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Kamuchi

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Posts posted by Kamuchi

  1. Not exactly ksp, but reached a personal mile stone for finishing the main parts of acrylic tube for cooling, should have picked something smaller and easier as first experiment with that stuff, just 6 simple ones remaining to do thankfully and some leveling with tiny corrections :)

    It ain`t as easy as it looks...it`s a nightmare.

    lokftRF.jpg

  2. After a couple of days working on the asteroid base, I`ve discoverd an annoying bug in win 64 and maybe even win 32:

    Using kas struts will make the claw detach after restarting ksp, first time it happend I thought it was just a glitch, but after adding another claw part with struts, the entire station started to disintegrate as the asteroid wobbling made strutted parts slam into each other ;.;

    The entire album is in the post abouve but here is the complete fail in short :)

    First time the asteroid let loose, it losing a kas strut on the surface I know now it actually broke:

    ojxK3Xm.png

    The second time was after strutting the rear part but with no tanks attached, the weight wasn`t a problem yet.

    Adding the tanks increased the mass and strain on the struts greatly, so after adding the front section, strutting it and restart ksp it all went crapiola :/

    3fIe9G1.png

    KfxyIKW.png

    The damage was so extensive from the tanks slamming into it that some strutural nodes gave way for the entire thing to swing back and forth, wich was the most dissapointing actually as it ment a complete loss...

    BKIQrmg.png

    DasValdez Kermin&Co did not die with the crew compartments still intact, so a rescue mission will be setup to bring them to orbital safety befor even more stuff goes boom :)

    The station idea I like, so instead of building it around an asteroid, it will be built as one part (except the tanks, wich will be probes) for it`s original purpose of a RemoteTech communication and refeuling hub.

    The asteroid however... no idea.

    Maybe leave it as Kerbin`s tiny new moon and try a new asteroid base idea on a class E, 1 claw and no frigging struts connected to the asteroid as this is causing claw fails :D

    Also with my new hardware in, rebuilding the pc into a new case with an entirely rebuilt wc setup will make some good time to figure out how to fine tune some details :rolleyes:

  3. No.

    RT is easy when you get the hang of it, but all realistic mods shouldn`t be made standard for the simple reason that it will not be fun to play as they will get way to frustrated while trying to even learn the basic stuff.

    Imagine you had life support, deadly reentry and remotetech installed while knowing nothing as a newbie, maybe some fun at the start watching blow up, but you will quit soon after out of sheer frustration.

  4. While continuing building my asteroid base I came across a pretty picture that even with 100 orbits a day, you keep missing or not at a perfect inclination while timewarping around.

    Behind Kerbin at a perfect time in geo orbit, you can see the evenly light breakup around the planet, wished I had stronger city lights to make it complete.

    zXckvB5.png

    [ Full res at the bottom https://imgur.com/a/2BRJH ]

    Starting to wander if I play ksp for the space program or for the awsome views you get to wish you were there :cool:

  5. I have a thread there in the mission reports and thanks :D

    It might help some people, but the entire 64bit is a prayer for each player, it does add alot of stability for me atleast.

    Just rememberd what extra I wanted to add to the -force-d3d11-no-singlethreaded part, maybe, just tiny maybe, there might be a bug in the gpu memory handling with the 64bit, same as abouve though, it forced unity to behave more as expected`ish.

    I run with 4 290X gpu`s, for single cards other issues might be to blame.

    Would be funny to take all people`s setup and see if multi card users have more problems then signle card users, I have a funny feeling that would be a "yes" :)

    Maybe it wasn`t clear due to my wording, the issue isn`t not rebooting or pc last reboot time.

    After 2-3-4 ksp crashes and immidiate restart, you will start to have serious click issues because most likely ksp bits remain in memory.

    The more crashes, the worse it gets.

    First startup: right click is fine.

    First crash & second restart: right click problems could start to happend, but not always.

    Second crash & third restart: changes are you are going to start having right click failures.

    Third crash & fourth restart: if you don`t have right click problems, you might be beating the odds.

    Fourth crash & fifth restart: I started having more right click failures then working ones, but for a test I kept going.

    Fifth crash & sixth restart: getting a click in was getting seriously frustrating, changing back and forth between space, space center and iva kerbals and back, a crash soon followed.

    Sixth crash & seventh restart: clicky fail madness that it was unplayable.

    First reboot & first startup: all perfectly fine.

    Hence and repeat.

    I must say that closing the game normally didn`t produce the problem (for me), only with game crashes and starting up without a pc reboot.

    I shutdown my pc every day and reboot if needed/wanted, but these unity crashes leave trash around that to solve the right click issue, you have to reboot the pc.

    If it`s happening with several crashes in an hour or a day, after a couple of crashes you must restart the pc or the problems stack up.

    Past 2 days I have crashed so many times that I was tempted to trash mods to speed up load times lol

  6. Well, did some testing...

    Everything became unstable, still playable, but unstable with alot of general crashes that were not happening befor.

    At one point I couldn`t even select a ship in the tracking station that almost made me crap my pants that nearly a month of game time went down the drain because ships didn`t want to load, tons of errors along with random mod failures ontop of unity that I had to start pruning the list and readd after a restart.

    On that note I did discover 1 thing and might have a hunch on the -force-d3d11-no-singlethreaded:

    The one thing that I did figure out is the right click.

    Q: Why is it always fine at the start but after 3-4-5 crashes and restarts it`s really starting to be an absolute pain in the arse?

    A: It`s actually windows, no, it`s behaving ok, but from my experiment, when you start having click issues, reboot the pc and all is fine again.

    - Wich brings me back to windows, again, my logic says that when unity crashes the memory isn`t cleaned, so when you keep restarting ksp, the underlying issue stacks up to the point it`s becoming nearly impossible to right click when in the world (ship) view.

    Solution: reboot the pc and go back enjoying with a working right click :)

    On to my f`ing headache during my 2 dozen crashes while testing and trying to fix all the ******* bs fake crash errors:

    Why oh why does -force-d3d11-no-singlethreaded has such a great success for me with disabled crossfire profile for ksp?

    My only conclusion of it can be that under the 64 hood there is simply a giant problem, like we didn`t knew that...

    -force-d3d11-no-singlethreaded might just be telling this, crappy, unity build "idiot! multiple cards!" and forces it to behave as it should`ish behave wich in a crappy engine prevents some random crashes and as the game doesn`t do crossfire anyway and CCC tells it to bugger off aswell.

    I didn`t see any performance difference with or without crossfire enabled, but it did start crashing more and became a horrible debug nightmare after returning to my current settings.

    My conclusion in short: -force-d3d11-no-singlethreaded tells the engine to work as it should, wich it doesn`t, otherwise I have no clue unless some one is a unity programmer :)

    I did get quite some stuff done, less then I wanted but having figured out the god annoying richt click issue made it all worth it, 55 pictures ( https://imgur.com/a/2BRJH ) and having shot Das into space in my game :D

  7. Assists are also great to help fix your orbit inclination:

    Fixing a 78 degree inclination with a 367ton vessel over Kerbin would cost you nearly 2900dV and then you still need to add the dV for the geo burn and circularization.

    Wait till the Mun is in position and tinker the best node you can get out of it, you can save a couple thousand dV with heavy ships/asteroids and getting into the desired orbit is peanuts as you`re far out :)

    wdrwrwr.png

  8. Thank you for sharing I do have a question or two though.

    I have no idea to be honest on both questions :)

    You would think -force-d3d11-no-singlethreaded would be a stupid thing to do when disabling CF.

    The only thing that I can even remotely come up with is that something in the Unity code is going wonkey unless forced with that flag so it doesn`t gets confused.

    Wouldn`t have a clue if my game is running dx9 or 11 at the moment due to that flag, but for god knows what reason I can play for hours on end?

  9. I have Windows 64 bit, but I'm running 32 bit KSP. I know, 64 bit is super buggy; I am using -force-opengl, but this mod worked fine for me in 0.24, it's just when I switched to the v1.1.0 for 0.25 it broke,

    Ah ok, I had an issue that the asteroids wouldn`t spawn because of the disabled rss in 64bit, using an older version with the far fix worked and they started spawning soon after a quick timewarp

  10. Not kidding. This looks terrible to me.. I can see pixles all over the place. No way this is 8k..

    The sky in oblivion looks waaaaay better than this.

    I shouldn't be seeing pixles in every star I look at.

    I shouldn't be seeing pixles in the milkyway.

    I do.

    I have only find a very few of these skyboxes that don't have this problem.

    I wish this was one of them because it is my favorite.

    Do you have the image quality at full size in settings?

    Skyboxes are also affected by the quality settings, not only parts.

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