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Spunge_bub12

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Everything posted by Spunge_bub12

  1. Thankyou very much, I'll look into using craft manager to fix my sub-assemblies.
  2. Well, I'm officially an Idiot. The problem isn't a bug. Its caused by the BD modular missile controller. I probably should have done some more testing before assuming that it was an issue with tweak scale, but given how the current version of tweakscale still has the sub-assembly bug, I assumed that it was being caused by that. Edit: Or maybe not... Removing the BD modular missile controller from the craft doesn't remedy the issue. This is so confusing. Edit 2: I've figured it out. Having the BD modular missile controller on the craft will toggle off all the electrical storage on the craft when it spawns onto the runway. The weird part is that the toggle state will carry over when I revert back to editor for some reason, which keeps the probe from receiving power once I spawn it back in without the controller. So weird.
  3. Here you go. https://drive.google.com/file/d/1BfO_1l29XPv7p-EpspdDTsODfb4IDfFw/view?usp=sharing
  4. Here you go. This is on the latest version of KSP. I'm using several mods but most of them are graphical. The most critical mods I am using are listed below. All mods are their latest versions. BD Armory Plus (Ands its dependencies) FAR Tweakscale Recall Mechjeb https://kerbalx.com/2Polev/SA-2-Launcher-PROBE-BUG <--- Link for craft file. And sorry for my incompetence, but how do I get the log file to you without posting the whole wall text here in this forum post?
  5. Not sure if this problem was brought up before, but it seems that probe control is being broken in some instances where scaled sub-assemblies are used. For example, I have a missile I was making for a launcher. The missile was equipped with a probe core and it worked fine within its own save. After merging it with its launcher platform which I made as a separate craft, and mating them with a decoupler, launching the missile via the decoupler causes no probe control on the missile, and the fuel tanks show as empty in the stages. Oddly, the same problem persists even if I toggle off CommNet in the difficulty settings when creating a new save.
  6. Any other mods? What does your gamedata look like? What version of Modulemanager are you using?
  7. Plugin seems to work correctly with the latest version when it comes to the display functionality and clickable buttons. The only problem that unfortunately makes the Mk22 unusable is that the HUD has no opacity/ Transparency. The symbiology works correctly when the HUD is powered on, but the foreword view is blocked by a grey place holder texture where the HUD should be transparent. I have a hunch that this has something to do with RPM(adopted) and I may have to run it with the old depreciated version of RPM. I'll post my findings when I get around to swapping out the files in my game data. Edit 7:16pm: Nope. Has the same issue with the old versions of RPM. Must be an issue with the part.
  8. Um. Not sure what that is, and how would I change that?
  9. Nope this didn't seem to do anything. I'm doing some tests and just built a fail plane that only weighs 40t and has 10 turbojets. It cant break 350m/s either.
  10. Nope. never owned a copy of KSP from steam.
  11. 1.7.1 the change happened the same day after restarting my game through the EXE directly and not the launcher. No. The only mods I am using is Mechjeb and tweak scale and the only scaled parts being some light fixtures on the wings.
  12. See, thats what I figured but sadly no, it doesn't seem like restarting or leaving ksp running fixes the problem. This is getting very frustrating. it also looks like some other planes that I have built using the Turbojets cant break above 350m/s even though they where capable of doing so in the past. this is a very strange bug indeed, perhaps something to do with the drag coefficient being changed?
  13. Just built a large SSTO with 6 Turbojets, 4 Rapiers, and 4 Aerospikes weighing in at around 132t fully loaded. It managed to escape Kerbin atmosphere on multiple tests with very few Issues. in atmosphere at around 2km above sea level it could easily cruise at 700+m/s with the turbojets thrust capping out somewhere around 250-300. I saved my game and left my computer for an hour to go run some errands and when I got back the SSTO's engine performance for some reason changed drastically. At 2000m above sea level the engines can't even achieve a thrust above 190 and the SSTO struggles to get past 300m/s. I have made no changes to the craft prior to its successful test flights and the weight in the editor has remained unchanged. Is this some sort of bug?
  14. Well I just fixed it. Turns out I had an outdated version of ModuleManager and upgrading to the latest version fixed the issue.
  15. I stated earlier that the removal of mods didn't change anything. So I guess this is a Unity issue then. guess there isn't anything that can be done.
  16. could this be perhaps a problem with Unity itself? Might this be fixed by migrating to a different engine?
  17. Disabling either doesn't seem to do the trick, However while playing with the Aries A3 in atmosphere on Kerbin I just discovered that If I hug the ground and stay below 250 meters the stutter ceases, but when I fly above 250 meters the stutter begins again??? This problem makes so little sense. Edit: I just disproved this bug. I went back into the flight and the stutter happens at any alt or just doesn't happen at all. It seems random.
  18. Yes. And Yes. Like I said the only thing that seems to help with the stutter is to turn down all the graphics settings, and even then its still very noticeable. I updated the drivers last night thinking that it may be the solution to the problem. still no difference. then again we all know how trash Nvidia drivers are.
  19. See, Earlier I figured that it may be a problem with the Aero FX considering it's what uses a large chunk of GPU power, and so I turned it all the way down to minimal. Once the problem kept on occurring I went into the games cfg. file and changed the value for Areo FX to 0 to see if I could disable it completely. No dice, still had the consistent stutter, although the freezes where considerably shorter than with Aero FX turned on. Afterwards I just turned all the graphics settings down to the bare minimum and tried it again. The stutter remained. Also is there a way to attach files and images directly from my computer? If it's here, I can't seem to find it.
  20. Hello, thanks for responding. Firstly the only mod I am using that changes graphics would be hot rockets and even though I am aware that it is out of date by a version or two, I have already tried to do a fresh install without any mods installed and the problem still persists. Here is a list of the mods I am using atm and again I am aware of the outdated mods. BDArmory Chatterer KerbalFoundries KSPwheel MechJeb2 PhysicsRangeExtender RealPlume Smokescreen Trajectories TriggerTech Tweakscale (if you ask me this mod should be incorporated into the game) VesselMover
  21. So I guess no one has any interest or knows how to help me. Shame.
  22. Hi, Recently after installing Patch 1.6.0 and subsequently 1.6.1 there has been a consistent frame stutter in 1 second intervals whenever flying a Spaceplane within Kerbin atmosphere. Oddly enough the effect stops when leaving the atmosphere, quitting to menus, and loading back into the game. Also this problem doesn't seem to hinder frames when rockets are being flown in atmosphere. Furthermore I have so far found that this only happens on Kerbin. In my latest save I have managed to get a Spaceplane to Duna and there is no frame rate stutter when flown in atmosphere there. I have never have had this problem before with previous versions and honestly it is quite frustrating. I have a Dell laptop with a Intel i7, Nvidia 920m and 8GB of RAM as well as plenty of storage on the hard drive according to the recommended specs listed on steam. So far I’ve done some troubleshooting as well task manager to see if it was possibly a problem with my RAM. Without any programs running in the background that are not essential for Windows OS operation my RAM usage in the task manager averages around 35% however, I have managed to get this down to just 30% by logging off of steam and disabling Chrome's background processes. When I run KSP the RAM usage goes up to 80%. According to this, it is very unlikely that this is a RAM issue. My CPU usage also goes up to 49% when running KSP with the computer running rather hot. Last night I cleaned out the vents as well as the fan to insure optimal cooling. Even so my computer has run considerably hotter while playing Team Fortress 2, Hearts of Iron 4, and War Thunder, all without losses to frame rate, so I don’t think this is a problem with cooling either. If anyone has a solution or thoughts on this, please let me know. The majority of my time playing KSP has been building aircraft replicas and flying in atmosphere so I’d really like to not have to give that up.
  23. JEZZ!!!... If i only had the time an PC to build stuff like that Nice job man I love that Bismarck especially.
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