allista

[1.7] Global Construction

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3 hours ago, allista said:

output_log.txt (or Player.log on linux/mac) would help

Where would that be? I have no output_log.txt in the KSP folders.

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1 hour ago, vossiewulf said:

Sorry, in four years have never had anyone ask for anything but the KSP.log. Output_log.txt

Now that is weird :0.0:

output_log contains much more info than KSP.log, and is crucial to diagnose things.

Thanks, I'll look inside...

@vossiewulf for some reason you're missing 000_AT_Utils/Plugins/001_AnisotropicPartResizer.dll which is bundled with GC.

You should reinstall GC from SpaceDock: https://spacedock.info/mod/1123/Ground Construction/download/2.4.1.0.1

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2 hours ago, allista said:

Now that is weird :0.0:

output_log contains much more info than KSP.log, and is crucial to diagnose things.

Thanks, I'll look inside...

@vossiewulf for some reason you're missing 000_AT_Utils/Plugins/001_AnisotropicPartResizer.dll which is bundled with GC.

You should reinstall GC from SpaceDock: https://spacedock.info/mod/1123/Ground Construction/download/2.4.1.0.1

Now that is weird also, I never mess around with files inside mod folders. Thanks very much for looking, I will try that and let you know whether that fixed it or not.

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9 hours ago, allista said:

Now that is weird :0.0:

output_log contains much more info than KSP.log, and is crucial to diagnose things.

Thanks, I'll look inside...

@vossiewulf for some reason you're missing 000_AT_Utils/Plugins/001_AnisotropicPartResizer.dll which is bundled with GC.

You should reinstall GC from SpaceDock: https://spacedock.info/mod/1123/Ground Construction/download/2.4.1.0.1

Ok, I seem to be fixed now, unfortunately I can't tell you what version I was using since its zip is not in my downloads folder, which is yet another weird thing as I always keep the latest zip files so I do know what versions I am running. I did not even have Configurable Containers installed. The only explanation I can think of besides multiple stupids on my part is that one of your download links isn't up to date, but I'd think that would impact other people. So I'm going with stupid.

Thanks for the help, much appreciated, as noted I built the station just for the Orbital Assembly Line. Now I just need a new computer to effectively handle that space station.

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Posted (edited)
On 8/8/2019 at 1:23 PM, allista said:

@vossiewulf for some reason you're missing 000_AT_Utils/Plugins/001_AnisotropicPartResizer.dll which is bundled with GC.

22 hours ago, vossiewulf said:

I did not even have Configurable Containers installed.

001_AnisotropicPartResizer is missing from the copy of GC-Core that's bundled with the current MKS release (version 1.1.0.0).  The GC-Core in MKS also (intentionally) omits CC, so I'm guessing that's what @vossiewulf is using.

(BTW, I mentioned the missing DLL back in March and someone filed it as MKS issue #1448.)

Edited by Wyzard

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Posted (edited)
24 minutes ago, Wyzard said:

001_AnisotropicPartResizer is missing from the copy of GC-Core that's bundled with the current MKS release (version 1.1.0.0).  The GC-Core in MKS also (intentionally) omits CC, so I'm guessing that's what @vossiewulf is using.

(BTW, I mentioned the missing DLL back in March and someone filed it as MKS issue #1448.)

Ah yes, that's correct - the reason I couldn't find the zip is that I didn't download it directly, I installed it with MKS. Thanks Wyzard.

Edited by vossiewulf

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Apologies in advance if this is another stupid situation, but I don't see how I undock from the empty kit. The docking node doesn't seem to know it's docked, so it's not offering me either an undock or decouple node option. I watched the video, I saw the guy dock to the kit, move it to dock at another location, then undocked his tug via a context menu on the kit, I get no context menu on the kit, it doesn't highlight when I hover over it.

In the video he docked it to a workshop, but I thought that was because his test station was small, I don't remember him saying you had to dock to a workshop, but he's a little hard to understand at times.

In case this is a log-digging question, output_log.txt.

mWXUpnT.png

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On 8/6/2019 at 1:42 AM, allista said:

@mackie g could you try to reproduce this in stock game (with MM+GC, of course) with stock parts? I wasn't able to so far...

Well mods i have is mostly kis, kas, gc and mks where i've found this mod. other than that just alarm clock and dock alligment but that shouldnt affect mechanics... is there one specific mod u think that could affect that so i can try without it. but what's about issue with lag while gc is constructing? once had to load old savegame and delate one build bc everytime i tried docking ship at that station game crashed... terrible lag. any idea?

 

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On 8/14/2019 at 4:31 AM, mackie g said:

Well mods i have is mostly kis, kas, gc and mks where i've found this mod. other than that just alarm clock and dock alligment but that shouldnt affect mechanics... is there one specific mod u think that could affect that so i can try without it. but what's about issue with lag while gc is constructing? once had to load old savegame and delate one build bc everytime i tried docking ship at that station game crashed... terrible lag. any idea?

2 big sources of lag are part count and exposed docking ports.

While each ship can have it's physics processed on a separate thread, docking them will put all the parts from the combined ship onto one thread.  This may be the source of the lag when docking.

Also, if I remember correctly, each exposed docking port checks it's distance from each other exposed docking port in the 2 km 'active simulation' area(to see if they are trying to dock)), so having a lot of exposed docking ports can have a disproportionate impact on performance.

The maximum number of parts on a vessel before the lag becomes bothersome is highly dependent on the performance of your processor(and your tolerance for lag).

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On 8/15/2019 at 3:10 PM, Terwin said:

2 big sources of lag are part count and exposed docking ports.

While each ship can have it's physics processed on a separate thread, docking them will put all the parts from the combined ship onto one thread.  This may be the source of the lag when docking.

Also, if I remember correctly, each exposed docking port checks it's distance from each other exposed docking port in the 2 km 'active simulation' area(to see if they are trying to dock)), so having a lot of exposed docking ports can have a disproportionate impact on performance.

The maximum number of parts on a vessel before the lag becomes bothersome is highly dependent on the performance of your processor(and your tolerance for lag).

yea knew about part count but not about docking ports... tha's helpfull since i have them all over:)

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