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RadGH

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  1. I originally used Tac-LS back when there weren't many life support options. I switched to USI-LS because of the simplification and I liked the habitat feature. I did most recently switch to Snacks. I stopped using MKS because I liked the looks of the pathfinder parts. But that made no difference, everything is still explodey. Sadly I stopped playing. Despite everyone's suggestions, and tips from discord, it's still too broken. I got all the parts unlocked, and I got all the production chains figured out, and I got the life support system figured out. I got a probe to scan for ores on several planets, found a site for a base that has the essentials. I put a lander down. But ever since, it's just explosions, editing save files, using cheats to mess with gravity and part breaking,. After all of that it's just the roll of a dice if it works or if I need to quickload. Not to mention some memory leaks of some kind that slowly make the game stutter. Can't take it
  2. Wow, thanks for the very detailed response. Again! All of that information is very helpful! I expected Minerals was something to manufacture, not mine, that makes more sense though. I haven't set up any bases yet and have only been playing around on the home planet. I forgot to mention that I am using Beyond Home for some different planets but it's not drastically different as far as the ore distribution and setting up other bases goes. Thanks a bunch, very helpful! It sounds like there's some finicky things to deal with but nothing I can't deal with. I'll give it another go and hope to get a base on another planet soon. I am hoping the manufacturing process is easier in my case as I intentionally did not use MKS, to eliminate the need for Specialized Parts. The ISRU is worth taking a look at but I need some science first. I'll get a probe scanning for ores in the mean time
  3. Another question: Is there any way to reduce the amount of spontaneous explosions? I installed World Stabilizer which helps a little bit, but still have constant explosions when docking (any method). Also things like to randomly explode, even if they are built on the muncrete slab and "welded" to the ground with KAS, and then the modile like Ponderos attached radially to the node on top. They still tend to sink and float during time warp. If docked, they also teleport around at weird angles. Not to mention everything slides around when full of materials, probably related to weight. Sadly after all the effort I've put in to try Pathfinder I'm realizing the game is just not stable enough to build bases. But someone must have found a way around all these issues?! Am I missing something? (Also, how do you get Minerals? used to create fertilizer)
  4. That does answer a lot of my questions. I did set it to pristine mode but when I first started playing, I may have switched to CRP. I will do a clean install to be sure, thanks for the suggestion. I could look at Snacks instead of USI/Tac. I didn't realize I needed a Hacienda module for food production, so that is probably the missing link there too. I also didn't know the blacksmith was from OSE Workshop. I wasn't sure I needed that if I had EPL so I got rid of OSE Workshops. That explains why it vanished! Thanks for the help, I think that will clear a lot of things up after I do a fresh install.
  5. TAC Life Support has food, water, oxygen and electricity, and various waste components. I like that. It means you need more infrastructure to make a base off world. USI Life Support has supplies, electricity and habitability. The supplies is basically a simple version of what TAC offers and is simple to produce. Electricity is basically the same as TAC. But habitability is something TAC does not have, and I think it's very cool. I like the idea of needing to give kerbals a living space. Although I would like it more if it were possible to have indefinite off-world time. Is it possible to combine the Habitability of USI-LS with Tac LS? It looks like Supplies are very much integral for USI-LS. Are there any other mod alternatives that achieve what I'm after? I have been looking at other life support mods but haven't found anything so specific. Thanks
  6. I have been trying to get this to work with some additional modules for the ponderosa. At first I had a mod pack with too much stuff in it including MKS, LLL, all the Near parts, KPBS, etc. It was super laggy, but the ponderosa could be configured to do basically everything! It was pretty cool. I started a new mod pack and wanted to just use Pathfinder with USI Life Support. But now it can't do very much. I can't even make food. I switched to USI LS but it also cannot make supplies. I tried in Classic Stock and CRP mode. The only modules I see are: Pigpen Recycler (does this do anything?) Ponderosa Habitat (does this do anything?) Pathfinder Geology Lab (appears to work) Oxide Processing Automated Lab (appears to work) The modules I know I am missing are the Blacksmith 3d Print Shop and the Omnishop but maybe more. The Chuckwagon also has a lot of modules that seem to be broken / not implemented like the POTATO greenhouse. What am I missing? Is there some hidden dependencies? Is there a way to see what mods unlock what modules? It's hard to know how to get this mod to fully work. I'm not sure if I'm just missing research or what
  7. Trajectories is the cause. I get the same issue and had to figure that out for myself. Use the settings and play with the sliders. It should be really obvious which options affect performance the most. The calculation sliders can drop me to 10fps at worst, or go beyond 60fps at best. It does affect the accuracy / update frequency but so far it hasn't been an issue making everything update less often. Turn on caching is also a big help. It's all in the trajectories settings in-game.
  8. KSP version 1.2.1.1604 on Windows 10 x64 Command line option (launching through CKAN): KSP_x64.exe -single-instance A detailed explanation Game crashes, most often when switching vehicles when a large number of vessels are loaded. Not consistent, sometimes it happens within 2 minutes and sometimes I can play for an hour straight. The crash has also happened when interacting with KAS or KIS (example: attaching a vessel with a winch, or placing an item with an engineer). The main connection between the crashes seems to be related to vessel interaction. A screenshot https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/KSP_x64_2016-11-19_15-46-45.jpg Sometimes it's a CTD without an error. Most often though, it's just a "The game has crashed!" error. Save files, ouput_log.txt or player.log Save file: https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/radley.zip Crash log files: 1. https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/2016-11-19_151312.zip 2. https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/2016-11-19_154002.zip Most notable log entry: RtlLookupFunctionEntry returned NULL function. Aborting stack walk.<Missing stacktrace information> Even more crash logs (I updated a few mods after these happened): https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/other-crashes.zip System specifications EVGA GTX 1080 (8gb) Intel i5-2500k (3.8ghz) 16gb Corsair Vengeance memory 1tb Mushkin SSD (other harddrives: 2x256gb Crucial SSD, 2x128gb Crucial SSD) More specifications: https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/DxDiag.txt Mods I have arranged a details document of all of my installed mods. I went through each one today and updated them. Unless there is a community patch that was not mentioned on the first or last few pages for one of these, they should be up to date. A few do not officially support KSP 1.2.1, and are probably the cause. https://docs.google.com/spreadsheets/d/1K3qWPOEiYz_zqoNZ_l-QiBsdAL4gVlYVPKPEkYT6cAQ/edit#gid=0 NOTE: I know that with the number of mods I am using, and by using out-of-date mods, I am asking for crashes. Telling me not to use them would not be helpful. Thanks.
  9. The docking ports seem VERY glitchy for me. After struggling with quickloads and trying to get this to connect for an hour, I found waiting until the ports settle down, then disable roll, then spin 180 degrees seems to do the trick. Is this a bug in version 1.6.0 or am I doing something wrong? https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/2016-11-09_19-57-28.mp4
  10. I've only really paid attention to the surface of minmus but It does look WAY different than last night. I'm just not sure what came from Sigma and what came from SVT 2.0 . I wish I had other screenshots to compare. I've only got a couple, that aren't very good for showing off the terrain. But as you can see, the terrain is more detailed and the mountains are taller: No Sigma, SVT 1.5 (ambient lighting turned way up because I was streaming to a friend): https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/KSP_x64_2016-11-07_18-35-13.jpg Same location with SVT 2.0 and Sigma: https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/KSP_x64_2016-11-09_13-24-33.jpg
  11. Thanks again Galileo. Here's a couple screenshots for everyone who hasn't had a chance to try it yet. Mun: Tylo: Jool (hilarious difference!): And here is the terrain of Mun, first a screenshot without sigma, and then a screenshot with sigma. Seems to change the height of the terrain quite a bit. Not quite sure what else was supposed to change but I figured I would try it anyway.
  12. Would the sigma dimensions config change the appearance from the map view? I installed it, but couldn't see any difference. Stock Mun: https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/mun.png SVT 1.5 Mun: https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/mun-SVT-1.5.png SVT 2.0 Mun: https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/mun-svt-2.0.png SVT+Sigma+SigmaCFG Mun: https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/mun-sigma.png
  13. Oh okay. I'm guessing this isn't something I can just grab from an older version of the mod? I can wait
  14. So I've got this mod working, and it is a slight improvement over stock, but there's some screenshots from the first page that look WAY better. Am I missing something? I'm using the high res textures. Texture quality in KSP is "Full res". 64bit. These screenshots are without any other mods installed. Stock: https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/KSP_x64_2016-11-08_14-16-35.jpg With Stock Visual Terrain: https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/KSP_x64_2016-11-08_14-10-48.jpg From the front page, by Speadge: http://i.imgur.com/EEuYzh0.png
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