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KBM

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Posts posted by KBM

  1. On 10/7/2017 at 8:07 PM, MOARdV said:

    It looks like a KSP 1.3.1 change causes problems - the RealChute subcategory doesn't show up (KSP 1.3.1, ModuleManager 2.8.1, and RealChute 1.4.4).  The full log is on DropBox, although the salient is probably here (this occurs when going into the VAB to edit):

    
    [ERR 12:57:10.186] Exception handling event onGUIEditorToolbarReady in class RCToolbarManager:System.NullReferenceException: Object reference not set to an instance of an object
      at KSP.UI.Screens.PartCategorizer.AddCustomSubcategoryFilter (KSP.UI.Screens.Category mainFilter, System.String subFilterName, System.String subFilterdisplayName, RUI.Icons.Selectable.Icon icon, System.Func`2 exclusionFilter) [0x00000] in <filename unknown>:0 
      at RealChute.RCToolbarManager.AddFilter () [0x00000] in <filename unknown>:0 
      at EventVoid.Fire () [0x00000] in <filename unknown>:0 
    
    [EXC 12:57:10.189] NullReferenceException: Object reference not set to an instance of an object
    	KSP.UI.Screens.PartCategorizer.AddCustomSubcategoryFilter (KSP.UI.Screens.Category mainFilter, System.String subFilterName, System.String subFilterdisplayName, RUI.Icons.Selectable.Icon icon, System.Func`2 exclusionFilter)
    	RealChute.RCToolbarManager.AddFilter ()
    	EventVoid.Fire ()
    	UnityEngine.Debug:LogException(Exception)
    	EventVoid:Fire()
    	KSP.UI.Screens.<SetInitialState>c__Iterator129:MoveNext()
    	UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
    	KSP.UI.Screens.PartCategorizer:Setup()
    	EventVoid:Fire()
    	KSP.UI.Screens.EditorPanels:ShowPartsList(Action)
    	EditorLogic:SelectPanelParts(Boolean)
    	EditorLogic:StartEditor(Boolean)
    	<Start>c__Iterator32:MoveNext()
    	UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
    

    I tried to recompile locally, but my installation of VS Express 2013 doesn't like some of the tokens it sees in the RC source.

    I found a workaround by editing all "@category = none" to "@category = Utility" in:

    GameData\RealChute\ModuleManager\Stock_RealChute_MM.cfg

    and "category = none" to "category = Utility" in:

    GameData\RealChute\Parts\stack_chute.cfg
    GameData\RealChute\Parts\cone_chute.cfg
    GameData\RealChute\Parts\cone_double_chute.cfg
    GameData\RealChute\Parts\radial_chute.cfg

    This made all the parachutes appear in the "Utility" part category.

    All seems to be working as expected.

  2. 1 minute ago, Istrati said:

    Ok.. becouse i see a lot of players complaining becouse of fps isue, i will post here a link or document how to manage to have BEAUTIFULL graphics and have A LOT of fps and A LOT of mods (like me 42) and still have awesome graphic and fps... (in my recent post UP, was talk a little about that). But ONLY if you come minimum 3-4 players ask me how,becouse it will take some time to write the steps- step by step.. i glad to help (that's what i make a post, up) but apears just 1 person interes to help him,so i "quit". Still the "offer" remains. :)

    This would be of great help, if you can find the time. Thumbs up!

  3. 2 hours ago, teknophile said:

    hey all, I'm a noob here and I'm having a lil problem. just tried to install ksprc mod on a vanilla ksp install. no previous mods expect chatterer. now game crashes relentlessly. if I remove the ksprc it goes back to normal. I'm using win 10, and have a fairly beefy rig. any insight would be great and highly appreciated  thanks in advance.

     

    5 minutes ago, Avera9eJoe said:

    KSPRC is a very intensive mod to run. It could very well be that the crashes are being caused just because of this. If you have more specific info like if the game crashes less when removing a certain aspect of KSPRC that could be useful info for Proot to know. Other than that I don't have much to say sadly :/

    Are you running the default 32-bit version of KSP or have you done the "Windows 64-bit workaround"?

    If you haven't then you most likely need Active Texture Management mod - try with the standard version first - then the aggressive if the game still crashes.

    Also you might be interested in the Dynamic Texture Loader mod.

    The textures from KSPRC is very heavy on the RAM = the 32bit version of KSP will crash when addressing more than 3.5GB RAM.

  4. 16 hours ago, Cetera said:

    I've noticed something when I install this:

    I'm not having frame rate issues per se, as my fps monitor tells me I'm getting between 49 and 60 fps.  However, outside with a minmal craft, nothing more than a pod and a kerbal, essentially, I'm getting a massive physics hit, resulting in time passing at about 30% of normal, and a constant yellow time meter.  Anyone have any ideas about that?  I am running most of your config file settings, @KBM.

     

    16 hours ago, Murdox said:

    I'm not 100% sure if this going to help but I just checked out that config file and issue might be caused by PHYSICS_FRAME_DT_LIMIT = 0

    You can try to change that to near default value and see how it goes. You can also find Max Physics Delta-Time per Frame slider from in game general settings. Default value is 0.04

    This is indeed correct, I read somewhere that setting the PHYSICS_FRAME_DT_LIMIT to zero could increase the framerate but slow down time, but I would recommend to set this to 0.01 instead or try the default value of 0.04. Sorry for the fault in the file. The file has now been corrected to 0.01.

    Edit: 0.04 and 0.01 in PHYSICS_FRAME_DT_LIMIT instead of 0.4 and 0.1 which I typed by accident.

  5. 6 hours ago, Synthesis said:

    Sorry to bother you again KBM, but you mind if I get your settings CFG? I figure I would give that a try.

    As great as KSPRC looks, I think I might end up trying to turn off specific parts of the shaders in return for better framerate as well. 

    I have now checked that all the settings are correct - you can find my settings.cfg here. Just download and put it in the main data directory (where KSP.exe is) - replace existing. There are three presets, defaulting to High V2. Try that one first or else try Default V2 or Low V2 (terrain quality).

    I really recommend leaving all the other settings as-is. Of course you should change to your native resolution and tick fullscreen.

    Let me know how it goes.

  6. 3 minutes ago, Synthesis said:

    Sorry to bother you again KBM, but you mind if I get your settings CFG? I figure I would give that a try.

    As great as KSPRC looks, I think I might end up trying to turn off specific parts of the shaders in return for better framerate as well. 

    No worries, of course. I'm at work now and must see if the settings file I've uploaded is the correct one. 

    I will get back to you in the evening.

     

  7. 2 minutes ago, Proot said:

    I have an update really close to be ready. Lighter in memory but with better look, and with much better fps performance. I've improved the clods (textures and particles) in almost all planets, some terrain textures too. The hugest clouds has been converted to the EVE cubemaps, wich looks much better than the old system. I've overhauled the terrain scatters in all bodies and I've added that scatters in some bodies where before there hadn't.
    Now you can climb or hit the trees, rocks, cactus.... there are rocks and sea weed in the oceans. And well, wait to see the crags at Duna...
    We just need and update in EVE to solve a gap in the clouds, and I need to solve an inconsistency in the terrain scatter collisions (I guess is my fault somewhere in my Kopernicus configs, but its hard to find it).
    Then it will be released. ;)

    Perfect! This is so sweet. Awesome work Proot. Thank you.

  8. 1 hour ago, Synthesis said:

    If I may reach out for some assistance--I'm new to the KSPRC, and I love the visuals, but I've noticed that the "Environmental Visual Enhancement" folder really is brutal on my framerates (seems to knock it down by half if not more).

    I've only noticed this as of 1.0.5, but again, I don't have much KSPRC experience. Way back when texture replacement started, I noticed that using that butchered my framerate, but here, it seems to be E.V.E.--I've got a pretty meaty system, GTX 970, 16 GB RAM, i5 processor, etc. 

    Can anyone recommend an option besides just removing the entire folder, I'd be very grateful if you could? I do like the cloud and dust effects, though I could probably live without nighttime lights (I do appreciate them too)

    Try following this post a few pages back. It may severely help with your framerate issues. Though EVE is still quite heavy on itself still. 

    When I did this on the Win64-version community workaround of KSP my framerate was around 18-25 on the launchpad and around 40-50 orbiting Kerbin. 

    As Unity5 is coming for KSP 1.1 we hopefully experience performance optimizations due to the multithreading capabilities that also hopefully will be implemented. 

    Also I really recommend using my tweaked settings file. Let me know if you need it. 

  9. 1 hour ago, nsgallup said:

    holy crap this mod makes things look so good!

    only problem is that my fps goes to crap even with small craft, are there any ways to mitigate this? I've noticed some features, like random particles floating through the air. Could I remove this to improve performance? How would I go about this?

    I'm running in open GL

    Have you seen this post and tried following it a few pages back?

  10.  

    8 hours ago, Stratzenblitz75 said:

    First off, I'd like to thank you for the incredible amount of effort you've put into the mod. The Kerbol System has never looked better.

    However, I'm having a big problem with the surface of Eve. At about 5000 KM above sea-level, the game grinds to a halt. I suspect the clouds are to blame to for this: whenever I look at the clouds, the frame-rate drops to unplayable levels, but, when I look at the sky, the game runs smoothly again. 

    So, is there anything I can do to fix this? (Other than deleting the clouds, of course) There must be a config file somewhere that I can edit to increase performance here...

    Have you tried following this post one page back? Worked for me regarding increasing performance - however I have not been to EVE yet and can therfore not confirm the cloud issue you are experiencing.

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