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irbisgreif

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    Rocketeer
  1. I'm giving it a try without KSPI in, to see if that has any effect. Any idea why these exceptions wouldn't appear in exception detector when I installed it, or why they'd be causing slowness only at KSC and only during career mode? --- Edit: Yeah, removing KSPI solved it. I'll go ask them for info. If I learn anything more, I'll return here and share what I discover. - - - Updated - - - I learned that KSPI and AJE conflict at this time. Thank you Padishar for helping me figure this out. The cause is unclear but being investigated by the KSPI guys.
  2. I've tried messing with mods that affect KSC screens in some way (SKB, CTT) and ones known for performance hits (scatterer, reflection, texture management) and I'm coming up blank. Can anyone see a mod that would affect KSC only during career mode? This is really, really vexing - I've spent my whole "weekend" trying to get it working xD.
  3. I haven’t checked memory usage (normally memory problems kill me in flight if I've overmodded, not at KSC). Checked it, though, here's my results. At menu, 82 to 83%. At KSC on sandbox (no interface lag), 84 to 85% At KSC in career (interface is laggy), 82 to 83% Well, that's not very informative. --- As for swap space, I've got something like 50-70gB. Don't remember the exact value but there's plenty.
  4. KSP: 1.04 Linux 64bit Problem: KSC is very laggy when playing in career mode. It's kind of odd to me Mods Installed: https://www.dropbox.com/s/jm289tjjpdcrt9o/Modlist.ckan?dl=0 Reproduction Steps: Start Game Start new save Experience lag in KSC Go into editor - no lag Return to KSC - lag I'm not really able to video, sorry. Log: https://www.dropbox.com/s/qlbhc8a4i5mjstp/Player.log?dl=0 Other Notes: Normally I just fix a problem myself or remove the offending mod, but I'm not even certain which mod (if any) is offending in this case. If I had even the foggiest idea I'd just mess with it myself. Anyway, KSC (and Mission Control, Astronaut Complex, Admin Building, and Research Center) are crazy lagged in career mode only. Otherwise they work fine or aren't open. Regular flight, VAB, SPH, and tracking station are all 100% fine with no problems. After visiting the KSPI thread, I learned that this is a conflict with AJE. The two conflict at this time.
  5. Can you give some suggestions on how to use that webapp to properly create a configuration file? I'd like to go through, select the engines I've added in, and then create a config for each (kind of like how I could with the old XLS file) but I'm not quite sure what I'm looking at or how to do that.
  6. Would it be possible to delete the launch clamps when the ship's at around 1200m up?
  7. If you're at low reputation, yeah. Imagine the difference in borrowing costs between Virgin Galactic and SpaceX right now. The former has had high profile disasters, setbacks, and even a death lately. The other has consistantly delivered good results and looks to grow rapidly. That said, I doubt Virgin Galactic is still getting better rates than most people do on credit cards.
  8. This could be my problem, I'd not paid attention to the types of rotation that were suddenly changing for me.
  9. You'd have to use the SAS system for that at present. Tho, it'd make MechJeb go a little less crazy with warp/unwarp/warp/unwarp loops if the rotation mod could detect (I don't know how easy or hard this is) if mechjeb was holding a direction and thus maintain it when timewarp starts. BTW, Markus, I hope you know that I love this mod. It's one of my most essentials xD
  10. I do. It's not happening every time, but sometimes it does just kick it in a different direction when time-warp ends, often at a 90 degree angle to where it was rotating. Makes me think of cross products.
  11. Hmm. Seems to be in-order for me now except for one thing. I don't know if it's vessel design (moments of inertia) or some planet-tracking or whatnot, but sometimes time warping can impart odd spins (totally different directions, even) onto the craft or stop the spin when coming out of time warp. I've not yet tried launching a new craft from the pad (which is what caused the worst problems last time).
  12. I'm having the same timewarp problems. Sometimes it does speed up time, but the rotation remains the same rate. (That is to say, the object's spin does not timewarp with the rest of it.) --- And somehow restarting KSP a couple times fixed it? --- Okay no. Restarting KSP a couple of times made it work fine for objects in orbit already, but the moment I tried to launch a new craft all the above-listed bugs occurred and it resulted in a totally ruined save (I'm not upset about the save loss, that happens I guess, I'm just reporting how bad those bugs were the moment they all started to build up). I can recreate this bug and send a log if needed. I wonder, is there any way we can get a version of this that only maintains rotational speeds? That feature always worked fine enough for my uses. I really don't need or want the artificial gravity or reference-body modes because I can handle all of that well enough with MechJeb and RemoteTech. All I want is for timewarp to not senselessly stop all craft rotation (It's one of my most hated 'features' about KSP).
  13. Aha. Thank you very much. I'll give that a try after I add back in the ability to open and close these bays (the Hanger mod is overriding that).
  14. I have an odd problem with my cargo bays not shielding objects within - I'm probably doing something wrong or have a conflicting mod that I'm not aware of. Anyway, the bay seems to report that it is shielding 5 objects (in this case) within the bay during ship design, but once I go to fly around, it only says 1 object is shielded. As I accelerate to take off, aerodynamic failures wreck the inside of the cargo bay and it adds significant drag as if it were hanging open. What logs are the ones needed to track down what's happening here?
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