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Everything posted by Bombaatu
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Weird performance issue
Bombaatu replied to Bombaatu's topic in KSP1 Technical Support (PC, modded installs)
Thanks! -
I have a fairly heavily-modded install. In Sandbox mode, I can get ~50 fps at the KSC & ~60 with a small ship in orbit. However.... when in a brand-new career save, I'm sitting at ~25-30 fps at the KSP. With a simple starter ship (Mk 1 cmd pod, parachute, starting SRB & 2 goo cannisters), I'm at around 20 fps on the launchpad and at 80% physical time ratio. Any ideas what could cause such a drastic performance difference between sandbox & career? I would think the KSC would render faster since it has fewer polygons at the lower levels. EDIT: Ok, I solved it by disabling a few of the Scatterer features (ocean effects & EVE cloud integration). Much faster now.
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[1.2.2] Historical Progression Tech Tree v2.0 - Updated 02-22-2017
Bombaatu replied to pap1723's topic in KSP1 Mod Releases
I see this mod supports MOLE & Pathfinder from Angel-125 - any plans to include his DSEV and Heisenberg as well? -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
I think it might be an interaction between Science Relay & Commnet Constellation. The odd thing is it didn't happen if the ship had no MOLE parts; a straight-up Mk1 Capsule did not experience this issue. Weird. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
I've found a potential mod conflict between Science Relay, Commnet Constellation & (possibly) MOLE. If all three are installed, attempting to get a science report from the craft freezes the system. Uninstalling either Science Relay or CC resolves the issue; for now, I find Science Relay more useful, so that's what I'm sticking with. To test: install just SR, CC & MOLE (with its dependencies). Create a 'ship' using the Backseat command pod & launch. Right-click and click Crew Report. There are no errors in the logs; the game just stops responding altogether and has to be force-quit. -
I've found a potential mod conflict between Science Relay, Commnet Constellation & (possibly) MOLE. If all three are installed, attempting to get a science report from the craft freezes the system. Uninstalling either Science Relay or CC resolves the issue; for now, I find Science Relay more useful, so that's what I'm sticking with. To test: install just SR, CC & MOLE (with its dependencies). Create a 'ship' using the Backseat command pod & launch. Right-click and click Crew Report. There are no errors in the logs; the game just stops responding altogether and has to be force-quit.
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
Bombaatu replied to DMagic's topic in KSP1 Mod Releases
I've found a potential mod conflict between Science Relay, Commnet Constellation & (possibly) MOLE. If all three are installed, attempting to get a science report from the craft freezes the system. Uninstalling either Science Relay or CC resolves the issue; for now, I find Science Relay more useful, so that's what I'm sticking with. To test: install just SR, CC & MOLE (with its dependencies). Create a 'ship' using the Backseat command pod & launch. Right-click and click Crew Report. There are no errors in the logs; the game just stops responding altogether and has to be force-quit. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
OOOoooo...... -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
That I can't tell you; I've not used the USI Konstruction mod. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
Yes, but not because of the different ports. The welding mechanic is broken right now - it was reported a few pages back. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
There is only one MOLE docking port with the parachute: the Mk 1 Docking Port. There is the Mk1 Radial Docking Port (equivalent to a Clamp-O-Tron Jr.), the Mk2 Docking Port (equivalent to a regular Clamp-O-Tron) and the DR-18 (1.875-meter diameter) designed for use with space stations; none of those 3 have parachutes. I'd suggest using the Mk1 Radials in place of the Mk1's for your station hubs. -
I had an oddity the other day. I flew a ship with the Brumby pod, the Bigby crew capsule & the 2.5m Snack tin. Crew of six & a total of 2400 Snacks - enough for 133 days. On a mission that lasted over 50 days, not one Snack was consumed. I had other missions flying - space stations & a base - that did consume snacks during that time, but not this flight. Sadly I don't have the log available, but have you ever seen this happen? I plan on flying that ship design again; if the snack problem persists, I'll see if I can provide a log.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
I have a base on Mun consisting of a Ponderosa (configured as a Pathfinder Geology Lab), a Doc Science (configured as a CSL) and a Casa (configured as Habitat). There is bonus science in both the Doc Science & Ponderosa modules, but only the Doc Science can transmit; when I click the transmit button for the Ponderosa, nothing happens. These exceptions are in the log: "[EXC 21:58:08.381] ArgumentNullException: Argument cannot be null. Parameter name: key System.Collections.Generic.Dictionary`2[System.String,ScienceExperiment].ContainsKey (System.String key) ResearchAndDevelopment.GetExperiment (System.String experimentID) WildBlueIndustries.ScienceLabResultsView.getResultsText () WildBlueIndustries.ScienceLabResultsView.SetVisible (Boolean newValue) WildBlueIndustries.WBIBasicScienceLab.ReviewData () BaseEvent.Invoke () UIPartActionButton.OnClick () UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEvent.Invoke () UnityEngine.UI.Button.Press () UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update()" "[EXC 21:58:11.879] ArgumentNullException: Argument cannot be null. Parameter name: key System.Collections.Generic.Dictionary`2[System.String,ScienceExperiment].ContainsKey (System.String key) ResearchAndDevelopment.GetExperiment (System.String experimentID) WildBlueIndustries.TransmitHelper.TransmitToKSC (Single science, Single reputation, Single funds, Single dataAmount, System.String experimentID) WildBlueIndustries.WBIBasicScienceLab.TransmitResults () WildBlueIndustries.ScienceLabResultsView.drawTransmitButtons () WildBlueIndustries.ScienceLabResultsView.DrawGUIControls () WildBlueIndustries.ScienceLabResultsView.DrawWindowContents (Int32 windowId) WildBlueIndustries.Window`1[T].PreDrawWindowContents (Int32 windowId) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID)" Also, when a Buckboard 200 is configured as an ore-powered generator & is active, NREs get spammed in the log. Visually, the 'smoke' is just black squares - don't know if that's related to the NRE or not, but I suspect so: "[ERR 22:04:28.557] Module WBIBuckboardGenerator threw during OnUpdate: System.NullReferenceException: Object reference not set to an instance of an object at WildBlueIndustries.WBIPowerGenerator.OnUpdate () [0x00000] in <filename unknown>:0 at Part.ModulesOnUpdate () [0x00000] in <filename unknown>:0"- 3,523 replies
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
So I had an interesting idea the other day. Turns out the OMS Kit makes a *great* lander probe body/engine.... -
It should - I just downloaded it and it's a very simple ModuleManager config file. Now that MM is updated to 1.3, this should work fine.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Bombaatu replied to Ven's topic in KSP1 Mod Development
It should be a relatively simple fix, then. Try swapping the dragcube block between the two parts & see what happens (but keep copies of the original .cfg files for safety in case that doesn't work) -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Bombaatu replied to Ven's topic in KSP1 Mod Development
I believe so - the Mk 26 slows the capsule down to the 6-7m/s range -
The texture for the jetpack's parachute is still missing. Just to confirm it wasn't a mod conflict somewhere, I installed vanilla 1.3 with just Buffalo 2.1.1 & it's packaged dependencies; still no texture. EDIT: I thought it might be a corrupted .mu file, but I downloaded a previous version of the file & it still had the problem.
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Sorry if I wasn't clear. What you need is on the screen where you can go to Start New Game or Settings; right after the game finishes loading completely (when you first here the music), but before you select which save you're going to play. there should be a Scatterer settings panel overlaid on the upper left - if not, hit alt-f10 or alt-f11. The setting you are looking for is "Alternate SQRT in shader" (3rd radio button from the bottom):
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Bombaatu replied to Ven's topic in KSP1 Mod Development
Are there any plans to create 1.875m tank butts for the various engines? Or any 1.875m parts, for that matter. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Bombaatu replied to Angelo Kerman's topic in KSP1 Mod Releases
So, I'm trying to use the KNUTS processor on the Dolores & it always says "mulch full". However, I could not find a storage template for mulch. What am I missing here? Also, one other thing I just noticed. I'm running Strategia and have the Engineer Focus III strategy active; one of the things this does is make your engineers effectively 2 stars higher while on a mission. I'm showing my engineer with 3 stars, but when I try to scrap a part, I get the "insufficient experience" message. Don't know if this is on your side or Strategia's side of things.