code99
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Everything posted by code99
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
code99 replied to nightingale's topic in KSP1 Mod Releases
Im getting 120+ fps in vanilla KSP. As soon as i add Contract Configurator my fps gets cut in half. This is on a new fresh game. All i do really is click new game, career and the moment i get to KSC my fps drops to 60-70. Only mod enabled is Contract Configurator, nothing else.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
code99 replied to nightingale's topic in KSP1 Mod Releases
Hey, ill be direct, this mod cuts my FPS down in half in KSC and on launchpad. From 130 fps constant im down to 60-70 when using this mod. Just to make sure, i tried the game with just this mod enabled and im having the fps issue. I have a beefy gaming rig and all my drivers are up to date. Im on KSP 1.1.- 5,206 replies
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Quick update. I've disabled all mods and suddenly im getting 120+ fps in all scenes ... obviously there is something wrong with one (or more) of my mods. Its gonna be a pain to figure out which one ...
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^ Title. Fairly modded game and a decent gaming machine. Im getting 9 fps in KSC and on the launchpad. In other areas within the KSC im getting 100+ fps. I havent launched a rocket yet but i doubt things would be different. Mods: KSP 1.1 installed through steam. Rig: i7 4790 R9 290 4 GB 512bit Asus Maximus Ranger motherboard 16 GB DDR3 RAM 1080p monitor Game installed on Corsair Force GT SSD Messing around with in-game settings makes no difference. Ideas?
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Hello, Can someone help me please? A couple of days ago (last time i played ksp with opengl force) i was playing ksp, it was going great, good fps, no issue whatsoever ... Then, i decided to try and force dx11 instead after reading on the forums that people were saying it also reduced ram usage while maintaining good quality ... it didnt work for me, the game reached 3.5 gb in ram usage and it then crashed. I then switched to opengl but didnt try launching the game. 2 days passed and now i wanted to play again so i made sure opengl was forced, started the game, loaded my save and my fps was just horrible out of the blue. I would usually get from 50 fps to over 60 in any given situation but now, in VAB i get 40-50 fps with no craft loaded and around 25-30 fps with a small craft loaded (with merely 42 parts). And, thats no problem, i can work with that but when i tried to launch this rocket, i would be lucky if i had more than 20 fps at the launch pad ... Why? I dont understand this. I didnt change anything in my computer, software or hardware. It was working flawlessly 2 days ago even with large rockets! My game is modded ofc, i didnt change anything about my mods either. Im running the game on a brand new system: i7 4790 CPU Sapphire Radeon R9 290 OC 4GB GDDR5 8 GB DDR3 HyperX Savage RAM Asus Maximus Ranger VII motherboard Win7 x64 1440x900 widescreen monitor Help?
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Huh, thats weird, for me dx11 had the opposite effect, my ram went up to the point the game crashed at startup. Altho, keep in mind I'm comparing it to OpenGl, not dx9 as dx9 for me does the same thing, crashes when loading all the mods i've got installed
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Well, i just tried dx11 and the game crashed at 3.5 GB mark ... I guess ill stick with OpenGL since when i use that i never go over 3.1GB with all my mods installed. Infact, i played for several hours straight yestarday and it never got past 3.1 GB ... only thing missing are shadows and the occasional stutter ... Running on: Intel I7 4790 Sapphire Radeon R9 290 OC Tri-X Vapor-X 4GB GDDR5 (quite a mouthful) 16 GB DDR3 1600 MHz HyperX Savage Asus Maximus Ranger VII motherboard
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Cant we force it the same way we force opengl? Or KSP just doesnt support it at all ?
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For whoever still thinks mining is just a gimmick.
code99 replied to Sharpy's topic in KSP1 Discussion
I never really understood this whole refueling thing ... thus never bothered doing it. Now tho, as im planning my first trips to more distant planets/moons, DV is starting to be quite a problem when launching from kerbin. How does this whole thing work? As far as i understand it, you build a refinery kinda structure on a planet/moon (ill take Minmus as example since it requires very little dv to lift off and land on it), build a depot in orbit with empty fuel tanks, get a small "reusable" rocket/plane/something that can take the fuel from the refinery and bring it in orbit at the depot. Then, when launching crafts to other planets from kerbin, you only put enough dv to reach Minmus (the fuel depot) and some empty tanks (as much as you need to complete the trip from minmus to your planet/moon of choice), launch and get to the depot, refuel and be on your way to your death glory ... Is that how it works? Can someone please give me some tips for this and how to do it myself? EDIT: Also, i use LS mods so will that affect me (i assume that if you end up with a large craft that needs a lot of fuel, you would wait a while in orbit around minmus until you produce enough fuel to refuel that craft so ... life support might be an issue, you would need to add more LS stuff on the craft thus making it heavier?). Thanks! -
I apologise for going offtopic myself, but ... I dont get this ... a lot of people complain that openGL makes the game almost unplayable and yet my game runs great with opengl (with the ocassional stutter? but its rare and almost unnoticeable). In what circumstances does it happen for you? I have yet to build truly large rockets but so far so good. I run a lot of mods so opengl is a saver for me ... Are you telling me that you are on dx11 and the game runs great with less ram usage? Or am i reading this wrong .... ? This makes me wonder, on what dx version does ksp run on default anyway?
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Is "No Mods" the solution to the Kraken?
code99 replied to GarrisonChisholm's topic in KSP1 Discussion
IDK what everyone is saying here (linux this, linux that ) but for the OP : I've played KSP since early in its early access and I can probably count on my fingers how many times the game crashed or i experienced a gamebreaking bug ... and keep in mind, i always play/played with mods. I dont think i played the vanilla game more than 10 hours total! Nowdays, on 1.0.4 I play with a cr*p ton of mods ... i really mean it, dont know the number but seriously, lots and lots of mods installed via ckan and so far, 0 issues. Not a single crash, freeze, bug or anything like that. I'm excluding crashes due to RAM usage ... this was before i switched to OpenGL, i would get tons of crashes beacause the game couldnt handle more than 3.5 - 4 GB of ram (my game crashed at 4GB mark for some reason, other people seem to say that it crashes at 3.5 ...) when i had just a few mods installed... With OpenGL, ive got tons of mods installed, no texture compressions or anything and the game runs as smooth as silk hovering at 3 GB memory usage. So, playing vanilla wont really affect anything, if a bug/crash will happen, it will happen regardless if you have mods or not. Yes, having mods does come with a small risk of increasing crashes if you mess up the installation of those mods or if you install maybe some mods that arent compatible with your version of the game ... If you play vanilla you will miss out of a lot of cool stuff that you can only find in mods. Hope this helped -
Yeah so i was wrong, it was running at 32 bit as you pointed out (i ticked the box in the launcher for 64 but i didnt know it was disabled by squad?) and i didnt know about the community fix for this so ... This sucks tbh ... I guess i have to disable tons of mods for this to work, really sucks. Meh.
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Well, I've got 8 GB of physical RAM and 4 GB of VRAM ... The game reaches 4GB of ram usage (i thought before it was VRAM but it might be a phisical RAM) and crashes. Im running on x64 os and ksp ... my OS uses 1.2-2 GB of ram so i got 6 gigs available but the game crashes at 4 ... what gives? Reason why i wasnt sure if it was VRAM or SDRAM was because i was using "Graphics Memory Module" mod and wasnt sure what it was showing when loading KSP ... i thought it was vram because it reached 4GB and just crashed so i assumed it was my gpu. I managed to start the game by removing a bunch of mods, from 161 mods (yes, 161) down to 136 and i can reach the menu but the RAM usage is at 3.7-3.9 GB so just a little from 4GB and if it ends up loading something else it will crash again ... It shouldnt crash at 4 GB, i've got 6GB free for the game to utilize ...
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Oh well, apparently i got enough ram but my VRAM (GPU) isnt sufficient for all these mods lol ... I got 4 GB of memory on my card but apparently not enough, it reaches 4GB and crashes
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Yeah you're telling me, i started out with the idea to only check a few mods here and there and now look at me, 1.3 gigs ... Step by step (or manual) is how i used to do it in the past but now im just plain lazy and hope for the best heh If i cant make it work, i will eventually take it manually and do it right.
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Hmmm ... i guess I can try and see how it goes with the 64 bit on windows. I am gonna be mad if its not gonna work because i really want these mods in there ... I assume the x64 "hack/patch" is the one that you toggle in the launcher right? EDIT: So, im finally downloading the mods via ckan ... i think i've selected too many (1.3 GB worth of them)
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Hey, Long story short, i bought a new gaming rig (finally) that has 8 GB DDR3 RAM installed (soon to be 16) and was wondering if thats enough for a heavy modded game? Like, is there a general rule of thumb as to how many mods you can run KSP, or, if you have lots of ram you should be fine? I have CKAN and after selecting the mods i'd like to have in my game i kinda realized i had quite a few, wondering if its a problem or not ...
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Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
code99 replied to DuoDex's topic in KSP1 Mod Releases
Here it is ... hope its the right one. I have found a total of 3 of these files. http://s000.tinyupload.com/?file_id=82724837125231387054 -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
code99 replied to DuoDex's topic in KSP1 Mod Releases
Hmmm ok .... Ill see if i can upload it somehow. Ill try tomorrow at work -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
code99 replied to DuoDex's topic in KSP1 Mod Releases
I cant upload any file since im using my phone to browse the web. I however can list the mods im using. Ill do it in a bit Toolbar Chatter Crowd Sourced Science 1.4.0 Deadly Reentry Distant Object Enchantment DMagic Orbital Science Enhanced Nav Ball Kerbanomics Kerbal Construction Time Kerbal Engineer Kerbal Joint Reinforcement HyperEdit Infernal Robotics Mechjeb2 Docking port alignment NEAR Orbital Material Science Lab Nova Punch 2 Procedural Fairings SCANsat Science alert Stage Recovery Station Science Stock Bug Fix Modules Tantares Tantares LV Ship Info Alarm Clock Tweak Scale Module manager -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
code99 replied to DuoDex's topic in KSP1 Mod Releases
Yes ive got the pre release version (1.4.0). Now i was going to list the mods im using but this morning I've decided to start a new game with different mods this time and out of curiosity I've tried to see if the new logs worked. I've put a capsule on the launch pad and did a crew report and finally jebediah said something new (it was the first log from the cfg file of this mod). I then went and created 2 more rockets and landed them in 2 different biomes (grassland and highlands) and i did the crew report. The results were the same, it was the same line i got on the launchpad. Thats 3 different crafts in 3 different biomes with the same log. From what i understand, shouldn't i get different logs? -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
code99 replied to DuoDex's topic in KSP1 Mod Releases
Positive. If by latest you mean 2.5.6 then yes. Ill go check if there is a newer one altho i dled all of my mods for ksp 0.90 not too long ago (and everything works fine except this) -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
code99 replied to DuoDex's topic in KSP1 Mod Releases
Hey, stupid question alert! How do you make this work? I've placed the folder i got from github in gamedata (like the first post says) and nothing, it ain't working. I did search this thread (a few pages) for the solution but im still at a loss. Help? -
Well i found just one NaN in both my ships. Its not a part but a module, TweakScale: MODULE { name = TweakScale isEnabled = True ... ... Events { } Actions { } } RESOURCE { name = ElectricCharge amount = NaN ... ... } Thats what I've found. I can type the whole thing instead of this short version if need be but it might take a while. The only "cost" there is here is under TweakScale, called "dryCost = 39000" but that as you can see has a number. I will remove tweakscale, i didnt even use it in my game. Will that fix it? Or should i remove both that and the batteries? EDIT: now that i think of it, only one of the ships has batteries on them, the shuttle. The aircraft has no batteries installed.
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I did read the sticky just forgot to mention im typing from the phone (got no internet for my pc where i live) and thus i can't upload pics or files. And this phone is not really compatible with the forum software, i have to try several times to post or open threads here before im able to ... As for what mods i use, its quite a list (should also mention I've been playing with these mods for a couple of weeks now and didnt have a single problem or crash, until now): Toolbar ATM B9 Chatterer Deadlyreentry Distant Object DMagic Orbital Science Exurgent Engineering (dependency) FinePrint Firespitter (just the dll, its a dependency) KAS Kerbal Joint Reinforcement Hyper Edit KineTech Animation (not sure what this is, probably dependency) KW Rocketry Infernal Robotics MechJeb2 Mission Controller Docking Port Alignment Near Future Propulsion Nova Punch 2 Real Chute Station Science Tarsier Space Tech Alarm Clock Tweak Scale Module Manager