Jump to content

atomontage

Members
  • Posts

    165
  • Joined

  • Last visited

Everything posted by atomontage

  1. Hello. First, thanks for your great mods. xD Encountered an issue. I can't equip an electric screwdriver. The log: This happens if I try to equip a screwdriver (tried twice). The model appears in Bill's hands but then slowly floats away as I move. But it appears to follow Bill as if it was in his hands. I have many mods installed. But since there's NRE spam in the log I think it may be an internal KIS issue. I heard there was an incompatibility issue between Kerbal Krash System and KIS but among these two I only use KIS. (KIS 1.2.7 build 6, KAS 0.5.6 build7) Thanks!
  2. Oooh I got it. Nice, haha. Now... Gotta make a pack of real life radio chat. Thanks!
  3. Hey @blackrack I have another issue. Its really low priority as many players would not encounter it at all I think. But it might be easy to fix.. I guess.. Never dealt with render engines nor shaders so I have no clue. Anyway... .There is the SCREENSHOT_SUPERSIZE option in the settings.cfg file that lies in the root KSP directory. One can change it to make screenshots look better. I like to set it to 3 so I get 4800x2700 shots. (Default is 0.) However with that option changed the lens flares of the Kerbol do not render at all. Everything else renders perfectly. I can provide more info or screenshots if you need it. Anyway - thanks as always.
  4. Thank you @Athlonic for making this great mod! Now when 1.1 is out I can finally enjoy Chatterer! Got a simple question (probably you guys out there can answer it). I noticed a few interesting, um, sound packs in the Chatterer directory. Like the STS and the Apollo ones. Is there any way to make them, um, always play by default? Im really not a fan of those funny Kerbal voices. They're cute though - I admit it. ;D
  5. Yeah thanks I've seen it earlier. But magico13 said it was not meant for normal playing and could potentially break savegames. So... oh come on, don't make me feel guilty because of checking! lol
  6. Yo whats up @magico13 ? You know what Im talking about. Take your time tho. But I desperately need to know the current 1.1 upgrade status! Its so awesome to play with KCT! Also I have a simple (I think) request: would it be possible to allow us to queue saved vehicles up to be able to build more while in flight? Thanks.
  7. Hey @blackrack, I've managed to reproduce the issue. It seems it only happens if I warp from LKO directly from the map screen to boundaries of, um, loading distance (160km+) and beyond. Like when you burn from LKO straight to the Mun and then simply warp after you finished the burn. The issue is not clearly visible, but sometimes the shader is blue. I guess it matters from which side of the Kerbin I did warp, like if it was dark or light. Screenshot (watch the left side): This was shot at ~~1,000km above the Kerbin right after leaving the load distance during warp from the map view. I've rebuilt the ocean as you asked. It helped. Everything was ok after rebuilding. upd: found another issue: This happened after quickloading from being close to the Kerbin (like 90km) to the surface of the Mun. Rebuilding the ocean did not help. Quickloading just in place like hitting f5 then holding f9 right away does not cause the issue. I guess it has something to do with the drawing distance I mentioned in the first issue. Anyways thanks for the great mod! Keep rocking.
  8. Hey guys. I've never used this mod before as 1.0.5 kept crashing because of x32 ram issue. Does this mod include some better textures for celestial bodies? Thanks.
  9. I can confirm that I'm also getting what @purpleivan has described (probably not?). It looks like a static camera-bound atmospheric shader. It moves with the camera. As far as I encountered this several times, it may happen when I fly from Kerbin to the Mun. I burn to the Mun, then once I get an encounter I go to the map view and start warping. Once I'm close to the SOI change I disable the map view while the warp is throttling - then I get this issue. Reloading the scene helps.
  10. Yeah I've just tested the dev build. I can confirm the bug is fixed. Yay! Thank you! Two hours of experimenting are in vain... meh. Lol.
  11. Ooooh! So these are two different mods! I got it. Sorry for getting confused here. And thanks for the pre-release! Its a very nice mod @magico13 ! I've been using it for a while and now I can't imagine my semi-hardcore game install without KCT. (Why semi - because I'm not using DangIt! and Principia yet xD )
  12. What exactly do you mean - the simulation process? I heard KRASH had some sorta simluation feature. But isn't KRASH about krashing things? xD Im mostly asking about its deforming/leaking features.
  13. Hello. Thank you for this great mod @ferram4 ! However I think I found a sorta bug either in FAR or in ModularFlightIntegrator (since its just a dependancy I don't think I can figure it out by myself). Every time I perform an EVA I get massive FPS drop (like in half) plus serious stuttering. This persists after I board the ship back. Also it 'stacks': every time I do an EVA it begins to stutter and drop FPS much more. Exiting to the main menu doesn't help - even there it stutters as hell. Only restarting the game helps. Test conditions: MK1 capsule with a kerbanaut in it sitting on the launchpad. Then EVA a few times. After three times the game is completely unplayable. KSP Version: 1.1.0.1230 x64 @ Windows 7 (lastest to this date) Mods installed: FAR Version: 0.15.6.0 (lastest to this date) MFI Version: 1.1.3 (bundled with FAR) MM Version: 2.6.22 (bundled with FAR) Also I have tried to completely reinstall FAR along with MFI and MM just in case I have screwed something up. The first time I encountered this bug was on low kerbin orbit. Then I started removing mods to find the one that causes this. (But the final tests were done sitting on the launchpad.) The KSP.log: http://pastebin.com/U3uRF3rw Thanks.
  14. as far as I understand, there will be some sort of RemoteTech_Settings.cfg in the root mod folder once you launch the game with the mod. There you can edit the settings. (I'm not saying its the only way but its the way I know.)
  15. Hello. Let me thank you for this great mod. But the current build breaks the game if I use a part with an integrated camera. This time it is MRS Guidance Unit (from the Modular Rocket Systems mod). At ~5400m it krakenifies constantly. Looking forward for the fix! Thanks!
  16. Hello. [1.0.5 the lastest build] tl;dr: how can part-only mods affect fps (even if none of mod's parts are not present on any vessel in the current game) and why is fps NOT affected by warping as physics must be disabled during warp? Even on a pretty decent hardware. It's not physics then I guess. I have a base with like 110 parts and I have like 3 fps on it. I've spent about 3 hours to figure out what mod causes fps drops. Even at Tracking Station it has 20-25fps. Huh? Looks like removing the mods completely brings the game back to 'normal' fps values. The mods installed that actually always calculate something even while in KSC: TACLS, RT, SCANSat, KCT, StageRecovery, UKS, KAC.. I think its the list. I removed most of mods to test the performance. In stock + like 4-5 mods (just to keep my base from disappearing as it was used as a test 'vehicle') and got 60fps while in Tracking Station. Added KAC - got 40-45. Huh? Ok nevermind, it may be a coincidence. The base almost without mods (except UKS that my base is mostly built of) gets me pure 15fps. The very confusing thing is that while in non-physics warp aka on rails it does _NOT_ affect fps AT ALL. Huh? I thought it was physics that slowed everything down. Vessels are considered a plain, um, let me say body like a dot on rails or something aren't they? Ok next. After adding the mods I mentioned above (that add tons of functionality, not just parts) the FPS did not drop much. And only after adding the whole set of mods that add many many parts to the game (like KSPIE, NearFuture, DMagic and so on) it dropped the fps back to 3-4 again. And warping does not change anything for the time of warp. Im really confused. How can pure parts-only mods affect FPS even if those parts are not present on ANY vessel in the current game? Oh yeah and the last question. The bottleneck is CPU - that is the root of my confusion. The GPU gets used only for 20% of it's power (measured by Process Explorer).I intentionally do not specify my computer hardware just because a good friend of mine asked me to give him my mods archive and the savegame with the only vessel in the game. On a high-end computer with 970gtx and a decent core i7 he got 5-6 fps (mine on core 2 duo was 3-4). I am not intending to offend Squad in any way, just asking for clarification.Thanks. The game is great! <no sarcasm>
  17. Yeah I keep thinking constantly about this mod. I think soon I'm gonna add it to my personal mod setup. But then I realize that losing a $500k rocket completely having like $1.5m in my wallet is definitely not good, haha. Add some random player errors to this (bad design or extra degree of yaw that turned the whole thing upside down).. and some alcohol-dependant ones... And you get a completely screwed savegame. Lol yeah that adds some depth to gameplay as well. Im playing a decent hardcore setup that includes: KCT, DRE, FAR, TACLS, RT so often my wallet is thin enough. Also I'm getting extra crew mostly from rescue missions from LKO. And I need many kerbanauts coz I'm also running UKS with at least one orbital station and a ground base. What stops me from instantly downloading DangIt! is some reports that something can fail and _can not_ be repaired (like when all engines keep failing constantly). Plus as far as I understood this mod could prevent one from building a completely reusable ship as its lifespan will exceed limits.
×
×
  • Create New...