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Jognt

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Posts posted by Jognt

  1. On 11/3/2017 at 4:43 AM, Cloakedwand72 said:

    Hi everyone do you have any tips on how to make a proper multi stage rocket with out accidently making it into an SSTO with both squad stock parts & modded rocket parts?

    Make your first stage way smaller, make your second stage bigger, maybe add a seperate transfer stage.

    If you're concerned about reusability, try FMRS.

    OR: Add MOAR boosters...that point retrograde. That'll make sure it won't reach orbit on its first stage :P

    edit: Watching the SpaceX launches amazed me in terms of how quickly they stage to the second stage compared to my 'first stages' that make orbit on their own.. Maybe check their casts on youtube for inspiration? (bonus points for landing your boosters on a droneship on the coast)

  2. On 10/2/2017 at 6:58 PM, xXKSP_playerXx said:
    • Frame limit 120 FPS
    • Tripple Buffer: On
    • Vertical Sync: Fast

    - AFAIK the game creates garbage per frame. Meaning that you're better off capping it at 60fps unless you don't mind the game stuttering twice as often due to garbage collection running.

    - Triple Buffering in the nVidia Control Panel is for OpenGL programs, though they might have changed it recently as the reference to this is now gone from the CP. (Went from stating it's for OpenGL to not stating what it's for)

    - Fast sync is nice and all, if it works properly. It's finicky in when it works though and it's pretty counterproductive when you first set a fps cap in the first place. Especially if you're on a 120hz/144hz monitor this will do absolutely nothing except introduce nVidias patented driver finicky-ness. (If you remove the FPS cap, you'd get mileage out of fast sync, but only if you can run more than 120 fps in which case you'll get a LOT of garbage collection runs. if you're on a 60hz monitor you can try fast sync if you want FPS like responsiveness but tbh I'd let the driver let KSP decide on vSync.)

    No idea on the rest, that's more of a YMMV thing, but the above things I thought were useful to note.

  3. On 10/23/2017 at 12:58 AM, AccidentalDisassembly said:

    Anyone else having this issue? For me, Better Time Warp Continued seems to mess with maneuver nodes while in orbit. DV requirements tick upwards, MechJeb can't figure out when/how much to burn, etc. A short google told me that this was an issue in a previous version as well - uninstalling BTW fixes the maneuver node issue, but I can't tell if it's some interaction with another mod (of which I am using too many to make it easy to check). Sorry for lack of log, already moved on with game. =(

    A while back I had this same issue and traced it back to the Lossless Physics setting. Do you have "Lossless Physics" enabled? If so, could you try it without it?

     

  4. 1 hour ago, Voodoo8648 said:

    @John007qwe & @Jognt here is a screenshot of my MemGraph.... each individual green spike is a 2-3 second game freeze.. USUALLY it is from an [x] science notification. Each red garbage collection line is also a game freeze... you can see how much my game freezes :( Q4gFo0S.png  Q8DSkIt.png

    I'm no expert on memgraph (only read most pages this week) but that looks to me like you're running a mod (probably) that's creating substantial amounts of garbage once in a while. I suggest you post in the memgraph thread so the fine folk over there can help you pinpoint the evildoer. All I can say is: remove mods one at a time to see which one causes this.

  5. @nightingale Uhm, I seem to have found two annoying bugs:

    1. I keep getting a mission to get sysmic (the shaky earth thing) data while landed in the waters of kerbin. Meaning, bottom of the ocean. Not quite feasible at the point of my career game.

    2. When I decline this mission (regardless of whether I've accepted it, happened twice now, once after accepting, and once before accepting) I lose 100% of my funds. Literally all of it goes *poof*.

    Is this a known bug for this contract pack? Is it a conflict with another mod? How would I go about to find out?

    Here's my mod list if it helps:

     

    KSP: 1.3.1 (Win64) - Unity: 5.4.0p4 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit


    AllYAllContinued - 0.11.1.1
    AtmosphereAutopilot - 1.5.10
    BetterTimeWarpContinued - 2.3.9
    Chatterer - 0.9.93.1804
    CommunityTechTree - 3.2.1
    Contract Configurator - 1.23.3
    Contract Pack: Clever Sats - 1.4
    Contract Pack: Field Research - 1.2.1
    Contract Pack: Kerbal Academy - 1.1.7
    Contract Pack: Bases and Stations - 3.7.0.1
    Contract Pack: Tourism Plus - 1.5.2
    CustomBarnKit - 1.1.16
    Easy Vessel Switch - 1.5.6471.31118
    FMRS (Flight Manager For Reusable Stages) - 1.2.6
    HideEmptyTechTreeNodes - 1.0.1
    Kerbal Attachment System - 0.6.3
    Kerbal Engineer Redux - 1.1.3
    Kerbal Joint Reinforcement - 3.3.3
    KerbNet Controller - 1.0.3.1
    Kerbal Inventory System - 1.7.6468.41490
    KSP-AVC Plugin - 1.1.6.2
    NavBallDockingAlignmentIndicatorCE - 1.0.3
    NRAP - 1.5.7
    Precise Maneuver - 2.3.1
    RCS Build Aid - 0.9.3
    Recovery Controller - 0.0.2
    Science Relay - 1.0.4.2
    Store My Reports - 1.1
    Strategia - 1.6
    Surface Mounted Stock-Alike Lights for Self-Illumination - 1.6.6484.37549
    TAC Fuel Balancer - 2.14
    TakeCommandContinued - 1.4.10.1
    Kerbal Alarm Clock - 3.8.5
    TweakScale - 2.3.7
    Unmanned before Manned - 1.3.0.2
    Waypoint Manager - 2.7
    [x] Science! - 5.11

  6. 17 hours ago, Voodoo8648 said:

    @Z-Key Aerospace I read a couple posts from back in 2015 that people were having issues with their game freezing every time the [x] science window popped up, and you acknowledged the issues and had plans to fix it. 

    I am running th latest version of [x] Science and KSP 1.3 and my game freezes for up to 4 SECONDS every time the science window pops up. Is there any fix? 4 seconds is a long time.

    I have 32gb of RAM and a 6 core 5930K processor. Titan X (12gb VRAM)

    Thanks for any help :) 

    I also recommend you try out John007qwe's tweaked .dll file. It fixed the stutter for me. Though for me it was a slight stutter, not an outright freeze. While you're at it, check out MemGraph and give that RAM of yours something to do to vastly reduce the amount of garbage collection cycles per minute.

  7. On 10/16/2017 at 1:23 AM, Aramid said:

    Hi, got a little problem with contract actually. (KSP 1.3.1)

    I got "Low Resolution Scan" contract for Mun and Minmus, but they keep appearing and disapearing in the blink of an eye, so impossible to decline or accept them.

    Do you have any idea ?

    I actually had the same problem the other day. I thought it was due to Strategia trying to filter mods for a certain body, so I ended up removing SCANsat.

    I'd love to get this one figured out as it's really a pain to play without SCANsat.

    I also noticed that MemGraph reported 10-20 megabytes of garbage being generated every frame when looking at the Mission board while it was going crazy. Not good :/

  8. On 9/27/2017 at 12:46 PM, John007qwe said:

    https://www.dropbox.com/s/fhvpbmngu3t7kkm/KSP-X-Science modified.zip?dl=0

    I added a couple lines in ScienceContext.cs

    line 385, 386 and 390

     

    It should do that already as long as you haven't loaded a flight yet, as it loads everything the first time while in the space station.

    After checking out [x] Science! Today I uninstalled it after noticing incredibly annoying stutters. I figured I'd check here to see if anyone else reported it and I found your comment.

    I've now re-installed it and added your DLL, thanks a bunch!

    The number one thing I watch out for with KSP mods nowadays is performance. So many mods out there that kill game performance :(

    Maybe there should be a "Performance stamp of approval" by the best modders out there so that people know whether a mod is actually written in a decent way <_<

    edit: Just wanted to note that I'm not meaning to rain on modders' parades. I've dabbled in programming ever since I was 12 and played with Basic and if there's one thing I know, it's that I don't trust myself to write secure/fast code. It's a tricky thing, the kind where you only realize how obvious something was *after* you figure out how it worked. All modders out there, I appreciate the effort. The best modders out there, I appreciate the dedication.

  9. On 10/8/2017 at 6:59 PM, Remi said:

    Hi guys.

    I have come across what seems to be a bug. I have upgraded my administration building to get two strategies at once, but inside the building I am still only able to have one active strategy at a time. Anyone seen this before / know how to deal with it?

    I am running GPP if that makes a difference.

    Same here, not using GPP though.

    Something else that cropped up in my sessions is that the Pilot III focus seems to be flaky on whether or not it actually works. I keep having to EVA and re-board my vessel to get my pilot to have access to the +2 levels again after time-warping/staging.

    On 9/27/2017 at 11:55 PM, Ravien said:

    Looks like Strategia very poorly reacts to UI scaling. I play on 110% scale and windows stretches over screen border. To adopt new strategies I have to rescale it again to default.

    This too :(

    edit:

    When activating the Mun strategy (I tried the manned one) Mission Control will go crazy and have the SCANsat missions for scanning them blinking in and out at a fast pace.

    MemGraph also shows that when the missions at mission control go crazy, around 10-15 megabytes of garbage is created every frame (60fps).

  10. 4 minutes ago, linuxgurugamer said:

    Profiles, meaning what?  I fixed it in the last update so future updates won't overwrite your current settings

    My comment on the previous page. I uninstalled, removed the folder and reinstalled BTW and profiles still disappear upon restarting the game. :/

    Hi there, First: Thank you for this awesome mod. It's much easier to do long burns and do survey missions if you can just phys-warp through them! :D

    Now for the main reason I comment: After one of the recent updates BTW no longer remembers my warp profiles. After restarting the game they will be gone. I've tried uninstalling BTW via CKAN and removing the folder in GameData before reinstalling it, but the problem persisted. I'm using v2.3.7.3.

    Also, I've seen some textureglitching occur on planets that I haven't seen before (low-res, flickering, on a part of the planet). I doubt these are BTW related, but I figured I'd mention it since they have started happening since recently too.

  11. 1 minute ago, linuxgurugamer said:

    this has nothing to do with this mod

    Yeah, I was just about to comment that I've experienced it still even after temporarily removing BTW. I'm glad it's not BTW though. It's been a pain doing surveys and nuclear burns without BTW even for the short time I didn't have it installed!

    I'd still like it more if it remembered the profiles though. Regardless, thank you for your efforts in maintaining/creating awesome mods!

  12. 15 hours ago, Raphaello said:

    same here, I installed from CKAN.

    I have removed BTT for now as I am trying to find the reason for issue I see after playing my heavily modded KSP for some time: maneuver nodes start behaving in a strange way: they change dV without any apparent reason, target node in navball move and timewarping to nodes overshoot them by quite a large margin. I started suspecting that loseless physics might affect nodes in some way so I uninstalled BTT for now. One more person reported the same issue:

     

    Oh yeah I can help you out a bit with that: using lossless physics indeed causes nodes to increase in dV without any input or change in the situation. I guess it doesn't have the big red "experimental" behind it for nothing :p. AFAIK it only happens after you've used physwarp at least once. Then only a game restart fixes it. The node moving on the navball has the same culprit: lossless physics. Overshooting nodes seems to happen to me if I use the KAC "jump to x" feature while still in some form of warp.

    edit: the lossless physics dV issue has been there for quite some time now, so the cause for that is not a recent change like the removing of warp-configs is.

    edit2: I've now also experienced overshooting nodes even with just the regular click "move to node" while moving at 1x speed.

  13. Hi there, First: Thank you for this awesome mod. It's much easier to do long burns and do survey missions if you can just phys-warp through them! :D

    Now for the main reason I comment: After one of the recent updates BTW no longer remembers my warp profiles. After restarting the game they will be gone. I've tried uninstalling BTW via CKAN and removing the folder in GameData before reinstalling it, but the problem persisted. I'm using v2.3.7.3.

    Also, I've seen some textureglitching occur on planets that I haven't seen before (low-res, flickering, on a part of the planet). I doubt these are BTW related, but I figured I'd mention it since they have started happening since recently too.

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