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Posts posted by mateusviccari
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1 hour ago, Kaduloso_007 said:
Hey, guys! I would really like to be able to play RSS/RO/RP1, and I would like to know your opinion if these two notebooks with different processors will run well with these mods that I mentioned, because I am thinking of buying one of them, but I am afraid to make a choice bad and not satisfied with the performance:
Notebook: Acer Nitro 5
CPU: i7 11800H 4.6Ghz 8 Core / 16 Threads
GPU: GTX 1650 4Gb VRAM
RAM: 16GB 3200 Mhz
SSD: 512Gb M.2 Nvme
Ou
Notebook: Acer Nitro 5
CPU: i5 11400H 4.5Ghz 6 Core / 12 Threads
GPU: GTX 1650 4Gb VRAM
RAM: 16GB 3200 Mhz
SSD: 512Gb M.2 Nvme
Obrigado!Any of these will run KSP just fine. AFAIK, sadly, KSP is not really optimized for multi-threading so you won't get any real benefit with the I7 (comparing with the I5). Keep in mind that, when launching really big ships (which you'll eventually do if you want to play RSS seriously), you will have lag no matter how good your computer is, take a look at this video from Raiz Space where he tested a couple huge ship in a computer that seems to have even better specs than those you posted:
De nada.
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Been a while off the game, warming up for KSP 2. What am I doing wrong here? For some reason, the near future ion engines are not cooling off, no matter how many radiators I add.
It says "Engine system maximum temperature of 500 k was exceeded on FI-2154 'Jewel-4' gridded ion thruster! Engine shutdown!" even though I have more than 10 times heat rejection capacity.
Here's an image to illustrate:
Spoiler------------------- EDIT ------------------
Turns out I just had to separate the engine in one loop and the fission reactor in another. I swear I spent a long time fiddling around. Well, I'll just leave it here for posterity.
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2 hours ago, Entropian said:
You should be able to install the latest version of Parallax with RSS although scatters won't appear unless you install configs. As far as I know, there's no public RSS configs right now, although people are working on it.
Parallax works with RSS by default with basic support. Just have to install last version prior to 2.0
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On 12/29/2022 at 10:17 AM, New Horizons said:
How does this mod compare to waterfall? As I read on prior pages one should not install both. But what is the unique selling point of this here and waterfall over there?
Waterfall is a plume mod, not a fuels mod. RealFuels Stocks Real Fuels config (this mod) just makes the stock engines compatible with real fuels mod (it adds other fuel resources like kerosone, Lqd. Oxygen, Lqd. Hydrogen, etc to stock engines, and removes default LqdFuel).
RealFuels has a dependency on RealPlumes, which is another plume mod, so if you want to use RealFuels + Stock RF configs you should not install Waterfall.
Another option, if you want to use Waterfall (which looks way better than RealPlumes), is to stick with stock fuel resources and use mods that add waterfall support for stock engines, and a mod that add cryogenic engines which will use different types of fuels,.
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3 hours ago, zw_45 said:
The file is back online, I can keep it here if you want.
I agree with @Gordon Dry, you've done a good job writing these configs and it would be a good idea to post them on github. I could do it if it's ok for you (I would properly acknowledge you if that is to be done)
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Beautiful banner screenshot, awesome mod. I'll definitely check it out.
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8 hours ago, kerbalboi said:
im looking into using this in ksp, what things should i know?
Read the guides in the github page. There are some basic tutorials to teach you the basics, like reference frames, trans-lunar injection maneuvers and even some interplanetary transfers.
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1 hour ago, Dextro_Dextrose said:
Thank you for the tips, I will be more precise with my problem reports in the future.
I am pretty sure that my limited RAM is the issue now, so I won't be needing any further support.
(Perhaps the entirety of the Near Future mods and some + ReStock was a little much for my poor system :P)You might want to check this out:
It says compatible with 1.7.2 but I'm using it with 1.12.3 just fine, it does wonders with RAM usage. I have 16 gb of RAM, with my current modded game (which I would say is quite modest) the game takes pretty much all my RAM and still stores a few GB in swap. With this little app it uses "only" about 4 gb.
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That's how you do it:
@PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[@PROPELLANT[LiquidFuel],@PROPELLANT[Oxidizer]]]I did the same thing a while ago, allowing the stock engines to use different fuel variants using B9PartSwitch, you can take a look here:
https://github.com/mateusviccari/SimpleFuelsForRss/blob/main/Engines/EngineSwitchesLfOx.cfg
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6 hours ago, MrCATZS said:
I don't know if it's related to your problem, but you're using the incorrect version of EVE and Scatterer. The rssve github page explicity tells us to use EVE Redux 1.11.2.1 and Scatterer v0.0770.
If that doesn't work, I would suggest you to reinstall Kopernicus manually from the stable branch (link here)
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21 hours ago, Entropian said:
My past self begs to differ
Damn. I have no words to say.
8 hours ago, MrCATZS said:I always get a kopernicus error (I use ckan)
If i need to show any files to anyone willing to help just ask.
all help is apreciated
Make your logs available here, we might be able to help
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2 hours ago, MrCATZS said:
Does this mod(RSS) work without RO?
thanks
Of course
but the rockets will be extremely underpowered if you use stock parts, so you'll need to install smurff alongside it to make the rockets viable.
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On 2/3/2022 at 3:32 AM, zw_45 said:
Here’s the config for RSS and the patch for LqdMethane
***Make sure you remove the original resource definition in SpaceDust folder***
https://1drv.ms/u/s!Anlnec-q1Uv7gRELNz2nLIql_lSm- The abundance data of LqdDuterium was from this site: https://www.esa.int/Science_Exploration/Space_Science/Rosetta/The_surprising_comet. Then times the percent of H2 in atmosphere.
- For LqdHe3, I didn’t find the exact value for each planet, but I found this paper: https://arxiv.org/pdf/astro-ph/9508086.pdf. The abundance is 1E-5 He3/He4 * precent of He in atmosphere
- For Liquid Fuel (long chain hydrocarbons), I didn’t find any credible source about their abundance in solar system, so I leave it blank. (complex hydrocarbons comes from biological activities on Earth, they are supposed to be rare in solar system.
- Trace amount of Xenon Gas was added to the atmosphere of Earth and Mars.
In order to harvest resource from gas giant, I increased the abundance data of those planets by a magnitude of 1E6. For example, LqdHe3 is harvestable at 1000000m in Saturn atmosphere.
I also increased the operating temperature of atmosphere scoop so it can works in Jupiter atmosphere.
Hi, your link is broken, can you provide the file again?
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1 hour ago, kerbalboi said:
im using far future and its a dependency
I wouldn't advise you to deactivate heat from FFT parts as heat is basically the core of the mod. But, as I've committed such sins myself in the past, I might be able to give you a hand.
As far as I know, there's no default way to remove the heat generation from far future engines. But you can try to make your own patch to achieve what you want. If you open the cfg files from the engines, i.e. the fft-antimatter-beam-1.cfg (I guess this is the frisbee engine) from parts/engines/antimatter you will see two modules: ModuleSystemHeat and ModuleSystemHeatEngine. I am not in my computer to test it, but my guess is if you just remove these modules it will work.
Of course, changing config files directly from mods is not advised, I recommend you to make your own patch and remove the modules dynamically. If you don't know how to write module manager configs let me know and I might be able to do it and test when I get back to my computer the next few days.
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Still working fine on 1.12.3, looks beautiful when properly configured (I love the neutral tone mapping)
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On 8/25/2022 at 7:04 PM, linuxgurugamer said:
I wonder if you have a bad or extra dll somewhere
11 hours ago, Jacke said:The log lines are written by the .dll's or the loader in the KSP code on their behalf.
You may have both versions installed. With file changes and differently named .dll's, that's a recipe for breaking things. You should determine the directory the mod is in under GameData, then move it out of KSP completely. Then download the latest version fresh and reinstall that.
I definitely had some dirt in my install. Did a clean reinstall and left only AFBW and its dependencies and its working now. Thanks.
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12 hours ago, linuxgurugamer said:
You aren't running the latest version of the mod.
Latest version is 1.8.3.7, you have 1.8.3, as shown in the log file:
AssemblyLoader: KSPAssembly 'AdvancedFlyByWire' V1.8.3 and AdvancedFlyByWire v1.8.3.7
1.8.3 is nearly 3 years old
Pretty sure I got the last version, tried with both spacedock and github. Double-checked in the ksp-advanced-flybywire.version and it says:
"VERSION": {
"MAJOR": 1,
"MINOR": 8,
"PATCH": 3,
"BUILD": 7
},
Not sure why it would print 1.8.3 though -
3 hours ago, linuxgurugamer said:
These can be ignored, it's actually a Microsoft bug
For this, I need the Player.log, not the KSP.log
Also, how did you install it?
I see a number of exceptions in the log, none stand out
I installed it manually, extracting everything into KSP root directory.
Here's the player.log file:
https://www.dropbox.com/s/muqzcgccs0j26i6/Player.log?dl=0
But here's the last bit that might indicate the error:
========== OUTPUTTING STACK TRACE ==================
Spoiler========== OUTPUTTING STACK TRACE ==================
0x00007FFE3F11A485 (gameoverlayrenderer64) VulkanSteamOverlayProcessCapturedFrame
0x0000019E6504AD10 (Mono JIT Code) (wrapper managed-to-native) XInputDotNetPure.Imports:XInputGamePadGetState (uint,XInputDotNetPure.GamePadState/RawState&)
0x0000019E6504AB33 (Mono JIT Code) XInputDotNetPure.GamePad:GetState (XInputDotNetPure.PlayerIndex,XInputDotNetPure.GamePadDeadZone)
0x0000019E6504AA63 (Mono JIT Code) XInputDotNetPure.GamePad:GetState (XInputDotNetPure.PlayerIndex)
0x0000019E6504A7E3 (Mono JIT Code) KSPAdvancedFlyByWire.XInputController:EnumerateControllers ()
0x0000019E6504A0DB (Mono JIT Code) KSPAdvancedFlyByWire.IController:EnumerateAllControllers ()
0x0000019E6504911B (Mono JIT Code) KSPAdvancedFlyByWire.AdvancedFlyByWire:DoMainWindow (int)
0x0000019E5F3A1FCD (Mono JIT Code) UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
0x0000019E5F3A2163 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_int_int_object_int_single_single_object (object,intptr,intptr,intptr)
0x00007FFE1E18D6D0 (mono-2.0-bdwgc) mono_get_runtime_build_info
0x00007FFE1E112932 (mono-2.0-bdwgc) mono_perfcounters_init
0x00007FFE1E11B98F (mono-2.0-bdwgc) mono_runtime_invoke
0x00007FFE1F739A6D (UnityPlayer) UnityMain
0x00007FFE1F736E23 (UnityPlayer) UnityMain
0x00007FFE1F734045 (UnityPlayer) UnityMain
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFE1EEFB248)
0x00007FFE1EEFB248 (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFE1F156628)
0x00007FFE1F156628 (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFE1F1555D1)
0x00007FFE1F1555D1 (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFE1F159E92)
0x00007FFE1F159E92 (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFE1F15C026)
0x00007FFE1F15C026 (UnityPlayer) (function-name not available)
0x00007FFE1F60A227 (UnityPlayer) UnityMain
0x00007FFE1F6097F2 (UnityPlayer) UnityMain
0x00007FFE1F5FB0E7 (UnityPlayer) UnityMain
0x00007FFE1F5FB183 (UnityPlayer) UnityMain
0x00007FFE1F5FD5BC (UnityPlayer) UnityMain
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFE1F3B272E)
0x00007FFE1F3B272E (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFE1F3B148A)
0x00007FFE1F3B148A (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFE1F3B553C)
0x00007FFE1F3B553C (UnityPlayer) (function-name not available)
0x00007FFE1F3B902B (UnityPlayer) UnityMain
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6F48111F2)
0x00007FF6F48111F2 (KSP_x64) (function-name not available)
0x00007FFE782B7C24 (KERNEL32) BaseThreadInitThunk
0x00007FFE7888D721 (ntdll) RtlUserThreadStart -
36 minutes ago, acr_8133 said:
Is there a way to make smaller tanks on the start of the game without adjusting the maximum size of the tank I can make? it seems like the minimum size is also capped on career mode
It is capped. You have to unlock the miniaturization node (or is it precision propulsion?), just as you would have to in the stock game to get the smaller parts like the oscar-b
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When I try to click on the mod icon, I get a unity crash (small window with a Kerbal and red exclamation mark)
There's something in the logs that might indicate the problem (maybe):
[ERR 11:25:07.872] ADDON BINDER: Cannot resolve assembly: AdvancedFlyByWire.XmlSerializers, Culture=neutral, PublicKeyToken=null
[ERR 11:25:07.873] ADDON BINDER: Cannot resolve assembly: AdvancedFlyByWire.XmlSerializers, Culture=neutral, PublicKeyToken=null
[ERR 11:25:07.874] ADDON BINDER: Cannot resolve assembly: AdvancedFlyByWire.XmlSerializers
Here's the full log if it might help find the issue:
https://drive.google.com/file/d/17NWgwzAt-ueyfCvinN-qOaE9qhZa60T6/view?usp=sharing
(I installed the dlls in the root ksp folder, and the mod contents in GameData, as instructed)
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9 hours ago, zer0Kerbal said:
Thank you, Haystack recontinued does exactly what I need (and more)
2 hours ago, linuxgurugamer said:In what screen?
In both flight map and tracking station - the scenes where we can focus on other bodies. As @zer0Kerbal mentioned, Haystack does exactly what I need.
So thanks @zer0Kerbal for the suggestions and @linuxgurugamer for adopting all these very useful mods that I use.
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I'm currently playing with RSS and now I'm planning to start going interstellar with the real exoplanets mod. Since RSS by itself already has quite a lot of planets, it's really hard to select a specific planet by cycling through them with the tab key / shift + tab to cycle backwards, and it will be even harder if I add other star systems. Is there a mod to allow me to select a specific planet / star from a list?
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Good thing that it works now, enjoy RSS.
Changing the subject, did anyone find a way to make the water in RSS less "bumpy"? A splashed down capsule behaves like it's in the middle of a class 5 hurricane haha
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I think Kerbal Attachment System + Kerbal Inventory System are still working. Though they don't improve the game's construction mode, they introduce a new system, as they were around way before we got EVA construction mode.
Surface Feature Mods
in KSP1 Mods Discussions
Posted
Once for every type of surface feature, and you can use better arms as you unlock them on the tech tree on surface features which you already analyzed with the basic aras, to get the remaining science.
As for mods implementing new surface features, I don't think we have them, sadly.