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ZuluDoggy

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Everything posted by ZuluDoggy

  1. I was hoping I wasn't the only one who had a decline in performance. Pre-patch I was getting 20+ FPS average (from 15 FPS on the low end to 30+ elsewhere). Now I am also seeing FPS in the sub-5 range in some situations. Very low FPS in flight with Kerbin in view, higher when looking at the sky, but still rarely exceeding 30 FPS.
  2. Wow. Great mod. This mod turns KSP into what KSP2 wants to be (but isn't, at least yet). Quite impressive!!
  3. True, it was indeed released as an "Early Access" game. And yes, we knew it would be incomplete - at least, incomplete as far as what we had been promised for years. However, "Early Access" does not mean a game so riddled with bugs and glitches as to be almost unplayable. "Early Access" does not mean a game that is in a mid to late alpha testing stage - which, combined with the lack of features we were previously told the game would have, is where we seem to be. I don't know what you (or anyone else) were expecting, but I knew there would be bugs. I didn't expect that the bugs would be random and as non-repeatable as these are. I didn't expect that certain keystrokes would work fine now, and not at all five minutes from now. I expected a more playable game - not perfect, not complete, but at least mostly playable. I certainly didn't get that, and from reading these forums and comments elsewhere, it doesn't seem as if too many people did either. I hear this comment (or similar comments) being made quite often. What proof do we have, what evidence do we have, what anything do we have that suggests that the EA "funds" will indeed be reinvested into the game? All I can see is a company so seemingly starved for income off of KSP2 that they forced a vastly inferior product into release, all the while claiming how great the game was, how the devs had trouble working because they were spending so much time playing the game instead, and bombarding us with pretty videos showing all the new(!) and improved(!) graphics and gameplay. Honestly, I'm concerned that KSP2 was forced into release so that the game would generate some income before it's kicked to the trash heap. We might see a bugfix or two in a few months, but I have grave misgivings about ever seeing the game we were told this would be.
  4. Exactly. I expected to find bugs in the game. I also expected that if I found one, I would try to repeat the actions/circumstances that caused it. But that becomes an impossible dream, as bugs seem to pile on top of bugs creating completely different result each time. For instance, pressing the "W" key to start a gravity turn causes the rocket to 'turn' to the north this time. [Revert to launchpad] Ok, I'll use the Q/E key to spin my rocket in an east-west alignment...and now for the 'W' key to start the gravity turn...what? Why is the rocket turning to point north again? To heck with this, I guess I'll just go into a polar orbit this next time. [Revert to launchpad] Wait, what? Now the 'W' key has me turning to the northeast??? Fine, I'll just orbit to the NE then...time to stage the...why doesn't the spacebar or the 'GO' button do anything? (This was an actual scenario for me yesterday.) I've all but given up. When I read these forums and see that the game is (even mostly) playable, perhaps I'll try again.
  5. Had a similar thing occur. Got the "splash" sounds and water shown splashed as if I had landed, but capsule was 20+ meters above the surface still. Capsule actually did splashdown shortly thereafter, but immediately sunk below the surface of the water and then floated at that depth until I recovered it.
  6. You know, I read what the dev team said. I even saw the same videos you and everyone else saw. But after spending multiple hours trying to get this clunky, bug-filled, unwieldy program to work today, I'm not so sure that the "good vibe" I got from the dev team was warranted, and I am starting to wonder if they really do care. I've heard EA described as beta testing. I've beta tested games before, and this is nowhere near to being a game in beta testing. The release we got today was mid- to late- alpha testing at best. I read the forums daily in the weeks leading up to today's release. I admit that I had some concerns, but I decided to keep them to myself until I could try the game and see if those concerns were justified (they were). I now ask myself how it could be possible that so many game-crashing bugs (see the reports of those elsewhere) and general glitches could manage to go unnoticed by the devs, and the only conclusion I can come to is that they couldn't. The devs had to know that the game was basically unplayable, and yet went along with the narrative that the game was THAT good. Bottom line? I think the KSP community got sold a bill of goods. We definitely got an inferior product, and we had to pay $50 for the privilege. I'm sure that there are those who will disagree with almost everything I said, and that's cool. I'm just expressing my opinion.
  7. I'm looking forward to colonies, interstellar flights, and multiplayer. Unfortunately, I guess I get to wait for those.
  8. Wragie - from my 1.3 install Planetshine is/was completely incompatible - to the extent that it would freeze the game at the load screen. I actually removed it completely, and would suggest you do the same. As far as the solar panel issue, I wish I could help. I've not experienced that problem before, but I suspect you are on the right track (in that it is a mod causing the problems). As I suggested, try uninstalling Planetshine and see if that helps. I know PS should have no effect on the solar panels, but perhaps your problem is a residual from PS being installed. After that you can either try adding mods one at a time to a vanilla install, or subtracting them one at a time from your current install until you find the culprit. That would be my suggestion anyhow... ZD
  9. Based on a similar problem I had, PlanetShine was causing my 1.3 install to crash. I don't think it's compatible. ZD
  10. KIS works fine with my (non-Steam) KSP 1.3, so you shouldn't be having problems there. I'm not an expert with output logs, so I'm not much help there either, sorry. My only suggestion (and you probably don't want to hear it) would be to start with a vanilla install, add a few mods at a time, and repeat until you get the crash you're experiencing now. Then you've narrowed it down to one of a few mods and can figure it out from there. I had a similar problem when I upgraded to 1.3 as well. I have a few (55) mods installed, so the process was kind of time-consuming (and looks like it would be for you too). I think I added 3 mods at a time until I discovered it was Planetshine causing my crashes... ZD
  11. If you are playing in Science or Career mode, the MechJeb items don't show up right away - they need to be "purchased". If you are playing in Sandbox mode, the MechJeb box shows up under the 'command and control' (I think) tab. If it's not there, try checking your anti-virus and/or firewall. My AV every so often will delete a .dll that doesn't cause the KSP load to fail, but whatever mod had the .dll deleted stops working... ZD
  12. I'm not blaming Scatterer, but it does have some issues with KSP 1.3. Most of the time people have issues with surface tiles floating upwards into space, but yours may be similar. Try disabling the ocean shaders on the initial menu and see if that solves the problem. ZD
  13. I had (if not the same) a similar problem. I would also conclude that the problem is an add-on. In my case it was Planetshine. I solved the problem by (and this takes a while) making a vanilla (zero add-ons) install of KSP 1.3, making sure it ran (it did) and then adding add-ons a few at a time until I got to the point where the game failed on load again. (I think I was adding 3 add-ons at a time - when it failed I could narrow the problem to 1 of 3.) Yes, it's time-consuming, especially for a heavily modded install but it solved my problem. ZD
  14. So what am I doing wrong here? Here are my uv map and normal map: http://i.imgur.com/nUakwxY.jpg (uv) http://i.imgur.com/4RamvGF.jpg (normal) Here is the normal map imported to Unity (note unchecked 'convert from grayscale'): http://i.imgur.com/r78sgYN.jpg Here are the 2 assigned to the box in Unity, the second as a Bump Map (my only choice in any of the KSP bumped categories): http://i.imgur.com/kyM3MBz.jpg And finally, the resulting box immediately before exporting. No surface variations whatsoever. http://i.imgur.com/VXu4gw3.jpg I've tried making normal maps in both Photoshop and Gimp, I've used both Blender and Wings3D to do the modeling, I'm using Unity v5.4.5, and I'm using the "PartTools_AssestBundles" found somewhere on these boards. I admit it, I'm out of ideas. ZD
  15. Thanks - makes it easy to see what you were doing. I'll give it a shot in a little bit. While I could make grayscale heightmaps in Photoshop, most everything I've read said a normal map (bluish-purple) is the way to go. Sounds like there might be a reason for that. ZD
  16. Ok, that's the first I've heard of a different format for a normal map. Does anyone else have any information on this? I ran out of time last evening and wasn't able to work in Unity to see if there were options there. ZD
  17. It's a start, thanks. I'll see if I can work on it in a little bit. ZD
  18. Ok, I've been putzing around and made a few parts with just a painted texture and gotten them to work (mostly). Now I'd like to be able to do some normal mapping and add it to the diffuse (or other) "painting" on a part. I've searched high and low, read numerous posts, watched numerous videos, but none seem to show how to actually combine the two. I've figured out how to actually create the normal map (through the NVIDIA tools in Photoshop) and can add the normal map to a part I create (using Blender), but it results in just a part that has no colors, just a textured surface. I can also get the "painted" surface all the way into the game itself, but it's just painted with no texture. I've read/seen somewhere that two parts are needed - the one on which you intend to have the diffuse (or other) "painting", and a low-poly copy on which you create the normal map. Is this correct? And if it is, how do you UV map them both from the same scene in Blender? I've created an object (a cube), duplicated it in-scene and tried separately UV unwrapping them both only to have Blender put both UVs on the same .png file no matter what I try to prevent it. I've even tried making two UV maps (one regular, one the 'normal' map) of the same object but cannot figure out how (in Blender again) to assign both UV maps to the same object. Or do you need to create two separate UV maps in Blender (one that you would paint as usual and the other a normal-mapped copy) and then somehow combine them in Unity? Or is it something completely different (and knowing my tendency to over-complicate things, probably much simpler)? I would appreciate any help you can offer - even just pointing me to a good video or post is acceptable. Thanks in advance for your help! ZD
  19. You would think so, but I've had it happen in EVE a lot. My AV removes a .dll from within a sub-directory without me noticing, and even though I get the menu on startup, the program produces no effects. I've never had it happen w/Scatterer, but based on history... ZD
  20. Odd. They must have changed the location of output_log.txt since the above was published. It's not there anymore - but after a search I found it in another KSP subdirectory. Should have done that to begin with. Here's the link: https://www.dropbox.com/s/ix6h351opo2xksl/output_log.txt?dl=0 ZD
  21. Could someone please tell me what installer/operator error I've committed here? I've searched through this thread and can't seem to figure it out for myself. Here are some images showing my install of EVE (no configs), the install of SVE and Scatterer, and the contents of the SVE folder showing the textures in place. http://imgur.com/oSdGKtg, http://imgur.com/gFz3PHn, http://imgur.com/jxRVxeF. Here's the EVE screen at startup to show the settings there: http://imgur.com/0VRWrXb And here's the result of all that - no clouds, no lights, no...? http://imgur.com/ADT0r4z I'd include the output log as requested, but I'm not sure where to find it. If you need it, point me towards it and I'll send it along as well. Thanks in advance, I'm sure I'll feel a little dumber than I already do when my obvious errors are pointed out... ZD
  22. This is (IMNSHO) the best thread going for those of us who enjoy a modded game. Thanks to both @Gaarst and @CarnageINC (and any others I don't know about) for your excellent and tireless work. Even with AVC I still come to this thread more than any other - just to see if there's something new to add. You two are doing a spectacular job!! ZD
  23. @artwhaley: Thanks immensely! Your earlier post was the key. Rather than including the fairing in the original engine build in Unity, I was doing a second build and creating a separate fairing part (which oddly enough, wasn't showing up anywhere in my test 'vanilla' install, but...) and then trying to call that part via the engine's .cfg file. Adding the fairing as a child of the engine in Unity did the trick. However... Everyone/Anyone else: The picture of the engine in-game now includes the fairing, despite my changing (creating) the tag "Icon_Hidden". When I attach the engine to the bottom of a rocket the fairing does not show up (as is proper) until something is added below it. But it's in the picture, and being a bit of a perfectionist, I now need to fix that. Any ideas? I have a couple of screen grabs of the hierarchy(s) I used in Unity - I've made it both a child of the engine (which is a child of the main project) and as a child of the main project. Unfortunately I can't figure out where to store them to add them to this post. ZD
  24. Hold on...no, I'm exporting them as different .mu files. Suddenly I suspect that you've hit upon my problem. If it wasn't so stinking late I would boot Unity and try this again. I've no idea why/where I got the impression these needed to be separate .mu files. Well, looks like more time spent in Unity tomorrow. On the plus side, I'm actually starting to work through the Unity building process without constantly referring to a guide... :-D ZD
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