of the large NASA style SRBs in 8 stages... And she does the job real nice! (only stage 8-5 used in launch - 4 is just spare maneuvering fuel to get to the station - 3-0 are for after mating it with the station to be pushed interplanetary.) -------------------- EDIT: OK got the test version posted.
  15. Hi All, Got an odd one here that I can't figure out. Tweakable Everything 1.8a and 1.8.1 cause my VAB and launchpad craft loading to take a really long time. For example, I have a ~600 part ship that loads into the VAB in about 15 seconds when tweakable everything is not installed but it takes that same ship 5+ minutes to load in the VAB or launchpad when it is installed. Smaller ships of 50 parts or less seem to load with no noticeable delays. Only the larger craft seem to have the issue. I was wondering if this was normal behavior for tweakable everything? And if not, does anyone knew if it might be conflicting with one of the mods below? To find the mod that was causing my slowness issues I made a fresh test install and then I started adding mods to it a few at a time time. The list below were the ones installed when I finally found that the issue I'm having seems to be tweakable everything. The ones with * were installed together as the first group because my stress-testing craft requires all of them. Then I added FAR and tweakscale with tweakable everything and that's where I hit the slow loading issue. Running V.90 B9 Aerospace R5 2.8 * KSPX-v0.2.8.1 * MechJeb2-2.4.2.0-402 * RemoteTech-1.6.3 * SXT_-_Stock_eXTension-20 * TacLifeSupport_0.10.2.15 * FAR 14.6 TweakScale_1_51_1 Given the above install, when I add tweakable everything, the initial game start up still loads to the main menu at the same speed but loading the craft into the VAB or the launchpad is super slow. When I add/remove tweakable everything to my regular/full game install (around 50 mods or so) I get the same slow craft loading effect in the VAB and launchpad that goes away again when I remove it and restart the game. NOTE: This issue does not appear to affect craft load times in-game. EG: When approaching my space station (around 400 parts) Pop-in seems to take about 10-15 seconds whether tweakable everything is installed or not.
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