Jump to content

Hudsonkm

Members
  • Posts

    55
  • Joined

  • Last visited

Everything posted by Hudsonkm

  1. So I figured out how github works and that there are more recent updates beyond just the releases. Got rid of the original errors I mentioned, but now just some b9 part switch errors. Including one fatal. Will continue to research and see if they are mentioned elsewhere in this thread. This is with a fresh install of KSP, breaking ground, making history, and the only mods are Skyhawk and its dependencies along with Skyhawk kerbalism and its dependencies.
  2. I only just started getting everything installed to start a new career playthrough with Skyhawk Kerbalism as well. Encountered these error with the hypergolics patch also so came here to see if i could find anything on it. I don't even have Chrayol Design Org installed... Can I just ignore these errors? EDIT: Hrm actually ignore this. Looking again and my errors are the same but they are for a Bluedog part. [LOG 06:36:27.232] Applying update SkyhawkScienceSystem/Patches/Hypergolics/Hypergolics/@PART[*]:HAS[#SSS_HypergolicTank[True]]:AFTER[zzzSkyhawkScienceSystem] to Bluedog_DB/Parts/Agena/bluedog_GATV_SPS_LFO.cfg/PART[bluedog_GATV_SPS_LFO] [ERR 06:36:27.233] Error - Cannot parse variable search when replacing (%) key lfo_volume = #$RESOURCE[LiquidFuel]/maxAmount$ [ERR 06:36:27.233] Error - Cannot parse variable search when replacing (%) key ox_volume = #$RESOURCE[Oxidizer]/maxAmount$ [WRN 06:36:27.233] Cannot find key lfo_volume in PART [ERR 06:36:27.233] Error - Cannot parse variable search when inserting new key amount = #$/lfo_volume$ [WRN 06:36:27.233] Cannot find key lfo_volume in PART [ERR 06:36:27.233] Error - Cannot parse variable search when inserting new key maxAmount = #$/lfo_volume$ [WRN 06:36:27.233] Cannot find key ox_volume in PART [ERR 06:36:27.233] Error - Cannot parse variable search when inserting new key amount = #$/ox_volume$ [WRN 06:36:27.233] Cannot find key ox_volume in PART [ERR 06:36:27.233] Error - Cannot parse variable search when inserting new key maxAmount = #$/ox_volume$
  3. Me again with another (possibly) dumb question! Is it normal for the area around KSC to not have colliders? I mean in that you just fall straight through the ground and into the water. I saw this mentioned as some people having problems with it happening on the runway, but that isn't the issue I am experiencing. I just mean the the other areas of land around KSC. Thanks in advance for taking the time to reply!
  4. Having a really strange issue with all of the a3 parts. Every other part in the mod I do not have this issue with. But for example the a3 control section is not rotated correctly by default. It is rotated by around 5 degrees off center. This is also causing the a3 fins to not line up correctly. \\]
  5. So earlier, after installing a few other mods to my install (Tantares, Shuttle Orbiter construction kit, OPT, and all related dependencies) I started a new career and noticed that when trying to rotate parts with A and D in the VAB, they were not rotating by 90 degrees anymore. Instead it is something closer to 80 degrees. This is without editor extensions installed. I am now going back through and uninstalling the mods mentioned above, but figured I would ask about it here since it is such a strange issue. Was hoping somebody else may have encountered this and knows what exactly it is that causes it. Or perhaps that I just completely forgot about some user option or key that could cause this. I mean it's not the end of the world and I can still use shifts and fine tune snap by 5 degrees. But of course with how often I find myself just hitting a or d to rotate 90 degrees, this can be a bit of a pain. Anyhow, like I said I am going through and uninstalling the mods I mentioned 1 by 1 to find out if one of them is causing it. But this is such a strange issue that I can't imagine being caused by any of those mods so figured I would post and check if there is something I am forgetting and have caused this problem myself with a user option or something.
  6. Hey thanks guys for taking the time to reply! Also @OhioBob : Some good info there that I was unaware of!
  7. Just a quick question for anybody who can answer. The only other mod I have used that has rescaled the solar system is JNSQ, and I know in that one it is suggested that you change some of the antenna related difficulty options when starting a career. Is anything of that sort suggested when starting a career with KSRSS? Also, if this is already mentioned somewhere, and I am just absolutely blind, then I apologize! Thanks in advance.
  8. That would explain why I also didn't see the Retro folder. Im willing to bet it is the same with a lot of the recent posts that mentioned no Retro folder to be found and pads wont load. TY for taking the time to check that. Aha yeah I was using the one listed to the right as the latest release. I saw Old KSRSS not supported and I knew the new one only worked on KSRSS reborn so figured it was the right one. But just checked again and its older than the one you linked. Also doesn't have the retro folder as mentioned.
  9. UPDATE: So after seeing it suggested, I went into the instances folder of this mod, and opened up every single instance in the folder one at a time and changed "earth" to "kerbin". In the ones that had multiple entries I made sure to change all of them. This fixed the issue with the buildings and pads not loading. Now I believe my only problem is the water clipping and the position of the cape in relation to the landmass.
  10. A few problems I am having..... I have tried reinstalling KSP completely 3 times now adding mods one by one. But every time I get to this one and test it, I have the same issue. I also am having issues getting the launch sites to load. Scoured through the posts and tried things other people have mentioned without any luck. Even in the VAB if I bring up the Kerbal Konstructs UI, they aren't even listed. Or is this normal for the cape to sit this far out from the landmass? And for the issues with what looks like land clipping through where water should be? I was thinking maybe it was scale related? I keep reading conflicting info but some suggest KSRSS reborn default is 2.7? Is this mod intended for 2.5? I did try with and without sigma dimensions installed without any change. Though strangely enough as soon as that is installed, I start getting module manager patch errors related to KSRSS deployedsciece config files strangely enough. Thanks in advance for any tips you have to solve the issues. Oh and I should mention I have tried both with and without parallax installed but same situation. I was thinking that may have had something to do with it. Oh I should also mention, that as a few others have had an issue with, I also am not seeing any retro or modern folder packed with the mod. In addition, there is no instances folder in KerbalKonstructs for me to try removing. MMPatch.log ModuleManager.log
  11. So yeah looked a little further and this is an odd one for sure lol. I can see the RK-1 and the Mastodon in the config's, but in game something is causing them not to behave correctly. These are the only two engines I am experiencing this issue with. Still looking to see if I can find the reason, but here is the rundown. Sorry about the multiple posts in a row. Currently installed mods And as mentioned, I can see the two engines in the config file. When mousing over the engines, the tooltip red text isn't showing up either. Mammoth for example is working as intended, with the red tooltip igniter text showing fine. And as intended I have to use launch clamps on the pad to ignite it. Failure to do so results in the no available igniters message. However if I mouse over the mastodon, there is no tooltip and on the launch pad I am able to ignite it without launch clamps as well as ignite it multiple times. Like I said, this is an odd one. All of the other engines listed in MM_Stock_MakingHistory are fine. I am not seeing errors in the logs either.
  12. Hrm update on this... I do see the RK-7 and the Mastodon in the config... And yet they both are allowing for unlimited ignitions in my install. This is on a fresh game install with engine igniter and its dependencies being the only mods installed, and after starting a new sandbox game. These are the only two engines giving me the issue. They both allow for unlimited ignitions and aren't requiring me to use launch clamps to ignite them on the launch pad. I will try to see if I can find what is causing the problem.
  13. So I just noticed that the Mastodon is allowing unlimited ignitions. I saw this mentioned earlier in the thread and in a follow up post saying the config was added. At first I had thought there was something wrong with my install. But after removing all mods but engine igniter and its dependencies it appears to still be an issue. I looked through the config's and couldn't find it listed. EDIT: Also it looks like there is no config for the RK-7 Kodiak as well Just letting you know! Thanks again for keeping this mod alive!
  14. As of late I have been trying to figure out which mods have been dropping my FPS the most. And for some reason restock and restock plus are one of the largest culprits. I am curious as to why this would be, as I thought mods than add or simply modify existing parts had very little effect on performance. Or am I mistaken with this assumption? The results have been slightly confusing and I figure I would share them here in case anybody could help me understand this. Or if anybody has any suggestions to improve the accuracy of my tests. What I found the most bizarre, is that Restock reduces the FPS on my install about as much as Waterfall or RealPlume. On a related note to that, both of those mods tank my FPS even while the rocket is sitting on the launch pad before the engines are even on. My research regarding those however belong in their own thread. What I have been doing is adding a few mods at a time, and then starting a new sandbox game. After this I have been doing a series of 5 launches using the stock 158 part Acapello. From there I start collecting average FPS from the period of 10 seconds sitting on the launchpad, and stop as soon as the rocket reaches 20k altitude. This is without me altering the rockets course and just keeping SAS on while launching straight up. I do this 5 times and get the average FPS of those 5 launches. 1. Add a few mods to the install. 2. Start KSP. 3. Start a new sandbox game. 4. Load a stock Acapello in the VAB and move to launchpad. 5. Start recording average FPS. 6. Wait ten seconds and then launch. 7. Climb to an altitude of 20k, and then stop collecting average FPS. 8. Notate average FPS and then revert back to launchpad. 9. Repeat steps 5 through 8 an addition 4 times (5 total) and making sure the numbers are nearly the same for each. 10. Finally, I quit KSP and return to step 1, continuing to add a few mods at a time and repeating these steps while logging the results. This is on an i9-7920x, with 128gb RAM, and an RTX 3080 TI while running the game at 2560x1440. Most of my graphics settings are maxed out. Below I am pasting the last few tests leading up to when I add restock and restock plus to the list. There are a bunch prior to this point but I didn't want to spam this topic any more than this post is already doing. The numbers are the average FPS recorded after installing the mods listed before it. Of course there were a few cases where the results from one to the other were nearly the same, with small and normal fluctuations both up and down. My starting FPS before any mods were added was around 120. So as you can imagine there are a ton of mods added to my game before this point. PS: I am not complaining about this or suggesting that there is anything wrong with restock. I love restock and don't mind the dip in FPS. I am simply trying to understand what it is that causes certain mods to cause such a performance hit. Especially in the case of a part mod like Restock. + Stock TKS + Internal RCS + KeR-7 + Surf Attach Control : 80.8 + EVE Engines + JX2 Ant + Surface Lights + Avi Lights : AVG FPS - 78.6 + Textures Unlimited + Camera Tools + KerbalFoundries + KSPWheel : AVG FPS - 79.2 + Hide Empty + Booster Guidance + Custom Clusters + Zero MA : AVG FPS - 77.2 + Com Resource Pack + USI Tools + USI Exp + USI Freight : AVG FPS - 75.1 + SXT + Retractable Lifting Service + Modular Rocket Systems : AVG FPS - 75.9 + Missing History + Indicator Lights + INLI Com + Modular Launch Pads + Staged Animation : AVG FPS - 74.2 + Restock + Restock Plus + Restock Rigid Legs : AVG FPS - 65.6
  15. I have recently started playing KSP again, and have decided to try and figure out which of my mods were killing my FPS the most. It came down to me comparing both Realplume and Waterfall. So I reinstalled KSP from scratch, and then got the FPS benchmarks on the launchpad and in flight for vanilla, then realplume, and finally waterfall. The results were a bit confusing, and somewhat odd after taking into account some of what I have read in this topic. The test was run on an Intel i9 @ 4.40GHZ with 64BG of RAM and a 3070 TI GPU. I also ran the same tests on my editing PC which is nearly the same but with a 3080 TI and the variance in the results were about the same. KSP 1.12.3 - Making History 1.12.1 - Breaking Ground 1.7.1 I was using the stock Acapello 158 part craft in each test What surprised me the most was how much of an FPS hit I received with waterfall installed, while the rocket was still on the launchpad with the engines off. I was seeing a significant FPS loss under those circumstances compared to the realplume install. I used both the NVIDIA FPS counter, as well as the KSP performance monitor to get the FPS, so there was sometimes a small difference between the two as one is slightly ahead of the other, but only by a couple frames. Sharing the strange results here. I am especially curious as to why I am getting such a large FPS hit when my crafts engines are off. Edit: Also I figured I should mention that these Waterfall configs are beautiful though. No mods - Base game with Making History and Breaking Ground installed @ 2560x1440 resolution LAUNCH Pad (Engines off) 96-119 FPS FLIGHT 75-94 FPS Base game with Making History and Breaking Ground installed + Real Plume @ 2560x1440 resolution Launch Pad (Engines off) 92-108 FPS Flight 66-88 FPS Base game with Making History and Breaking Ground installed + Waterfall @ 2560x1440 resolution Launch Pad (Engines off) 68-77 FPS Flight 48-71 FPS No Mods - Launch Pad No Mods - Flight RealPlume - Launch Pad RealPlume - Flight Waterfall - Launch Pad Waterfall - Flight
  16. Yeah same at around mid day too. And besides that little issue I think it looks great. I only decided to come back to KSP last night after a hiatus, and had always used AVP in the past. I liked the look of this one, plus just that it's part of JNSQ and saves me the trouble of tinkering with stock planet sizes and whatnot. Anyhow good job on the MOD. No rush really to fix the little issues.
  17. Out of curiosity is it supposed to seem like there is an overall green tint on Kerbin? Especially on the ocean horizon line?
  18. So I am not sure if this has been mentioned. Only encountered the issue due to starting a new career and hitting the height limits on my current launchpad upgrade level. But the Hermes-MASD main parachute is adding 19.3 meters to total craft height.
  19. So I downloaded the remotetech configs mentioned earlier in the forums in Feb of this year. Am getting these module manager errors. Would anybody happen to know what I would have to do to fix this? Or if there is a more up to date set of RT configs, and I somehow missed it? [ERR 05:20:31.716] Error - Cannot parse variable search when replacing (%) key Mode1OmniRange = #$/MODULE[ModuleDataTransmitter]/antennaPower$ [ERR 05:20:31.716] Error - Cannot parse variable search when replacing (%) key EnergyCost = #$/MODULE[ModuleDataTransmitter]/packetResourceCost$ [ERR 05:20:31.717] Error - Cannot parse variable search when replacing (%) key PacketInterval = #$/MODULE[ModuleDataTransmitter]/packetInterval$ [ERR 05:20:31.717] Error - Cannot parse variable search when replacing (%) key PacketSize = #$/MODULE[ModuleDataTransmitter]/packetSize$
  20. So I removed the mods, and then downloaded the combined unstable 112.0.0 release with all USI mods in it. Now I can see the USI life support icon. Not entirely sure why I couldn't get it to work with just USI LS. After installing the combined pack, everything was working fine. But then I went and replaced the version in that total package with the newest bleeding edge LS release. At that point the issue returned where I couldn't see the icon no matter where I was.
  21. So I finally decided to move on to KSP 1.12.2 from 1.11. Until now, I've never had an issue with any of the USI mods not working. In 1.12.2 however, I can't get the USI LS icon to show up on the toolbar in ANY location. This includes KSC, VAB, or space. This is on a fresh install of KSP, and with very few mods. I am guessing I am just missing a dependency perhaps? Or something else that I might be overlooking? I saw in earlier posts, people were able to get it running in 1.12 with the most recent release. The issue happens to me in brand new sandbox, as well as new career. Should also mention Ive started completely fresh, installing KSP, and then the mods 3 times now while trying to figure this out. USI LS - 112.0.1-bleeding-edge.1 KSP - 1.12.2 Breaking Ground - 1.7.1 Making History - 1.12.1 USI Core - 1.4.0 USI Tools - 1.4.0
  22. Ahh no problem. Thanks for the reply clearing it up.
  23. Hrm...AVC started telling me there is a 17.3... Only seeing 17.2 as most recent. Wasn't getting this yesterday.... Bug on my end?
×
×
  • Create New...