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space_powder

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Posts posted by space_powder

  1. Is it normal for GPU usage to ramp up all the way to 92-95% when looking at Earth from low orbit (about 300km)? Not a fan of running my GPU at 72*C even though those are still safe temps, but maybe it's just my cooling that is inadequate. Running KSP 1.12.5, modlist and computer specs are as follows:

    Spoiler

    000_Harmony
    B9PartSwitch
    ConformalDecals
    CustomBarnKit
    DistantObject
    EnvironmentalVisualEnhancements
    ExtraDockingPorts
    Kopernicus
    Kronometer
    KSPCF_UserSettings.cfg
    KSPCommunityFixes
    KSRSS
    ModularFlightIntegrator
    ModuleManager.4.2.2.dll
    ModuleManager.ConfigCache
    ModuleManager.ConfigSHA
    ModuleManager.Physics
    ModuleManager.TechTree
    ReStock
    ReStockPlus
    Scatterer
    ScattererAtmosphereCache
    Shabby
    Squad
    TextureReplacer
    TUFX
    Waterfall
    WaterfallRestock

    Spoiler

    Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz
    16 GB RAM
    NVIDIA GeForce RTX 2060

    EDIT: found the culprit, after disabling EVE (and therefore the clouds) the gpu usage drops considerably, down to 40-50% from almost 100%

  2. Basically, I want to make a new variant for the A7LB suit in Benjee's Historical Suits mod, but with a blue commander stripe. However, when I open the A7LB-c_diff.dds file, it's mostly translucent/transparent/whatever? And I don't think just using the bucket tool on the stripe will work, since it won't be translucent then? And I feel like that'll mess up the texture? I've no clue how to approach this, so a little nudge in the right direction would be nice


    unknown.png

  3. This may not be the right place to ask, but this whole mission report has really inspired me to start using SOCK again, with all the work put into it. How do you manage, or rather, do you have any issues with booster separation? I remember the Photon Corp nose cones (not sure about the aft separation motors) having trouble with that, and I'm just wondering if you opted to use clipped in separatrons in their place?

    Again, wonderful thread, beautiful images. Everything from the custom mission patches, orbiter textures, to the kit-bashing for maximum detail is just great. I hope to see a lot more pages in here!

  4. 19 minutes ago, OrbitalManeuvers said:

    just gonna derp in here and say that I'm sure Cobalt will find what is wonky, but it's also affecting the CM - some of the texture options appear to affect only 1/2 of the model.

    If you mean the Skylab texture variants, I'm pretty sure that's how they're supposed to look like: only a part of the CM painted, probably the one facing the sun when docked

  5. Having slight issues with the Apollo capsule exploding on reentry (I play on JNSQ, heating is at 100%). I get my periapsis down to around 30-35 km, set COM to offset, kerbals upside down, etc. Although I have to shimmy my way through the whole period, i.e constantly bop the capsule up and down (SAS off) because it was constantly on the verge of overheating (which it does sometimes if I don't press anything). Hopefully these images can help:
    ps. Should I be reporting this on Github instead? Apologies

    Spoiler

    screenshot103.png

    These two images are from different missions, but the trajectories are pretty much the same (don't mind the 44 day long mission lol)

    screenshot139.png

     

  6. Should I be using a lofted trajectory for the revamped Saturn V? Seems like I always fly past apogee and start tumbling back down with the S-II stage still running. Playing with JNSQ
    EDIT: Tried PVG with the settings from the BDB wiki, 170 km and I circularized without S-IVB seperation. I like to keep my launches fairly accurate like the freak I am and I'm sure there's something I'm doing wrong

  7. On 6/9/2021 at 1:28 PM, blackrack said:

    That's not what the shadow fix fixes.

    What changed between 0632 and 0770 is the default quality settings. If you want the same settings as before, go in 0770  in the scatterer KSC menu (small blue globe icon in the corner) and select the very high preset, that will get you the same shadows as 632 had by default.

    I've opted for a lower preset by default for performance but everything is still there. Most people can't run 8k shadowmaps and 50km shadows so it doesn't make sense to have it enabled by default.

    Having the same issue here, I switch to the very high preset and it's fine, but I turn some of the settings back off (like underwater caustics, and some other stuff I can't check rn) and the shadows are back to being all wierd and funky. Is there a specific setting that affects this? I don't think I can afford running at the very high preset :D

  8. 34 minutes ago, AmateurAstronaut1969 said:

    Either in the Saturn Update, or in a later update to supplement it, are you planning on adding C-8 'Nova' parts? 

    We have BDB's M-1 engines in development, and we have the Apollo CSM and the S-II. All that is required is the first stage tanks, a larger third stage tank and a landing stage with legs ( I say 'All we need' because it's to show what we already have, I'm not trying to say modding is easy and making these parts will take half an hour, I'm just pointing out how we have some of the pieces already :D)

    I think the C-8 Nova would be a great addition to BDB!

    I believe the creators have no plans for Nova

  9. Do you think it's possible to make a bulky life support unit backpack as a wearable prop? Something à la the Apollo PLSS, with holes for the regular EVA backpacks thrusters? I can't imagine going on EVA's without this mod now, it's so great!
    EDIT: should've read future plans, apologies

  10. Got two problems (although now that I write I should've posted in the ReDirect and PhotonCorp forum posts so apologies):
    1. Using the edited Vector engines, they have the basic stock exhaust/engine effect. Mods listed below, running latest version (1.11.2 if I remember)

    Spoiler

    QgfGLqW.png

     

    Spoiler

    Zus1nIT.png


    2. After the 4 segment SRB's from PhotonCorp burn out, decoupling them somehow smashes the nose cones into the ET, blowing it up. The nose cones should push them away from the tank, so I don't know why it happens unless it's because I'm using the standard ReDirect SRB decoupler with "foreign" boosters from another mod. Could also just be the flight profile going wrong.

    Spoiler

    cdB2FPP.png

    Again, apologies if this isn't the right place to ask. Images in spoilers
     

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