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SuppaTenko

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Everything posted by SuppaTenko

  1. So... A little situation report after a ~week of active playing. Build 68 works overall better on my rig. But with some limitations. I still encounter flying stones like on picture from my previous post. But they are extremely rare. And I start to think that Kopernicus is not the root of evil here. I mean, that exact stones could be broken from the very beginning in vanilla Regarding shadows bug... In past versions I had overall medium-low performance and never actually directly experienced it. Build 68 changed it - for most of the situations I have stable FPS in green zone now. But in some cases it goes down and fries my GPU. The only way to solve it is to make craft's shadow invisible or just not-so-visible by any way possible. For example, to change camera angle - sometimes just a little bit. Or to look away with mousewheel button. Or move camera angle beneath the ground or near it - to makeshadow look thin. And sometimes you just need to zoom in or zoom out, to reload quicksave or to go EVA, walk around rover and come back. The general rule is less shadows you can see - more FPS you get. Sometimes it kicks right after game load. And sometimes everything works just fine for hours if I don't quickload\change craft\go to KSC and back. So i can't find direct way to reproduce it for you. Sun height and shadows length? Well, yesterday I drove 10km on Eve without any lags just before the sunset. And today I had lags right in the midday with shortest shadows. I don't even know if we are talking about the same bug here, to be honest. PS. Can you possibly make a 'secret config switch' to disable vessel shadows rendering? I can live without them just fine for a time being
  2. A little update: 100% GPU load keeps happening from time to time when I switch to distant vessels from one planet to another when I play for long periods of time. --- Yes, yes, and once again - no...
  3. Will do it today, but not right now. Thank you. Also, yes. I don't use hyperedit and I never messed with physics delta time. --- Ok, rechecked with build 68. On-load performance is fine now. No 100% GPU for first several minutes. I increased scatter density from 15% to 100% for now. Seems to be ok. My CPU/GPU can handle it now with Paralax and Spectra enabled - it was much worser before. After another 20km on the Mun the stones are ok. They are not flying now. Kerbin trees are ok too.
  4. Xeon E5-2650v2 + 32Gb RAM + GTX760 Good news: performance is better; Bad news: stones go weeeee! New version behaves strange. My GPU works on 100% load for minute or two after I load quicksave, change vessel to another planet or like so. But overall performance is much better. --- Forgot to mention: stones went flying after I rode my rover for 15 km or so. Not on savegame load. Also, KSP consumes less ram. I think it's because of ScaledSpaceDemand behavior...
  5. Well, I don't understand too =) It just happened. I think, it linked to editor extensions redux because Ctrl+L became symmetry modes switch. My version: 1) I accidentally pressed Ctrl+L and turned autoscale on. 2) Input locks in SPH happened 3) Not knowing that, I resetted Mode and Snap keys in EER because it tends to glitch 4) Ctrl+L somehow redefined to symmetry mode permanently or like so... Space radiation? Weather on Mars? Kraken? Pure randomness? It glitched. 5) I removed Input locks and then closed the game because someone wanted something from me IRL. 6) And poof! Now autoscale is always on and Ctrl+L is redefined. Why? Because =) My KSP install is too modded to understand how things happen from time to time. For example, Scatterer updated several hours ago, and all planets became complete mess. I think old Spectra configs are not very compartible with new version or someting... It happens. And it's not a tragedy =) You just need to wait a week before making any updates and read forums and github Issues section or something.
  6. Ctrl-L wasn't working for me for some reason. Nothing bad was in ksp.log and console. I solved the problem by complete manual TweakScale reinstall.
  7. Something strange started to happen with TweakScale for me. The parts are either too big or too small when I place them in VAB\SPH or detach and move to another place. They have normal size when I select them and shrink\expand only when I attach them. I can't say when exactly it happened and what caused it and I don't remember when I updated TweakScale to latst release. I will try to reinstall TweakScale today and see what hapens.
  8. I actually wanted to tamper with B9PartsSwitch configs myself and post the results. But I'm not very skillful tho. I will totaly do them if I have free time this weekend. --- Aaaaand nope. I don't think I can change part's model with B9PartSwitch because it relies on existing mesh transforms. For that I need to blend two models together. And my modeling skills are tinkercad-level. Same goes for stock variants system. Sorry. I also found the exact difference between Arcanum Industries style models while I was looking at part configs. Now I can determine which is which.
  9. Just returned from my Mun low orbit staion with more than 6000 science. All from MPL-600, MSL-1000 and MEP-825. I think I will tune up late tech tree science costs for my current playthrough. Like, tenfold. Or I'll open full tree in couple orbital missions. Right now I have new Duna Station with all OMS an LDEF experiments possibe awaiting departure - it will yield much more science.
  10. Oh, by the way. How about making experiment pods with switchable textures\models? Old and new style. I like new ones, but striped old ones look good with Nehemia Engineering Orbital Science mod experiment containers and equipment containers. And new ones are hard to tell apart.
  11. Somehow I stumbled at that error yesterday. I have it when both Talisar Spherical Tanks and Nertea's Cryo Tanks are installed. Spherical Tanks mod is pretty much dead and this thread is the only place whith informtion. So mind me for a second =) I checked my save file content and found out that there are two ModuleCryoTank nodes for Talisar tanks. And as far as I can understand, I can fix it if I delete ModuleFuelTanks section from tank configs. This one to be exact: https://imgur.com/a/nEqIURB I don't use Modular Fuel Tanks so I'm ok with deleting this section. I want to do it whit MM patch, but I'm a bit stupid and tired, so I can't figure out how to remove modules from configs. Can you help me guys? --- Nevermind. There were not so many parts in that old mod. I deletd MFT sections manualy.
  12. You don't need to install experiments anywhere. 1) Launch space station with appropriate modules. For example: if you want to run Rocket Fuels experiment - just launch station with TH-NKR lab. If you want to run Creature Comforts E- F-RRY Zoology bay is your choice. Read experiment description in VAB to know what you need. You will need a lot of power to run cyclotrons - I prefere fission reactors from Nertea's Near Future Tech mods. Don't forget to include kerbals - lab won't run without Scientists. Same goes for zoology bay. The more - the better. 2) Build supply ship. It must have: - Experiment you want to run. It can be part of your ship. Or it can be installed via stock orbital construction system or via KIS/KAS from ship incentory. Works any way. - Resources. Zoology bay experiments need 'kibbal'. Fuel experiments need some fuels. You can find info in VAB. - The way to return your experiment results home. High-level probe core with 'Collect all science' button will do the trick. Or you can use crew capsule with heat shield and chutes if you do manned resupply mission. You can transmit results via radio, but it is not very effective. 3) Dock your ship to your station. If your experiment is not part of your ship and is your stock/KIS payload - do some orbital assembly here. 4) Right click experiment and hit Start experiment button. Experiments run on Eurekas and resources. Right click your TH-NKR lab and hit 'Start research'. Make sure you have scientists onboard. It will fill Eurekas gauge. Transfer needed resources to experiment's part. For example 'Rocket fuels' needs some LF and OX. Right click on your fuel tank, pin it, do the same for experiment and transfer in as much as needed. Check resources crossfeed if you can't transfer fuels or so. Quarks experiments need quarks. Cyclotron will make 'em. Each of three experiments has it's own Quarks decay rate. Prograde quarks has the slowest. Excentric quarks has fastest decay rate. You Cyclotron must produce quarks faster then they decay or you will not be able to fill Quarks gauge. For Retrograde and Excentric quarks you will need more then one Cyclotron online to keep up with decay. Zoology Bay needs 'kibbal' to generate bioproducts. It also needs scientists onboard. You can use same scientists to produce bioproducts in Zoology bay and then transfer them to TH-NKR Lab to produce Eurekas. 5) When all gauges (Eurekas, Resources, Quarks etc) are filled - you can hit 'Finalize results' button in experiment right-click menu. Et voila! Experiment is finished now. Finalized experiment can be treated many ways: 1) They can be 'Baked' in spectrometron. Just like any other experiment results. After this you can transmitt it to Kerbin via radio link with 90% efficiency. Spectrometron requires Cyclotron to function, but it can work with any experiment results - not only Station Science Expansion ones. Usefull for far-away missions. 2) They can be transfered to any science container of your choice via 'Collect all' button or action group. You can bring them home in this container ot take by EVA Kerbal or... Well, you know, experiment results are experiment results. After transfering results you can detach used experiment module and mark it as garbage in Tracking Station or send it lithobraking or whatever. You don't need it anymore. 3) They can be detached and stored inside KIS or stock payload bays and returned to kerbin like that with your supply ship. The most interesting and the most difficult way in my opinion. Sometimes KSP glitches a bit and things doesn't work just right. You may need to relaunch game or reload save for resource transfer to work or for buttons to appear. Typical situation for heavily-modded installs, and i got used to it. I wrote that quick tutorial by memory, so it CAN be inaccurate in some ways. I can record tutorial video for you if needed, but only on holidays - a bit busy and tired right now =)
  13. So.. Ugh... Stubid question, but will it work on my typewriter? 'cause my GPU is pretty outdated and has only 2 gigs of memory. ---- NVM. Checked myself. it works and it looks awesome. But RAM usage skyrockets for me. Not a big problem - I have plenty ram. But one of my Mun bases went underground and exploded when I accelerated time near it. First, I tried to accelerate time by pressing key couple times - it started acceleration and then halted it. Game thinks that my base moves. Then i hit 'accelerate to next morning' and it whent to see if Kraken is sound asleep underground. And Kraken wasn't asleep. He patiently waited for that moment =| It's recreateable. Sometimes it doesn't allow you to accelerate time. Sometimes it does, but base goes underground and POOF! No base. But if i retract all landing legs - it works just fine. But nearby rover still goes underground and explodes. And if I retract rover wheels - it stays here just fine. Let's go to my heavy rover and check if Lynx rover wheels work well with timeskip. ...Nope. They don't. I can't retract them so I can't timewarp. Let's check it out on Minmus. ...Yep. On Minmus everything is fine. Base and Rover can survive timewarps. Sooo... How can I fix it? Am I alone here?
  14. Understandable. I never said that it should be like this for everyone. In fact, I will be happy with just some more experiments =)
  15. Well, the main reason to mess with NEOS was KEES experiments. I have several orbital science mods installed - NEOS, Station Science Continued and WildBlueIndustries M.O.L.E. MOLE and SSC has pretty average and more stock-ish science values. I also have tones of parts mods and other science mods installed and use Community Tech Tree. But KEES 'kills' challenge for me a bit. You know, POSA-II had BV=160 and ODC had 190. Low Mun orbit and Low Minmus orbit for these two experiments alone somehow allowed me to have some advanced PorkJet's atomic rockets before my first Mun landing. Too fast for me. Current values for KEES and other NEOS experiments are fine for me. But I will try to do some things anyway: 1) I will try to tune KEES exposure time - I see something like 1 month exposure more realistic for me because I tend to use KEES parts as early-game light space station resupply missions payload. WBI's MOLE helps me with it because it has 1.8m station parts. So, I also want KEES experiments to be on the same time scale as WBI's LDEF experiments. 2) I will also increase KEES science BV - something like "current BV x 1,3...1,5" should do the trick - longer exposure time means more science gain. 3) I will tune up SSC science values a bit - this mod is interesting, but not very rewarding. but this is not about NEOS, so it doesn't matter here =) As I said before - all other values from newest version are OK. But I have one suggestion based on my first step. Maybe it will be good idea to add something like 'Kerbal Long-term Exposure Study (KLES)' with bigger and heavier sample pannels (2,5x2,5m) specialy for long-term spacestation use or planet-to-planet transfers? You can add some special gimmicks here. For example: - exposure study lasts for two month - you need to perform EVAs every two weeks to clean pannel from space dust, engine emissions, RCS fuel remains etc. If not - research will stop until you do so. It's linked to Kerbal Alarm Clock. - EVA team should have at least one Scientist and one Engineer. Engineer needs special KIS tool. - Scientist's job is to 'lock' experiment panel before cleaning and to make it ready to procedure. He can also do other jobs here - add organic 'food' for bio-samples exposure experiment. Or replace broken panel segments for material-samples or something like that. Every action spends station resources - it can be 'Research kits' like in LDEF or something completely else. - Engineer's job is to clean experiment panel with special single KIS tool or resource. - If Engineer cleans non-prepared experiment panel - experiment halts. Because engineer ruined it without scientist. - Exposure panel and panel frame are big and heavy. You will need 2,5m-sized transport ship or shuttle to bring it to your station. You will also need 2-3 kerbals to install it. - Experiment is long and hard to maintain, but has 150-200 basic science value. Something like this =)
  16. Cool! Just when I decided to edit configs for the same resaon! Thank you!
  17. If anybody have this one backed up - please pm me. I'm collecting old and abandoned planet packs and realy want to play with it.
  18. Hello everyone. i have a strange bug. it can be related to B9PartSwitch, but I'm not sure because I have a lot of mods installed. So I need to know if I'm alone or not. The way to reproduce: 1) Build something in VAB 2) Launch it 3) Go to KSC via menu 4) Now go to VAB again. Now everytime I hover mouse over any stock part with variants - game freezes for a short time. Mod parts and stock parts without any variants are unaffected. changing part categories can freeze game for minute or two. The only way to cure it now is to restart KSP. Sometimes freezes are heavy - game just stucks here and eats all RAM - something leaks, but I can't figure out what exactly. Nothing criminal in MM and KSP logs. I have Win10x64 with all new libraries and .NET frameworks, KSP 1.8.1 with both DLCs, 8-core 3 GHz CPU, 32Gb RAM, NVMe SSD and 2Gb GTX760 gfx card. 1) Can it be related to KSP version? I use B9PS v2.16.0 with KSP 1.8.1 - waiting for Kopernicus to update 2) Can it be related to MM patches or something? right now it shows me that I have ~4600 patches on game load. Freezes were heavier before I removed PartInfo mod - it was around 6500 patches with it. And it was almost unplayable before I removed Superfluous Nodes, some Custom Category Kit confis I don't need, old Talisar Spherical Tanks pack and 3-4 Mk2 and Mk3 modpacks - I had around 11000 patches at that time.. Personaly, i don't think it's a source of problem - KSP didn't even use all availiable RAM, and I had 6-8 Gb free in worst cases. 3) Can it be related to B9PartSwitch somehow? As I said before, game freezes only when I hover over stock parts with variants. ReStock, for example. I can make video if needed. ---- Never mind. I figured out that problem happens not with B9PartSwitch-related variants, but with parts with stock-alike colour scheme variants. Not only Squad parts, but Oscar-C/D/E tanks from ReStock and SpaceY tanks are affected. Strangely, Universal Storage parts, like wedge format LF tanks and Mono tanks are not affected. They have 'change colour' icon, but it changes whole part, and they never freeze game.
  19. Happy Nyancat day, everyone! I was surprised because today I only updated BetterTimeWarp and Smart parts - and boom! A wild Nyancat appears! Anyway. Cheers to all Kopernicus devs! You, guys, are totaly awesome for keeping my interest to this game burning even hotter!
  20. Subnautical Space Center glitch happens here and there even in stock game. I don't think it's related.
  21. Good. Thank you for answers regarding textures. I'll try DDS4KSP this weekend. What about PQS presets? --- Well, DDS4KSP worked just fine. But for some wired reason I got NyanCats. I didn't touch Kopernicus. Just converted textures for two planet packs and edited configs. Everything works just perfect, all planets are here and I don't mind 'em flying around. But why? =)
  22. I have several old planet packs that i really like. Mod authors mostly abandoned them, but I still like that packs. They work in 1.8.1 fine, but my modpack is pretty big, and I'm trying to optimize it somehow. Is it good idea to convert all .png textures to .dds for old mods? AFAIKR, it will boost performance a little. If so - which NVidia plugin export settings are good for normal maps and for height maps? Which compression metod will be good - DXT1 or DXT5? Second question is some ksp.log minor errors. This one pops up all the time: [WRN 11:32:44.527] Cannot find preset 'Default' for pqs 'planet_name' I can't see it for planets from OPM so i don't think it's ok. So, is it ok to leave it be? Or can i fix it somehow?
  23. It works well in 1.8.1. Awesome mod. Will test in 1.9 when Kopernicus is up to date.
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