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[1.8.x - 1.12.x] Salyut Stations (Salyut/Almaz) - 8-26-21


raidernick

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There are no errors being reported from any of my parts. I am not going to debug other mods for you. You will need to talk to the individual plugin authors.

here's an log from another KSP install, which has only the Salyut and KOSMOS as mods, still no luck with the Salyut 7 crew hatch, but oddly, the 6 works, and i've tested them in the same craft :confused:

https://dl.dropboxusercontent.com/u/58212317/output_log%20%282%29.txt

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reinstalled it and it didn't work

no problem, i can live with that, there's the other versions and ship manifest for 7 :)

btw, EVA through the crew cam works, but the kerbal can't go back

I can't reproduce the issue. Just for the hell of it though I completely redid the airlocks/ladders with new colliders of different sizes and placement.

UPDATE V0.75

-Fixed airlock/ladder issues on stations

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UPDATE V0.80

-Redid Salyut 1 and Soyuz 7k series solar panels as a separate model

-Removed solar panels off all old models that had them (this will affect any in progress flights using these parts which will need to be deleted)

-Merged Salyut 1 and 4 models (any stations you have in flight using either of these models will be deleted on load).

-Updated craft files, you MUST replace your old ones with these as they will no longer work

-Updated remotetech mm config

-THIS IS NOT COMPATIBLE WITH PREVIOUS VERSIONS. COMPLETELY REMOVE OLD VERSION BEFORE INSTALLING THIS!!!

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Edited by raidernick
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That looks lovely. The panel texture should likely be darker, all panels I've seen IRL are nearly black. On the other hand, it's every artist's impression that consistently has them blue. :) I've recently discovered this, no matter the era, the panels will show up as black with a slight tint of blue. Even the orange on the ISS panels is either the back side, or when the panel is backlit (in that case, light shines through structure between the cells). Otherwise, though, it's a really good looking update. If spacecraft weren't so much harder than rockets to RO-ize, this would be the next thing I'd do. :)

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I have a question about the Soyuz/Progress craft, how do i know if i launch a Soyuzk-t or a Progress 7k-tg up to Salyut 1 will dock?

All of the docking ports are the same size and can be docked to each other. Salyut 1/4 were not meant to be resupplied though and never had any progress craft visit them.

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Hi, just stopping by to say these are fantastic models. Thank you.

They absolutely are--likely the most beautiful realistic Soyuz spacecraft on the forums.

There's a price though--is anyone getting really bad framerate dips as soon as you load up the descent module and the orbital module? The Soyuz launch vehicle itself is actually pretty easy on the framerate, it's the spacecraft that's brutal on FPS.

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There's a price though--is anyone getting really bad framerate dips as soon as you load up the descent module and the orbital module? The Soyuz launch vehicle itself is actually pretty easy on the framerate, it's the spacecraft that's brutal on FPS.

These models were designed, built and tested using my crappy old laptop from 6 years ago. On max game settings I get 37-42fps with the soyuz spacecraft and no physics lag. Unless you are using a computer from 1985 there is likely something else at play on your end completely unrelated to the mod.

On a side note you "may" get a small drop in fps while the part animations are playing as my models generally have a large number of moving parts. However before or after the animations are deployed there should be no change in frame rate from default.

Edited by raidernick
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These models were designed, built and tested using my crappy old laptop from 6 years ago. On max game settings I get 37-42fps with the soyuz spacecraft and no physics lag. Unless you are using a computer from 1985 there is likely something else at play on your end completely unrelated to the mod.

On a side note you "may" get a small drop in fps while the part animations are playing as my models generally have a large number of moving parts. However before or after the animations are deployed there should be no change in frame rate from default.

It must be something on my end then...I've got an Intel Core 2 Quad and GTX 470 as a video card. It doesn't seem to be any animations playing, since the lag kicks in the VAB and stays there.

Can't imagine what it is. Ran both in OpenGL and DirectX 11--same strange lag. As mentioned, the launch vehicle parts work fine.

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Can you check if that persists after the animation finishes? This can be the dreaded case of "animation lag", something that plagued many great models and was often undetected by their creator (just ask Yogui) for some reason. I don't have the time to check right now, but it does not produce errors in the log and is really annoying.

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Can you check if that persists after the animation finishes? This can be the dreaded case of "animation lag", something that plagued many great models and was often undetected by their creator (just ask Yogui) for some reason. I don't have the time to check right now, but it does not produce errors in the log and is really annoying.

Thank you, I'll try that out--there's nothing looking like an animation error debug toolbar log, just a few other things when I add the orbital module (which is particularly bad on the framerate).

Log_zpse0266249.png

Should I be checking the output log? Sorry for being so dense, a lot of KSP remains a mystery to me thoroughly.

For what it's worth, I'm not seeing any animations on either the descent or orbital modules that are the culprits.

Edited by Synthesis
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Looking at just this, I can't help you. As I stated I am not encountering this error and I have no way of reproducing it. In order for me to even begin to work on a solution I have to know what the actual problem is "bad frame rate" is not a valid problem in itself, especially if there are no errors.

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Looking at just this, I can't help you. As I stated I am not encountering this error and I have no way of reproducing it. In order for me to even begin to work on a solution I have to know what the actual problem is "bad frame rate" is not a valid problem in itself, especially if there are no errors.

No, I understand--it absolutely is a problem (what else do you call a specific set of parts halfing the framerate?), but if I'm the only one encountering it, it's almost certainly something inexplicable on my end--probably another mod with modulemanager that disagrees with how this part works in the VAB and elsewhere. I have a lot of mods, so it could be anything.

Unfortunate, but not the end of the world. I tried running in DirectX 11 and OpenGL--the problem persists, so I can rule out a video issue in all likelihood. I thought it might be the thermal cover option, but only the descent module can remove that, so that's not it. It seems like the orbital module is really the punishing part, the descent module slows things down slightly but that remains manageable.

Edited by Synthesis
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Can you check if that persists after the animation finishes? This can be the dreaded case of "animation lag", something that plagued many great models and was often undetected by their creator (just ask Yogui) for some reason. I don't have the time to check right now, but it does not produce errors in the log and is really annoying.

Well, I figured it out, and it seems to be this--the decent module's radio antennas were causing the lag. Deploying and undeploying them seemed to finish the animation and get FPS to acceptable levels (they dropped when playing the animation, but were otherwise fine). Hurrah!

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