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Sinsis

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Everything posted by Sinsis

  1. Hi, seems like it keeps crashing on load for me. Worked fine on Windows, not working since I moved to Linux x86-64. Which is a shame because I really like the mod:) EDIT: Nevermind! Fix was using voidi's configuration script as detailed in the Linux Compatibility thread (and possibly applying the PNG fix from the same thread). Will leave this post here for other folks with issues
  2. Hi sal_vager, the 2.8GB is on initial load on the menu screen. Couldn't be the cause then, right? (Or am I wrong here?)
  3. Small bump if that's alright to keep it from getting lost in the previous pages. I added some more info to the post afterwards.
  4. Hi, I thought I'd make a cross post to increase the odds of fixing the issue (posted in ATM's thread as well). Whatever I do, my memory usage stays between 2.8GB-3GB (even with Aggressive ATM settings, which is weird because it was almost identical to full res textures with ATM). Can't seem to figure out what I am doing wrong. Any thoughts? Post: Seems like verything that could go wrong, IS going wrong, lol. Details from other thread:
  5. Nope, 1/2 scaling and still 2.8GB. I'll make a post in ATM's thread.
  6. Hi, it seems like ATM stops working (KSP stops loading, exe is working still though because I can see the text like "Motivating Kerbals" changing) when it tries to load/compress "TextureReplacer/Heads/Head2". Is there any way I can exclude it? (or fix it). I think this started occuring since I tried the new beta. Edit: Also, it seems that I just can't get a memory reduction. ATM with half scaling and OpenGL and I am still getting 2.8GB on load...what could be wrong? I just did a rerun, same issue. Cache folder becomes 691 MB. Have used the new beta and the version before that. Edit2: Reran aggressive. Seems like about the same mem usage as compared to basic...KSP 0.90, Win 7 x64, KSP x32. Output log of the latest run here: https://www.dropbox.com/s/ab3bl0hkdgdq6kg/output_log.txt?dl=0 Edit3: Ran DDS4KSP, gave me this error: Seems like verything that could go wrong, IS going wrong, lol. Details from other thread:
  7. I've tried OpenGL/DX and ATM and I still have a memory usage above 3GB...can anyone help me out? The weird thing is: 1): I began with all my mods and ATM on normal settings +opengl, memory usage around 3GB. 2): I set the ingame textures to half res: made no difference in memory usage, still around 3GB. 3): Set ATM to 1/2 res (and left ingame to half res): No difference, 3GB (and looks terrible). 4): DX11 mode: 3GB again. Am I doing something wrong? Should I be removing ATM's cache or something? Here are my mods:
  8. Hi, I'm developing a reusable rocket, and have gotten to the stage that I can get her into a good suborbital trajectory, drop her payload and turn round (she's controllable after separation through a comms link) and get back down to the surface in a controlled fashion. However, the payload that I drop still has to perform a burn to stabilise the orbit. Because I am flying back the first stage myself, I can't pilot the other craft and have her cut her engine when the orbit is OK. So with the example above I was trying to recover the stage by hand, but stagerecovery can do this for me right? As detailed in the OP. I'm a little unsure how to do this though. I should have all the parts on the stage, so what do I actually do to make SR recover the rocket? Do I turn it around, start the engine burn and switch back to my other ship and wait for SR to save it? (Won't that require a ....ton of fuel if I start burning back from 70K up?). Confused newbie here Cheers!
  9. Thanks, I'll post my issue in the stagerecovery thread to see if they can help further.
  10. Hi! Your radio controller part would be marvelous if it could extend beyond the 2K radius, I suppose that's a game limitation? Failing that, is there any way I could program one of your parts to cut off the engine at a certain periapsis/apoapsis? (I guess a timer could offer SOME support, but it wouldn't be very precise as every launch is a little different). The thing is, I'm developing a reusable rocket, and have gotten to the stage that I can get her into a good suborbital trajectory, drop her payload and turn round (she's controllable after separation through a comms link) and get back down to the surface in a controlled fashion. However, the payload that I drop still has to perform a burn to stabilise the orbit. Because I am flying back the first stage myself, I can't pilot the other craft and have her cut her engine when the orbit is OK. Cheers! These parts are impressive.
  11. Hey guys, thanks for the replies. I've talked to the developer of BackgroundProcessing and he's released a fix. I'm down to a few last errors now. Realshute is not playing along for some reason (have put up a reply in that respective thread as well) yet I'm also getting something I can't explain: "[Warning]: [EFX] [EFX] EvaOrderController: Object reference not set to an instance of an object" I can't figure out what mod this is, any ideas? I've added the log: https://www.dropbox.com/s/z6952qerkq...t_log.txt?dl=0
  12. Not sure what "EFX" is actually, can't find a mod installed with that name but I'll look into it. Regarding Modulemanager, don't know really. I've only just started out with mods haha, so no idea how I would actually use ModuleManager like that
  13. Hey, thanks for helping out No dice though, still getting errors: "[Warning]: [EFX] [EFX] EvaOrderController: Object reference not set to an instance of an object" I've added the log: https://www.dropbox.com/s/z6952qerkqzmp5q/output_log.txt?dl=0 Cheers! EDIT: I removed it from my gamedata and I am still getting the same error so your update might have fixed it and this might be something else entirely.
  14. Heya, Seems like I'm getting errors with my installation, as mentioned here: http://forum.kerbalspaceprogram.com/threads/102453-Terrible-performance. Details, some of the errors: Full file: https://www.dropbox.com/s/z6952qerkqzmp5q/output_log.txt?dl=0 Any thoughts? EDIT: Looking back at my installations (the mod list is in my thread), I'm actually doubting if any mod is using backgroundprocessing at all and if I should cut it out...is it an issue if I leave it in without a mod making use of it? Not sure how it got into my mod folder haha. EDIT2: I am actually using SCANSAT so I figure I shouldn't just cut it.
  15. Thanks! That's one issue down, still getting NRE's though (new ones it seems, pertaining to the same mod?) Full file: https://www.dropbox.com/s/z6952qerkqzmp5q/output_log.txt?dl=0
  16. Sure thing! Thanks for helping out. Here is the savefile: https://www.dropbox.com/s/rkku369ia7x6nze/persistent.sfs?dl=0 FPS is in a new game is better, yet still not nearly as smooth as it should be. It stutters, just to a lesser degree. Didn't spot NRE errors in the new game though (with my ship brought over). Contains like 270 parts or so.
  17. Heya, thanks for the tip. It is indeed throwing tons of NRE errors. It referenced Kerbquake in the output log but even after removing that one, I still get tons of NRE errors. Here's the log in case someone can spot the issue (with Kerbquake cut out of the gamedata folder): https://www.dropbox.com/s/z6952qerkqzmp5q/output_log.txt?dl=0 Cheers! EDIT: The reference "First Orbit!" is a flag I planted I think....
  18. Heya, My FPS is ridiculously low for my hardware (I presume) as soon as I get onto the launchpad/render things like the planet in mission control. Specs: These are my mods (including Astronomer's new visual pack): My part count is around 500 at the highest for bigger ships (EDIT: current ship that has a really ....ty fps has like 280 parts) but even rendering the planet in the mission control overview is slow. Graphics drivers have been updated. I'm also using opengl mode/atm and dds loader (32bit ksp). The important bits of my settings file (diverted from Astronomers performance optimization pack): Does anyone know what might be wrong?
  19. Hi! I'm facing a really weird issue with quickloading/reverting to launch. For some weird reason, every time I perform such an action, my thrust is suddenly much lower. Resulting in for example the rocket not taking off from the launch pad, or not completing the orbital maneuver I wanted to perform. I'm using the following mods, on the 32bit version (0.25):http://i.imgur.com/nMo2mtJ.png Flight Engineer also confirms something is miss, as seen by comparing the output (reverting to the VAB and relaunching fixes it): *"Clean" launch, first attempt: http://i.imgur.com/LnQM3vr.jpg *After quickload: http://i.imgur.com/yTw7kCm.jpg I have seen the issue occuring in the VAB as well, but much less frequently. Usually when making a lot of engine changes AFAIK. I have already completely reinstalled KSP (and redownloaded and reinstalled all the mods). Does anyone know what might be wrong? Cheers!
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