aluc24
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
aluc24 replied to TriggerAu's topic in KSP1 Mod Releases
Hey, @TriggerAu , I'm not sure whenever this is TWP or Toolbar mod problem, but TWP doesn't want to stay in blizzy's toolbar. If I set it to use blizzy's toolbar instead of the stock, it disappears from the stock, and appears on the blizzy's. But if I switch vessels or scenes, TWP is back on stock toolbar again, and the TWP settings regarding the toolbar choice automatically reset to stock. What could be the culprit? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
aluc24 replied to Thomas P.'s topic in KSP1 Mod Releases
Hey, @Thomas P. , @Sigma88 , have you been able to track down the issue behind these massive FPS losses that I and @LordAssault reported? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
aluc24 replied to Thomas P.'s topic in KSP1 Mod Releases
Strange. What could be responsible for that massive FPS loss in KSC, then? EDIT: Here's my KSP.log too - maybe something will show up there: http://s000.tinyupload.com/?file_id=07476352998293142258 -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
aluc24 replied to Thomas P.'s topic in KSP1 Mod Releases
You mean the output_log.txt that is in the KSP_x64_Data folder? I'm attaching that one, along with the whole Logs folder (containing just Kopernicus logs). This is from me playing last night, with a whole bunch of addons, including Outer Planets. Don't know how to attach files in this forum... So I'm uploading off-site, hope that's okay. Link: http://s000.tinyupload.com/?file_id=65831109414995346370 -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
aluc24 replied to Thomas P.'s topic in KSP1 Mod Releases
THIS! See, @Sigma88 , this is the exact same problem as I was having. There is definitely something not right with Kopernicus. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
aluc24 replied to Thomas P.'s topic in KSP1 Mod Releases
Yes, I tried removing the planet packs, but the low fps issue remains. Only removing the Kopernicus itself gets the game back to 60 fps in the KSC. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
aluc24 replied to Thomas P.'s topic in KSP1 Mod Releases
@Sigma88 , I don't know if you remember, but a while ago, I inquired if you know why is it that when Kopernicus is installed, FPS drops to 44 in KSC instead of the usual 60. I listed a load of other mods I have installed, and you suggested me installing just Kopernicus and it's dependencies, and then adding mods one by one until I find the conflict. So I did just that. However, there is no single mod that causes FPS drop. It's gradual. When only Kopernicus and it's dependencies is installed, FPS in KSC is 60. If I add mods, once by one, it goes to 59, 58, 57, etc. with each mod, until it hits 44 by the time I install my full mod list. However, if I uninstall Kopernicus, fps is back at solid 60 in KSC, even with all these other mods installed. My conclusion is that there is no single conflict, but that Kopernicus somehow acts as a load multiplier - it slows down the game depending on how many other mods are there installed. Do you have any insights into this? I can do some more testing if you need, but I really don't know what I'm looking for. -
@ShotgunNinja , I'm sorry if this was asked before (can't find anything), but is Kerbalism compatible with SETI pack?
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KSP gives plenty of asteroid re-direct contracts, but it's always optional. I wonder, is there a mod that tells you there's an asteroid heading towards Kerbin, and you need to deflect it, or else you get a huge fine, or get some buildings in KSC destroyed? Sorry if this was asked before... Must have been... But I haven't been able to find any such addon.
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@ShotgunNinja , I'm sorry if this was asked before (can't find anything), but is Kerbalism compatible with SETI pack?
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
aluc24 replied to JPLRepo's topic in KSP1 Mod Releases
Hey, @JPLRepo , I wanted to ask something. In VAB, TAC Build Aid does not account for greenhouses, filters, etc. I want to make a Duna base, but since I'm very unfamiliar with TAC, I don't know how to figure out how long my Kerbals will last with the current combination of supplies, fertilizers, filters, greenhouses, etc. Theoretically, it should be possible to calculate it manually, but it is very tedious. Is there a simpler way? How do you people do it? -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
aluc24 replied to cybutek's topic in KSP1 Mod Releases
I'm sorry if this is a stupid question, but, how do I get Engineer to show up in Blizzy's toolbar instead of stock toolbar? I saw nothing on the in-game settings, and I checked each file in Engineer folder in the GameData folder, but there is nothing related to toolbar. How do I do it? -
[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
aluc24 replied to nightingale's topic in KSP1 Mod Releases
Of course. Having to maintain that many addons must be exhausting in the long run. A break is completely understandable. No pressure. Just wanted to say thank you for spending your spare time on these wonderful addons. You're great.- 502 replies
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- contract pack
- contract configurator
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
aluc24 replied to nightingale's topic in KSP1 Mod Releases
Well, I'm just using FRAPS to monitor fps. I load a save, and then just rotate the view in KSC randomly with my mouse to see if game is running smoothly, or if there are any lag spikes or anything. Every 10-15 seconds, it gets really, really slow, FRAPS show 5-7 fps, and then it goes back to 50-60 fps and smooth movement. I do this for a minute or so to be sure.- 699 replies
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- career
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
aluc24 replied to nightingale's topic in KSP1 Mod Releases
I'm already using the MemGraph. This is definitely not garbage collection lag spike issue. As I said, every 10-15 seconds, in KSC overview, game slow downs to 5 fps for 2-3 seconds. Only in KSC - not in flights. It happens with Tourism Plus installed, doesn't happen without it. I tested it extensively, and I'm dead sure this is something that TP causes, though I have no idea why.- 699 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
aluc24 replied to nightingale's topic in KSP1 Mod Releases
@nightingale , through vigorous testing, I have determined that Tourism Plus pack creates massive slowdowns in KSC view every 10-15 seconds. I was testing some other mod, adding mods one by one, and then I saw that adding Tourism Plus creates these slowdowns. I checked 4 times already, and I am 100% sure. Any idea why this happens? Could it be that TP is trying to populate the contracts list or something every 10-15 seconds? P.S. by slowdowns, I do not mean GC lag spikes - but slowdowns that take 2-3 seconds, and bring fps down to around 5.- 699 replies
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- career
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
aluc24 replied to Thomas P.'s topic in KSP1 Mod Releases
@Thomas P. , I don't know if you remember, but a while ago, I inquired if you know why is it that when Kopernicus is installed, FPS drops to 44 in KSC instead of the usual 60. I listed a load of other mods I have installed, and you suggested me installing just Kopernicus and it's dependencies, and then adding mods one by one until I find the conflict. So I did just that. However, there is no single mod that causes FPS drop. It's gradual. When only Kopernicus and it's dependencies is installed, FPS in KSC is 60. If I add mods, once by one, it goes to 59, 58, 57, etc. with each mod, until it hits 44 by the time I install my full mod list. However, if I uninstall Kopernicus, fps is back at solid 60 in KSC, even with all these other mods installed. My conclusion is that there is no single conflict, but that Kopernicus somehow acts as a load multiplier - it slows down the game depending on how many other mods are there installed. Do you have any insights into this? I can do some more testing if you need, but I really don't know what I'm looking for. -
Have you switched to another vessel or Tracking Station after enabling BV? It only works when the vessel is inactive.
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Hey, @RealGecko , I wanted to ask, if my rover uses fuel cell as a power source, or a hydrogen/oxygen power cell from SETI mod, will Bon Voyage work and burn these resources for electricity?
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Hey, @sarbian , I've been using Mechjeb for controlling rovers for a while now, and I'm wondering - would it be possible to make Mechjeb detect if there's a sudden change in slop coming up, so that it could slow down the rover? For example, when approaching a crater, or exiting it. Right now, I either have to set my rovers to a very low speed (and sometimes even leave KSP running overnight to cross these hundreds of kilometers), or set them to high speed, and quickload each time they crash, which is kind of frustrating. After all, the usually Mun flat terrain allows very high speeds (50m/s +), but just one ridge, and the rover is gone. I try to set waypoints to avoid major craters and such, but it's impossible to avoid all dangers without slowing down. Would it be a lot of work to implement dynamic speed control based on surrounding terrain? P.S. I noticed that "Terrain look ahead" in the settings, but I have no idea, is it related to what I'm asking about?
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[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
aluc24 replied to nightingale's topic in KSP1 Mod Releases
I see! Well, that's a relief. Having not heard from him for a long time, I assumed the worst. Thank you for this information.- 502 replies
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- contract pack
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[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
aluc24 replied to nightingale's topic in KSP1 Mod Releases
I just read that @nightingale has stepped down from KSP development team... That probably means his mods won't be maintained either. Would anyone be willing to take over these mods?- 502 replies
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
aluc24 replied to IgorZ's topic in KSP1 Mod Releases
I actually managed to get it working finally, through switching Pump Here on the sender tank (not recipient) and then messing around with fuel tank priorities. One of the combinations finally gave me the "In" and "Out" buttons to do the fuel transfer. I have no idea what exactly I did to make it work. The Resource Transfer Obeys Crossfeed Rules is turned ON in the settings. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
aluc24 replied to IgorZ's topic in KSP1 Mod Releases
Hey, @IgorZ , I just wanted to ask, how does fuel transfer work in the latest KAS version? I connected two vessels through Connector parts on each fuel tank, but I cannot transfer fuel - alt selecting the tanks doesn't give "in" and "out" buttons for fuel. I can transfer electricity, but not fuel. "Pump here" also does nothing, on any of the connectors. There are no crossfeed valves to enable, because, as I said, connectors are attached directly to fuel tanks. So, how is it done, exactly?