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Jashin

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Everything posted by Jashin

  1. Hi there orcmaul, thanks a lot for your mod, it's become one my staples for quite some time now and I use almost every time I have to launch a satellite/probe ! Only small issue I've been getting lately is that sometimes, when I've set a Tweakscale factor on the BoxSat Frame (I've only increased it to 1.25m, never tried the bigger ones yet), the BoxSat Frame disappears completely if I get back to KSC and the reload the ship. I don't know if it's coming from Tweakscale or BoxSat actually, so maybe there's nothing you can do, but I thought I might as well inform you about it. It doesn't harm the satellite in any way, since every piece of equipment still works fine, but the whole thing appears to float in space with attachments...not attached to anything, which is weird for screenshots. Anyways, thanks again and looking forward to completing the prototype parts, they're really great !
  2. Thank you guys for the awesome work you've done on this mod and the DDS converter by Lilleman. I can't believe the results : I'm now able to play with every single mod I've always wanted to install, except this time I can have all of them together. B9, KW, huge texture patches with TextureReplacer...It works flawlessly and I only had to tweak some settings for about half an hour in order to get some toolbar buttons and stuff added to the exception list (some don't show up or appear in a weird way after the DDS conversion). Just so you know how much I owe you : I use so much mods that the game crashed to no end after the 0.90 update ; I spent countless hours tweaking the whole thing, without success. I had invested so much time in this ordeal that I eventually gave up playing altogether. You managed to make my game running again, so thank you very much everyone involved. This is KSP's future
  3. This idea is stunning and I'm glad some of KSP's best modders cooperate to create a smoother tech tree for us players. The project is looking great and I'm looking forward to implementing the tree in my new career save. Keep up the great work
  4. I'll let people more competent than me delve into the logs you posted, meanwhile I can answer your last question : Kethane and Karbonite share the same end-game goal, that is collecting ressources to make fuel on any planet you want. They differ in some details, such as how you scan a planet for ressources and the way ressources are scattered (in Kethane, a planet is divided in multiple hexagons, each containing either 0 fuel or a definite amount of it ; in Karbonite however, there is always fuel everywhere, albeit the concentration greatly varies depending on the location and fuel can never be depleted). It's up to you to choose one among these two, I'd say Karbonite has a greater number of new parts to use however (new airplane/spaceplane engines, rocket engines, landing legs for your fuel platforms, etc.) hence my own preference. I also noticed in your first post that you're using ATM or Active Texture Management : the current version seems to behave oddly for some users due to new bugs in the way KSP loads textures. If the game launches fine without it now, you should probably just remove it until a more reliable version comes out, right now it's a bit wonky. If KSP crashes during loading (mods consume a great deal of RAM, and KSP cannot use more than 3.6 GB), a common trick is to force the game to use without using DirectX : all you have to do is create a shortcut of KSP.exe, right-click on the shortcut and add at the end of the target field -force-opengl. That will replace DirectX by the OpenGL process, which uses way less RAM (don't ask me why though !) : on my install, I've seen a 1 GB gain from that little trick. Have fun !
  5. Hello there ! From the screenshot you posted, I see you're using a Mod utility of sorts. I've never used one of these myself and while they are supposed to make things easier, I'd advise against using it : it's not hard at all to install a mod in KSP, all you have to do is unzip the file downloaded from here on the forum and place the folder inside the GameData directory. Just make sure you're actually copying the right folder since it depends on the original .zip file folder structure (you should however always find a GameData in each .zip file, so you just have to drag and drop the contents to your KSP/GameData folder). That being said, if some mod doesn't work perfectly, the usual troubleshoot method is to isolate the issue by removing every other and attempting to run the game with the only troublesome one. Ferram and MechJeb should add an icon to the toolbar you see on the upper right corner (only in flight for MechJeb, and you have to install the MechJeb part on your ship before launch). If they appear, it should mean they work properly. As for Deadly Reentry, the last update made things a little bit more tricky : basically, the rule of thumb as NathanKell puts it, is that you should never attempt to deploy your chutes at a subsonic velocity (330 m/s). As long as you're below 330 m/s, you're fine, otherwise the chutes will be ripped off and bad things will happen to our little green friends. Under normal conditions (a reentry with just a pod), chutes can be deployed from about 12-10 km, but that depends on other factors so you're better off just checking that speed in your navball. I don't use the LifeSupport mod (I prefer TAC Life Support over the one you quoted) and I switched from Kethane to Karbonite so I can't help you with these. That should at least resolve some of your issues : be sure to come back with the other ones and I'll try to help you the best I can.
  6. Toshogu, I had the same "issue" with the most recent update : it's impossible that your craft does not slow down to match the recommended speed for chutes deployment. This is simply due to terminal velocity : your craft won't physically be able to fall at a higher speed than than number, unless of course you point your engines towards the ground ! That being said, it's probably better to check the speed you're falling at rather than the current altitude : if you're below 330 m/s, you're good, if not chutes will get ripped off. I was mad when I thought that DRE wasn't working properly, but then I did my research and was taught by Starwaster and NathanKell here and everything in the current settings is in keeping with IRL procedures. Try to check the 330 m/s mark for yourself, I guarantee it works every single time.
  7. I'm totally satisfied now that I have these numbers in mind. I will try to tweak RealChute presets to reflect the new DRE settings since it doesn't make sense anymore to have drogues deploy at 30-25 km like they used to. I will now have them deploy at about 11 km and see if that works with the new settings. I might also post something on the RealChute thread, but it seems things have been getting a bit out of control there lately...
  8. Thanks for the reply ! I'm using DRE 6.2.1 and RealChute 1.2.5.3. I've barely managed to get a few chutes running, with intensive tweaking of the RealChute part settings. However, drogue don't work like they should : they instantly snap at high velocities (>700 m/s, it's a rough estimate since I haven't had the time to check at other speeds) instead of slowing the craft down a bit. The only reliable solution is to set the chute to partially open at 3km and open at 500m like Taki117 suggested. However, this is sometimes hard to do given the time needed for the deployment to occur, heavier crafts might not like that setting. In addition, the drogue function is completely lost, and I haven't found a way to properly use a drogue with the new DRE settings. EDIT : I just checked the deployment of real chutes in an Apollo reentry configuration and I'm stupid for thinking chutes wouldn't snap at speeds higher than 700 m/s. I'm sorry for bothering you about this, I suppose DRE is now set for maximum realism, which I'm fine with (however, may I suggest a nicer default option ? it's quite a step away from the previous settings). I will experiment with higher altitude drogue deployment, it seems that IRL they are often used as high as 13 km.
  9. I'm running the latest versions of both Deadly Reentry and RealChute, and I can't get chutes to work properly. And by properly, I actually mean "at all", since they insta-burn/destroy each time I activate them. I've tried almost everything, from a semi-powered landing to a mega-drogue combo, nothing works even the most ridiculous designs. Keep in mind I'm not talking about some Eeloo reentry here, I'm just testing from a shallow suborbital trajectory. I will try to tweak the settings you mentionned, Starwaster, but IMO, the default ones are WAY too hard.
  10. I feel you mate. I was playing on a nice stable save using the 64bit version and one day I've tried to use the new B9 version. Next thing I know is hell breaks loose and my install is borked beyond measure. There's no way I'm able to run B9, I run into a ton of NullReferenceException during loading (it doesn't crash but stops loading after ModuleManager is done patching). I'm waiting for the new asset loader coming in .25 and hoping it will improve performance and stability but right now I've lost even the will to play after hours upon hours of troubleshooting.
  11. Hi everyone ! I'm using EVE 7.4 on the 24.2 x64 client (Astronomer's Pack) and I've had a minor issue : the clouds for Eve and Jool are missing, while the rest is working perfectly. I've checked the config file and everything's fine there (in fact I re-dowloaded it just to be sure), the corresponding cloud textures are there as well, but nothing shows up in game and the Alt-N menu is blank for Eve and Jool. How can I fix this ? Would the Overhaul version work better ? Btw Astronomer, are you from Paris ?
  12. We've actually figured it out with Nerea. It's not a huge issue but it's a conflict between the two ModuleManager patches, since both have a section like this @MODULE[ModuleEngines] { @name = ModuleEnginesFX I guess one overwrites the other, and in the end HotRockets seems to have the priority because the NearFuture patches do not work at all. One of them nerfs the PB-ION a little bit (from 2 to 1.4 kN of thrust) and tweaks its power consumption, the other is optional and turns the LV-N into a real atomic engine that consumes hydrogen. It's quite easy to see that these patches aren't working because the numbers and consumption are not changed. Also, I've checked each mod I use one by one and I'm 100% sure that HotRockets MM configs are the culprit. Like I said, it's not a huge issue, but I figured I should post here to see if we could tweak the MM config a little bit.
  13. Hi everyone ! I'm cross-posting from the NearFuture Technologies mod made by Nerea as I've encountered a conflict between his mod and HotRockets. It's not a huge issue but I figured I might as well inform everyone here since I took some time to figure out which mod was causing the conflict. Basically it seems the HotRocket ModuleManager patches overwrite the NearFuture ones (these ones convert the LV-N into a real atomic engine, using Hydrogen and nerf a bit the stock Ion Engine). I'm not too savvy about ModuleManager files so I'm not sure what to do to make sure NearFuture patches are the last applied (maybe a FINAL tag ?). Anyways, here are the two files from NearFuture so you can check the code involved : // LV-N (stock) @PART[nuclearEngine] { @MODULE[ModuleEngines] { @PROPELLANT[LiquidFuel] { @name = LiquidHydrogen @ratio = 1.0 } !PROPELLANT[Oxidizer] {} } } @PART[ionEngine] { @cost = 5300 @mass = 0.22 EFFECTS { engage { AUDIO { channel = Ship clip = NearFuturePropulsion/Sounds/IonXenonOn volume = 1.0 pitch = 1.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = NearFuturePropulsion/Sounds/GenericFlameout volume = 1.0 pitch = 1.0 loop = false } } exhaust { AUDIO { channel = Ship clip = NearFuturePropulsion/Sounds/IonXenonLoop01 volume = 0.0 0.0 volume = 0.01 0.1 volume = 0.5 0.2 volume = 1.0 0.4 pitch = 0.0 0.6 pitch = 0.5 0.7 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = NearFuturePropulsion/FX/hipepplume transformName = thrustTransform emission = 0.0 0.0 emission = 0.01 0.1 emission = 0.075 0.25 emission = 1.0 1.0 speed = 0.0 0.35 speed = 1.0 1.0 } } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX directThrottleEffectName = exhaust @maxThrust = 1.4 @PROPELLANT[XenonGas] { @ratio = 0.1 } @PROPELLANT[ElectricCharge] { DrawGauge = True @ratio = 3.52 } !atmosphereCurve {} atmosphereCurve { key = 0 3800 } !fxOffset } MODULE { name = ElectricEngineThrustLimiter EnergyUsage = 13.2 minThrust = 0.0001 minPressure = 1.0 } }
  14. I'm reinstalling the mod and checking right now. I'll report back with the results.
  15. Hi everyone ! I'm coming here again because I haven't found a workaround for the issue I was experiencing : to say it briefly, Autotag is FUBAR and does not recognize new parts. When I try to reset the tags by right-clicking on Autotag, it actually deletes all tags, turning my part list into an endless void. I'm using 64-bit : I'd like to test with 32 bit but I'm running too many mods to go back now Did anyone have the same issue with the Autotag function ?
  16. I've done that twice. It doesn't work and I wonder why !
  17. I have a rather peculiar issue with this mod. I've been using it for quite some time without any trouble, and it's so useful that I don't know how I could do without it. However, this morning I had some trouble with the Autotag function : it didn't add some new parts I had unlocked in a new Career save. So I fiddled with the menu and I screwed up : all folders had gone away, meaning I couldn't add any part to my ship. I tried reinstalling the mod from scratch, but to no avail : it still displays an empty toolbar. I'm wondering how this is even possible, since a new install should keep my previous settings : is there anything stored in the persistent save file ? What should I do to get this mod up and running again ?
  18. Thanks a lot for the config ! Now I can decouple properly without exploding my vessels.
  19. I am having a small issue with Deadly Reentry and engine heat production. I am using Kerbin Shuttle Orbiter and when I decouple my boosters, the four Sepratrons of each booster make the big fuel tank explode due to overheating. It's a bit ridiculous given the size of the Sepratrons and I would like to tweak their specific heat production : I am only using them to clean up decoupling operations and it kind of breaks their purpose if I have to tune down their thrust to 20% or so. How can I reduce their heat production ? If possible, I'd like to use a MM config but I do not know what attributes I should use.
  20. I've done a few more tests on a new Sandbox save using the exact same mods setup : it's working fine this time, both at KSC and during launch. I even suspect a bit of a FPS drop due to OpenGL, I will test that fresh save later on with dx9. It seems that the problem on my old save is what you described before regarding calculations in orbit. I've never encountered this issue before : what should I do ? To answer your question about the CPU : it seems that KSP balances CPU usage on all four physical cores, according to the task manager. EDIT : OpenGL does actually lower my FPS a bit. On the fresh save, dx9 is running as smooth as it used to. The cause of my problem is within my career save as it seems.
  21. I've reverted most of them, it was just for testing purposes. The only one I've actually added is a 10 part station hub, which I was hoping to complete. I have 3-4 vessels parked around Kerbin right now, plus two probes around Min and Minmus, 2 at Duna and 2-3 roaming the Kerbol system. The rig I'm using is not my main one. It is getting old, but it can still handle most games quite well : it has a i7 860 running @2.80 GHz and the GPU is a Nvidia GeForce 260. Nothing fancy but KSP never lagged before, only the occasional stutters with 200+ part count or the like. EDIT : I checked the CPU/GPU consumption while running the game. CPU usage is capped around 20% at KSC and GPU is at 33% with most of the VRAM used, yet I'm only getting 15 FPS.
  22. I can't use dx11 on the computer I'm currently using since the GPU is a bit too old for that (DX 10 only I think), but I've tried forcing OpenGL and it doesn't do much. I'm at a loss since I know for a fact it worked perfectly well before.
  23. I have encountered a rather strange issue : at first, the hack worked like a charm, and I blessed Lilleman's name a thousand times while hogging on mods like no tomorrow. I've launched a few vessels, fooled around and during one particular launch, the game started to lag heavily : it's borderline unplayable now, and I can't launch anything in less than a dozen minutes. I didn't change anything in the meantime : is it my GPU dying or anything ? EDIT : I've checked with FRAPS, and it's actually totally unplayable now. I'm running at barely 15 FPS in KSC and 1-5 FPS on the Launchpad, even for a 1 part vessel. Everything was running so smoothly...I swear I didn't touch anything !
  24. Thank you so much ! I derped hard there. It was indicated in stupid_chris's last post about the new version, but there was nothing about that in the OP. Now back to the tinkering of my ships ! Much obliged to you for the solution.
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