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Scuwr

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Everything posted by Scuwr

  1. I just checked on the forum for FAR and it doesn't seem to have been updated yet..
  2. I am very happy to report that I have fixed my issue! And it had nothing to do with my mods thankfully. While I do not know what the issue was, I have a feeling it is likely related to the part tree for my ships, because I fixed the ship by deleting a ship I had merged with the save and reloaded it. I have included both a successful craft and a failed craft file in this github link along with a log file: https://github.com/Scuwr/BugReport. My problem was further made worse due to human error on the girder sticking out from the body of the spacecraft... I had accidentally attached it by the bottom node and the top node was pointing inside the ship. A video of the issue is below. Please take the time to watch it as aparrently my hotel only allows dialup upload speeds and it took over 4 hours to upload with two timeouts. Thank you for this awesome mod, hopefully this information is helpful!
  3. So I seem to have found this bug (feature?) where KIS/KAS only lets me reattach a part on my ship with the parts previous attachment scheme. For example, if the part was attached to the ship as a surface attachment initially, I can only reattach it to the ship via surface attachment even though the part physically has attachment nodes. Likewise, if a part is only attached by the top node or the bottom node, the part can only be reattached by that node. This is particularly a problem with the Girder Segments, as I wish to be able to use surface attachment and both the bottom and top nodes for attachment purposes. Is this mod working as intended, and if so, how might I be able to circumvent this issue? Of course, this is with the latest available version from CKAN and KSP 1.1.3. Also, please let me know if you need further clarification, and I could send a video of what I am talking about.
  4. I can confirm that I have had this issue in 1.1.3.
  5. Understanding that you are not at home, thank you very much for your help and consideration. I don't know if this will help, but I repeated the same test after re-installing DRE from github and forcing Steam to update the physics.cfg file (deleted it and checked game file integrity). Nothing else was changed, and I decided to show Thermal Data in the action menu. Below is a screen shot.
  6. DRE v7.2.2, KSP 1.0.5 I tried 20km as you suggested and blew up at 53km this time. It's possible that my thermal parameters are not set right. I have: * Radiation: 1.0 * Conduction: 3.3 * Convection: 7.0 * Generation Factor: 0.025 When I reloaded the game without DRE, conduction changed to 120. EDIT: I changed the conduction parameter to 120 while using DRE and saw a similar result to the other tests. Are you recommending I not use the mod at all in KSP 1.0.5? Is there anything that I can delete within the mod that will still enable G-Forces and other effects?
  7. I may not be remembering correctly as I play off and on due to school and other things that bid for my time, but I could swear that I was able to re-enter with only a mk1 command pod that had 100 Ablative Resource from Minmus. Now I can't even go from a 46,000km Ap - 60km Pe orbit without blowing up (I burn up around 62km). Am I crazy and just remembering this incorrectly? Is there anything I can do to ensure survival with tier I technology and re-entering from Minmus?
  8. I have the same issue with parts randomly overheating after switching to them. I ran a simple update in CKAN, and that fixed it. So it is definitely not DRE, unfortunately, I cannot pinpoint which mod it was in question, I just know that it's fixed now. However, I did attempt to return from Minmus with the Mk1 Command Pod and the resource disappeared within a few seconds. I think some re-balancing may need to be done.
  9. Okay, I've finally fixed my issue, so I'm just putting this here in case anyone else comes here with the same problem. I can't say for certain, but it appears the reason why the my game would eventually lag to hell after only 10 minutes of playtime was because I had two instances of my ksp folder on my computer. In two completely separate locations, mind you, with one under Program Files and the other under Program Files(x86) with the same exact file directories for Steam (I recently had to re-image my computer and copied my old program files folder into the new image, however I neglected to install steam in the same folder for some reason). One directory had KSP v0.90 and the other had KSP v1.0.2 and each had the KER mod installed in the game directories. The lagging problem was fixed once I completely deleted the old Steam directory entirely. I can't be certain that was the fix, because I have not done any robust testing, but I'm pretty sure that's the only thing that changed between testing KER in KSP. So somehow the old KSP directory with the older version of KER in it was interfering with the current version even though it was in a completely file directory. I know it sounds far-fetched, but that's all I did to fix it, so I can't really explain why doing that worked even though they are in two separate directories.
  10. Just checking in to say it's still broken, but since no one else is complaining about it, it must be something I'm doing wrong. Does anyone have any advice on what may be going on? This has never happened before with KER, but now it makes the game so laggy that it's un-playable with KER enabled. Once I've launched and recovered a vessel, every aspect of the game from the little kerbals running around in the VAB to clicking on parts, to rotating my camera cause lag issues.
  11. I haven't heard anything and the problem still persists only when the mod is active on an otherwise un-modded client. I've been using this mod for literally years and have never had this problem. Does anyone have any suggestions?
  12. So I seem to have found some sort of bug. I've been using your mod for a long time, but this is the first time I've seen this, and I've isolated it to this mod since this is the only mod I have installed and the problem is not reproducible when the mod is removed. When a ship is in flight, the game seems to freeze every second or so for a small fraction of a second, as if there is a brief CPU overload and the game is trying to catch up. The problem is exacerbated when in physics time warp, both when in the atmosphere and in space. At 4x speed, the game plays out at real time speeds due to the constant lag. This problem is reproducible on my computer and happens shortly after the launch of any spacecraft and then persists once I return to the space center or enter the VAB. I even isolated this to a CPU issue by playing the game with minimum graphical load (1/8 texture resolution, 0x anti-aliasing, etc.). As you can see from my computer specs below, it should be more than capable of running the game at the lowest settings and has run previous game versions (pre-1.0) smoothly at max graphical settings. Computer Specs: Windows 7 AMD FX 8350 @ 4.2 GHz 16GB DDR3 1866Hz GTX 770 Is there anything I'm forgetting to do in setting up your mod? Is there anything you need from me? I've searched online and only found a forum post from about a year ago with someone having the same problem on a mac. Again, your mod has worked flawlessly in the past and has just now begun to act up with the most recent update. Lastly, thanks for pushing the update so quickly!
  13. I think I've found a bug with the most recent build (Build 164). Anytime I EVA, there is a severe drop in performance with very low fps. This happens whether I have the vanilla game loaded or not, so it is not conflicting with any mods. For now, anytime I want to EVA I just reload my game without the RemoteTech folder to remedy this bug. Is there any other information that may be useful in helping debug this issue?
  14. Everything works now. It seemed that the toolbar mod was conflicting with it. I think it's about time I remove it. If other modders are building mods that don't use the built-in-toolbar, then they are behind the curve.
  15. At the risk of looking like an idiot. I can't seem to find the toolbar icon for KER 1.0.13 in the VAB Editor. I even reloaded 0.25 with 1.0.12 and the toolbar icon loads fine. What am I doing wrong? Or is it possible this was overlooked in updating the mod? Everything else seems to work fine, the only problem is that there is just no editor preview overlay. Thanks again for getting this out so quickly!
  16. You are a god among men. Thanks for expediting this!
  17. I know this is kinda small, but could you also add the FTX-2 External Fuel Duct to an earlier rocket tech? I notice it is one of the last things to be unlocked, and I feel it should be unlocked in the 1972+ rocketry era. The first use I can find of a Fuel Line is on the STS launch vehicle, with concepts showing an external tank design as early as 1969. Before it was retired, an umbilical cord was used to transport fuel from the External Tank to the Orbiter during launch.
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