aluc24
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Everything posted by aluc24
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1.0.9??? I was 111% sure that I had 1.1.1. I'm very sorry for wasting your time on such a thing. I'll update right away.
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Thank you for the detailed answer. Two questions: 1. What do I need to search in save file to find CO2 values? 2. The same question I wanted to ask before, how do I heal radiation in Kerbals who have been exposed? Does it reset when they are recovered?
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@ShotgunNinja Thank you for your answer. Here's my modlist from CKAN, hope you don't mind the format: My log: Log Save file (please note that I have some parts from KIS/KAS and RemoteTech in use in this save): Save file I do not know at which version these problems started, because I discovered it just now... As for Background Processing dll, I don't have it anywhere in GameData! How come? Was I supposed to install it separately? Up until now, I thought it was integrated in Kerbalism when I downloaded it from SpaceDock. About the scrubbers: so, it's still a bug, right? Any way I can solve it on my end? By the way, does CLS mess up radiation shielding? Right now in my station, I have a module with heavy shielding for Kerbals to endure solar storms. But it seems that CLS sees half of the station as a single area, and calculates average shielding, despite the fact that Kerbals are in specific, heavily-shielded module.
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@ShotgunNinja I'd like to report several bugs. I have built a modular space station in Kerbalism (also with Connected Living Spaces installed, some other mods which shouldn't affect this), and when I'm at Space Center and time-warping, sometimes my station loses electricity (it has solar panels, and enough batteries to survive night side). Sometimes the time warp drops out too late, and all my Kerbals die inside the station. But if I make station active, there are no electricity problems whatsoever. Also, even though there's plenty of space in the station, a rotating gravity ring and a connection to KSC, the Entertainment shows as "none" for all selectable modules, and Kerbals go crazy really fast. Also, the Kerbalism seems to register that they are in the wrong modules. For example, Bob is in the Mobile Proccessing Lab, but Kerbalism vessel window says he's in Clam-o-tron docking port. Also, after several re-supply and upgrade missions to the station, the oxygen now stays at "permanent" - the tanks aren't full, but aren't depleting either. There is no greenhouse, scrubbers are upgraded to 80%. Seems like something messed up, and now Kerbalism doesn't calculate oxygen consumption for that station anymore. Are there any solutions to these bugs? Have I done something wrong myself? P.S. Unrelated question: if a Kerbal has been exposed to radiation, how can he be healed? Recovering at Kerbin? Staying on Kerbin for a long time? I can't find any info on it.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
aluc24 replied to tomek.piotrowski's topic in KSP1 Mod Releases
Yeah, but I mean, the whole idea of signal delay becomes obsolete if it makes some things (like rovers) impossible to control... -
[1.11] RemoteTech v1.9.9 [2020-12-19]
aluc24 replied to tomek.piotrowski's topic in KSP1 Mod Releases
Well, what the heck. The previous mechanic (only experiments/staging delay) made so much more sense. I guess I'll have to disable it too, I just love my Duna rover too much. @tomek.piotrowski , this is a serious issue with otherwise great mod. Just my two cents... -
[1.11] RemoteTech v1.9.9 [2020-12-19]
aluc24 replied to tomek.piotrowski's topic in KSP1 Mod Releases
How do I program driving rover, for example? Turning off it in settings disables signal delay altogether, which isn't what I want... I like signal delay, but some actions can only be done real-time. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
aluc24 replied to tomek.piotrowski's topic in KSP1 Mod Releases
Hey, @tomek.piotrowski , I just noticed that signal delay is now included for ALL actions (including pitching, throttling, etc.) for probes, whereas earlier, only things like staging, science gathering were delayed. With this new mechanic, how do I control the probes and drive rovers? Am I missing something obvious? Sorry if this was asked before. P.S. I know I can disable signal delay in settings, but I don't want to disable it altogether, I just want to drive my rover. -
Yeah, well, there will still be cases when you need to execute maneuver without a link... (S*** happens). Well, anyway, at least for now, RT is very helpful. I really hope you can implement that RT antenna EC calculation in the Planner, if it's not too much trouble.
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Well, I am no programmer, but I noticed that with RT, there is no difference in EC consumption whenever the vessel is active or not, just as vessels with Kerbalism have food, oxygen and other consumptions running in the background. Unrelated question, if I may: say one is using Kerbalism without RT. How can I execute a maneuver with a probe that doesn't have a link to Kerbin? For example, the first probe to Duna may require a circularization burn that might just happen to be on the "other" side of Duna. It is very difficult to predict such cases.
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@ShotgunNinja Well, I am sure that RT antennas do consume electricity in background simulation...
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@ShotgunNinja Hello! I'd like to re-report a certain bug (or lack of feature). I mentioned it a while ago. It appears that the current version of Kerbalism VAB/SPH Planner doesn't count electricity consumption for RemoteTech antennas and dishes. They draw quite a lot of power, so it would be great if the Planner would take them into account. I believe Kerbalism supports compatibility with RT, and a lot of people use these two mods together. Would it be possible to implement this electricity calculation, please? And thank you for making such a great mod!
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FPS drops when flights build up in career
aluc24 replied to aluc24's topic in KSP1 Technical Support (PC, modded installs)
Anyone? I'm still having this problem. I've seen people boasting about running 60+ flights in career mode without any FPS issues, with hardware far worse than mine. I suspect that one of my mods (or a combination of them) add a lot of stress for CPU by making background simulations or something, but I can't say for sure. Maybe RemoteTech, Kerbalism or Distant Object Enhancement? Has anyone run into this issue? -
EVA Kerbals not staying put on ladders
aluc24 replied to AmenRa's topic in KSP1 Technical Support (PC, modded installs)
I also have this problem. It would be great if someone could give a comment. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
aluc24 replied to tomek.piotrowski's topic in KSP1 Mod Releases
@tomek.piotrowski Hello! I am a big fan of RemoteTech. I'm now playing a career with RT and lots of other mods. However, as I progressed into it, I noticed my FPS drops with each new flight. With just 12 flights going on, my FPS in KSC dropped to 15 (with no vessels, it's 40-60). When I removed RemoteTech from Gamedata folder, the FPS went back up to 40 in KSC, same career, same number of flights. It appears that RemoteTech eats a lot of CPU power. Is this a bug, or a "feature"? Is there a fix for it? -
I was wondering why my FPS have been dropping as I've got deeper into career. Today, I found out. It's the number of flights in career - with 12 flights, I get 15 FPS in KSC, although no vessel is anywhere near KSC. With 0 active flights, the FPS are 40-60. Now I understand that KSP needs to track each flight (including debris, which is turned to 30 in the main menu settings), but how can I progress through career without getting deeper into lag? I play with RemoteTech, Kerbalism and some other mods which require me making satelite networks, and these alone build up the number of active flights. I have 12 flights going on now, and I haven't even landed on Mun yet. How can I solve this problem? How do you guys solve it? My laptop specs: Lenovo Z500 Intel® Core™ i7-3612QM NVIDIA® GeForce® GT 645M 2GB Windows 10 64-bit RAM: 8GB (I have lots of it to spare with KSP running, so this one is definitely not to blame) Mod list: Are any of these mods known to cause this trouble I'm having? If not, can anyone recommend any solution? As I said, I'm building satelite networks, and 12 flights isn't that much, and still, I'd like to play with 40 fps, instead of 15... Thanks in advance! Let me know if I missed some important bit of information
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@ShotgunNinja @leomike Hey, great mod! But there's a small issue I'm having when using RemoteTech together with Kerbalism. Kerbalism electric charge consumption calculations in VAB do not seem to include RemoteTech's antennas, and they drain a lot of power. Is there a fix for this?
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[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
aluc24 replied to ev0's topic in KSP1 Mod Releases
Hey, @ev0, I tried your "dirty update", as you called it, but it appears it is not working for ETT :/ -
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
aluc24 replied to Probus's topic in KSP1 Mod Releases
Hey, @Probus, just wanted to ask two questions, if I may: 1. Is there a way to hide empty tech tree nodes with your mod? There is this mod by ev0, but that guy has a hard time keeping up with all these ETT updates. 2. Is your mod compatible with Kerbalism? Thank you in advance!- 1,028 replies
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