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[1.1] SXT - Lack's Stock Extension [SXT-25-10APR16] - Basic 1.1 compatibilty


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4 hours ago, dire said:

@String Witch -- haven't run into any major problems yet but I've still barely scratched the surface.

I think I'm done for the night, here is my work so far if someone wants to do a sanity check. I think everything's in order but I could easily miss something. I'll do more soon (tm).

 

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// -- Aviation parts --
// --- Elevons
@PART[elevon0a]:NEEDS[CommunityTechTree]
{
    @TechRequired = flightControl
}
@PART[elevon0b]:NEEDS[CommunityTechTree]
{
    @TechRequired = start
}
@PART[elevon1]:NEEDS[CommunityTechTree]
{
    @TechRequired = flightControl
}
@PART[elevon2]:NEEDS[CommunityTechTree]
{
    @TechRequired = flightControl
}
// --- Wings
@PART[SXTWingSmall]:NEEDS[CommunityTechTree]
{
    @TechRequired = stability
}
@PART[SXTWingSmallFolding]:NEEDS[CommunityTechTree]
{
    @TechRequired = stability
}
@PART[SXTWingLarge]:NEEDS[CommunityTechTree]
{
    @TechRequired = supersonicFlight
}
@PART[SXTWingVeryLarge]:NEEDS[CommunityTechTree]
{
    @TechRequired = supersonicFlight
}
// --- airIntakes
@PART[LRadialAirIntake]:NEEDS[CommunityTechTree]
{
    @TechRequired = highAltitudeFlight
}
@PART[SXTRadialAirIntakeShockCone]:NEEDS[CommunityTechTree]
{
    @TechRequired = hypersonicFlight
}
@PART[SXTInlineAirIntake]:NEEDS[CommunityTechTree]
{
    @TechRequired = supersonicFlight
}
@PART[SXTInlineAirIntakeTiny]:NEEDS[CommunityTechTree]
{
    @TechRequired = aviation
}
@PART[SXTInlineAirIntakeTLarge]:NEEDS[CommunityTechTree]
{
    @TechRequired = highAltitudeFlight
}
// --- Command - moved most cockpits to the survivability->command modules line, tried to retain a sane tech buildup.
@PART[625mBonny]:NEEDS[CommunityTechTree]
{
    @TechRequired = start
}
@PART[SXTClyde]:NEEDS[CommunityTechTree]
{
    @TechRequired = enhancedSurvivability
}
@PART[LMiniAircaftTail]:NEEDS[CommunityTechTree]
{
    @TechRequired = engineering101
}
@PART[SXTBuzzard]:NEEDS[CommunityTechTree]
{
    @TechRequired = survivability
}
@PART[SXTke111]:NEEDS[CommunityTechTree]
{
    @TechRequired = enhancedSurvivability
}
@PART[SXT25to375mKossak]:NEEDS[CommunityTechTree]
{
    @TechRequired = simpleCommandModules
}
@PART[25mKossak]:NEEDS[CommunityTechTree]
{
    @TechRequired = simpleCommandModules
}
@PART[SXTmeadowlark]:NEEDS[CommunityTechTree]
{
    @TechRequired = fieldScience
}
@PART[SXTGoose]:NEEDS[CommunityTechTree]
{
    @TechRequired = simpleCommandModules
}
@PART[SXTEntenteCordiale]:NEEDS[CommunityTechTree]
{
    @TechRequired = commandModules
}
@PART[SXT25mMk2Adap]:NEEDS[CommunityTechTree]
{
    @TechRequired = advAerodynamics
}
@PART[SXT25mMk2AdapSlant]:NEEDS[CommunityTechTree]
{
    @TechRequired = advAerodynamics
}
// --- Moved these fuel tanks to advFuelSystems from SuperSonic Flight
@PART[SXTsize2LFtank]:NEEDS[CommunityTechTree]
{
    @TechRequired = advFuelSystems
}
@PART[SXTsize2LFtankShort]:NEEDS[CommunityTechTree]
{
    @TechRequired = advFuelSystems
}
@PART[SXTmk3Cockpit52]:NEEDS[CommunityTechTree]
{
    @TechRequired = heavyAerodynamics
}
// -- Control
// --- Airbrake
@PART[SXTAirbrake]:NEEDS[CommunityTechTree]
{
    @TechRequired = advFlightControl
}
@PART[SXTAirbrakeLarge]:NEEDS[CommunityTechTree]
{
    @TechRequired = advFlightControl
}
@PART[SXTAirbrakeLarger]:NEEDS[CommunityTechTree]
{
    @TechRequired = advFlightControl
}
// -- Engine
@PART[SXTMk2LinearAerospike]:NEEDS[CommunityTechTree]
{
    @TechRequired = aerospaceTech
}
@PART[SXTKO211Dprop]:NEEDS[CommunityTechTree]
{
    @TechRequired = stability
}
@PART[SXTKO211prop]:NEEDS[CommunityTechTree]
{
    @TechRequired = stability
}
@PART[SXTTinyprop]:NEEDS[CommunityTechTree]
{
    @TechRequired = start
}
@PART[SXTeFan]:NEEDS[CommunityTechTree]
{
    @TechRequired = efficientFlightSystems
}
@PART[SXTJ213]:NEEDS[CommunityTechTree]
{
    @TechRequired = aviation
}
@PART[SXTLANCER]:NEEDS[CommunityTechTree]
{
    @TechRequired = expAircraftEngines
}
@PART[SXTshockConeIntakeSize2]:NEEDS[CommunityTechTree]
{
    @TechRequired = hypersonicFlight
}
@PART[SXTMerlin66prop]:NEEDS[CommunityTechTree]
{
    @TechRequired = aviation
}
@PART[SXTNK12M]:NEEDS[CommunityTechTree]
{
    @TechRequired = subsonicFlight
}
@PART[SXTPWPT6]:NEEDS[CommunityTechTree]
{
    @TechRequired = aerodynamicSystems
}
@PART[SXTengineattachment]:NEEDS[CommunityTechTree]
{
    @TechRequired = experimentalAerodynamics
}
@PART[SXTPWR2800]:NEEDS[CommunityTechTree]
{
    @TechRequired = aviation
}
@PART[SXTVTOLturboFan]:NEEDS[CommunityTechTree]
{
    @TechRequired = hypersonicFlight
}
@PART[SXTMiniJet]:NEEDS[CommunityTechTree]
{
    @TechRequired = stability
}
// -- Hull
// --- Fuselage
@PART[SXTsmallbicoupleradaptor]:NEEDS[CommunityTechTree]
{
    @TechRequired = aerodynamicSystems
}
@PART[SXTradialWindow]:NEEDS[CommunityTechTree]
{
    @TechRequired = flightControl
}
@PART[SXTSmallFuselage]:NEEDS[CommunityTechTree]
{
    @TechRequired = basicRocketry
}
@PART[LMkIIIAircaftFus]:NEEDS[CommunityTechTree]
{
    @TechRequired = aerospaceComposites
}
@PART[LMkIIIAircaftFusLong]:NEEDS[CommunityTechTree]
{
    @TechRequired = aerospaceComposites
}
@PART[LMkIIAircaftTail]:NEEDS[CommunityTechTree]
{
    @TechRequired = advConstructions
}
@PART[LMkIAircaftFus]:NEEDS[CommunityTechTree]
{
    @TechRequired = aerospaceComposites
}

Thanks, will add it to the file.

All, I hope to do a test release in the next day or so.  

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Ok, so I thought this mod was supposed to not use that much RAM???

I installed it, and my memory usage shot up like 300 MB.  Since my system (only 2 GB of RAM- though a much larger virtual memory) struggles to run KSP in the first place, I started getting random crashes, including access violations after I installed this...

A possible complicating factor is that I also have the latest FAR installed.  Other than that it's just a few small utilities- MechJeb, Kerbal Alarm Clock, and Kerbal Joint Reinforcement...

I have never seen such a large increase in RAM usage with a single mod- and I often installed KSP Interstellar, RealFuels, and Real Solar System before 1.05 caused my RAM usage to skyrocket!  What exactly is going on here?

 

Regards,

Northstar

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29 minutes ago, Northstar1989 said:

Ok, so I thought this mod was supposed to not use that much RAM???

I installed it, and my memory usage shot up like 300 MB.  Since my system (only 2 GB of RAM- though a much larger virtual memory) struggles to run KSP in the first place, I started getting random crashes, including access violations after I installed this...

A possible complicating factor is that I also have the latest FAR installed.  Other than that it's just a few small utilities- MechJeb, Kerbal Alarm Clock, and Kerbal Joint Reinforcement...

I have never seen such a large increase in RAM usage with a single mod- and I often installed KSP Interstellar, RealFuels, and Real Solar System before 1.05 caused my RAM usage to skyrocket!  What exactly is going on here?

 

Regards,

Northstar

It does have a low memory footprint. But it also isn't magic. I'm amazed you can even run the executable with that much RAM, let alone mod it.

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6 minutes ago, Andem said:

It does have a low memory footprint. But it also isn't magic. I'm amazed you can even run the executable with that much RAM, let alone mod it.

It's the virtual memory of a system that really matters.  But yeah, I've been running KSP without issue for some time on this system.  I had to cut back on the mods when 1.05's heat system changes drastically increased my stock memory usage (hopefully 1.2 brings stock RAM usage back down), but I've never seen one single mod use as much RAM as SXT before...

I did originally accidentally install wrong by not removing the files from the nested GameData folder before I realized my mistake and fixed it after booting up KSP once by cutting and pasting the files up the heirarchy.  But I still don't see why this mod should be using nearly 300 GB of additional RAM!  KSP was only using about 800 MB prior to this with just MechJeb installed...

 

Regards,

Northstar

Edited by Northstar1989
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1 hour ago, Northstar1989 said:

It's the virtual memory of a system that really matters.  But yeah, I've been running KSP without issue for some time on this system.  I had to cut back on the mods when 1.05's heat system changes drastically increased my stock memory usage (hopefully 1.2 brings stock RAM usage back down), but I've never seen one single mod use as much RAM as SXT before...

I did originally accidentally install wrong by not removing the files from the nested GameData folder before I realized my mistake and fixed it after booting up KSP once by cutting and pasting the files up the heirarchy.  But I still don't see why this mod should be using nearly 300 GB of additional RAM!  KSP was only using about 800 MB prior to this with just MechJeb installed...

 

Regards,

Northstar

Huh. That is an odd problem.

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Looks like I wrongly blamed some of the 300 MB on SXT.

SXT was using just over 120 MB (still far too much for a "lightweight" mod),  FAR and its dependencies was using a bit over 40 MB, and 70 MB more was being used by the Firespitter plugin that came with SXT, Kerbal Joint Reinforcement, and Kerbal Alarm Clock.

I discovered this by removing mods 1 by 1.  Oddly removing all mods but MechJeb did NOT restore my RAM usage to previous levels before installing all these mods- I seem to have lost about 70 MB vs. a clean install with just MechJeb by adding and then removing mods somehow... (maybe ModuleManager has hidden some config files somewhere besides the GameData folder, and I need to find and delete them?)

 

Regards,

Northstar

Edited by Northstar1989
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In the beta release - there are duplicate tweakscale configs. Just FYI. Also, the 2.5m passenger cabins are placed ridiculously late in the tech tree when CTT is installed.

Edit: Also, unsure if any parts actually use the textures in the Rocketry / OldAssets (or whatever the structure is, can't remember off top of head) folder.

Edited by AccidentalDisassembly
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  • 2 weeks later...
On 26/08/2016 at 3:00 PM, Northstar1989 said:

It's the virtual memory of a system that really matters.  

My understanding of this is completely opposite, virtual memory can also hamper performance. The larger the virtual memory is compared to the real memory, the more swapping has to occur to the hard disk. The hard disk is much, much slower than the system memory. Trying to use too many programs at once in a system with too little memory will result in constant disk swapping, called thrashing.  SO get more RAM. I think it's amazing that you are managing to run KSP  with LESS ram than the recommended minimum system specs supplied by Squad

 

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  • 2 weeks later...

 

On 26/08/2016 at 3:00 PM, Northstar1989 said:

It's the virtual memory of a system that really matters.

Virtual Memory is where inactive data can be stored, it's not of much use to a game like KSP, which would just end up constantly swapping out lots of small objects each frame. What really matters is how much working data you can have, and it's physical RAM that determines that.

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Quote

Would it be very hard to make the tiny trucks usable? I love the looks, but they are just sliding all over the place instead of going like a truck/rover/car should.

Same! I really want to setup a scene with heaps of trucks around a stearwing

Edited by Eldrad_Ulthran
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On 9/12/2016 at 0:50 PM, Sharpy said:

Would it be very hard to make the tiny trucks usable? I love the looks, but they are just sliding all over the place instead of going like a truck/rover/car should.

 

3 hours ago, owenmaley said:

Same! I really want to setup a scene with heaps of trucks around a stearwing

Use VesselMover to plop them down wherever and in whatever orientation you want

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On 8/29/2016 at 1:40 AM, AccidentalDisassembly said:

In the beta release - there are duplicate tweakscale configs. Just FYI. Also, the 2.5m passenger cabins are placed ridiculously late in the tech tree when CTT is installed.

Edit: Also, unsure if any parts actually use the textures in the Rocketry / OldAssets (or whatever the structure is, can't remember off top of head) folder.

A bit late, but can you point out the duplicates, please?

On 9/12/2016 at 0:50 PM, Sharpy said:

Would it be very hard to make the tiny trucks usable? I love the looks, but they are just sliding all over the place instead of going like a truck/rover/car should.

Maybe in 1.2, but not now

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On Tuesday, September 13, 2016 at 11:07 AM, SpannerMonkey(smce) said:

My understanding of this is completely opposite, virtual memory can also hamper performance. The larger the virtual memory is compared to the real memory, the more swapping has to occur to the hard disk. The hard disk is much, much slower than the system memory. Trying to use too many programs at once in a system with too little memory will result in constant disk swapping, called thrashing.  SO get more RAM. I think it's amazing that you are managing to run KSP  with LESS ram than the recommended minimum system specs supplied by Squad

 

I have an SSD.  So the hard disk is actually quite fast.  It does have awfully high baseline processor usage though.  Thrashing, so that's what's going on...

Getting more RAM isn't an option for me.  I'm broke.

I recently moved to be close to a city where I could actually use my skill set (a graduate degree in Biology, and Boston) but I haven't gotten a job yet, and am living from childhood home.  Making some follow-up calls about some job apps tomorrow (including returning a voicemail from a job agent), so fingers crossed...

Life would have been so much easier if I had a driver's license so I wouldn't have ended up stuck in rural Illinois for 2 years after grad school without the $ to move back to MA (I applied to a few jobs with relocation packages- but didn't get any bites), and could have started using my skills right away- or if the minimum wage weren't so darn low that I had a hard time saving up for the move- even working 2 jobs- but such is life...

 

Regards,

Northstar

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When you are working on this again the Oscar-C fuel tank needs some love. Compared to the Oscar-B tank the Oscar-C tank doesn't hold very much fuel when considering the size difference between the tanks.

Edited by Jonney5
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