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OrbitalManeuvers

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Everything posted by OrbitalManeuvers

  1. Always both, due to paranoia and not looking at the code. I always save from the instance editor with Save and Close, then the main dlg with Save (which seems to sometimes be highlighted and sometimes not?). But yeah always both.
  2. So I have two pads out, both behave the same. I started KSP, colors are wrong, so I saved off all the files in the NewInstances folder. Then back in game I fixed the color, and, just in case a grass color change doesn't mark the settings dirty, I also bumped the position of both pads just a click. Then saved everything, and here's a compare of one. The other is the same. tldr; maybe grass color changes aren't getting written to the cfg?
  3. Greetings. I have a minor issue, wondering if anyone can comment. Basically, the JNSQ grass color on statics is not being persisted between KSP runs. My steps are that I place a static like an OSS launch pad, change its grass color to JNSQ, save the static, save the main KK window, and everything is peachy for the rest of the KSP run. But on next KSP restart, the grass color is back to the default neon green. It's simple to launch a probe and fix it, but just wondering if there's anything I can do to make it stick? I'm on 1.11.2. Thanks!
  4. I just checked and it does have effect for me, albeit verrrry subtle. AO requires certain geometry to show up, I think? If you put a capsule on the pad, I find AO changes to be fairly noticeable on the grating the pod is sitting on. Checked it in EVA too. I have edited both the flight and eva configs, though ... so maybe we're adding ao to different settings and therefore it shows up differently? dunno!
  5. Thank you for braining on my problem. I do not have LV, but I have CryoEngines and CryoTanks. Will watch for updates. Went ahead and confirmed I have the latest (I was a commit or two behind) and issue remains. Btw, the BDB repo is behind on a couple of mods - CRP and WaterFall. I'm using the latest of both of those, but I can downgrade if you'd like me to for testing.
  6. Ahhh, this is the part I was being dumb about. With this info I was able to narrow it down quickly without even a restart of KSP. Thank you for your help!!
  7. Yep, all of the visuals seem fine. There are def other engines on the vessel. I was guessing that engines that never get activated wouldn't cause NREs? This flight was only a few seconds long and only activated the SRBs and the Allosaur. Is the full collection of engines, activated or not, significant? What would give you the most interesting results from where I am now? Individual engine tests?
  8. Yep! I sure appreciate any help because I'm kinda dead in the water at the moment ... Here's a link to a folder that has a picture, the log file, and the MM cache file (zipped bc 19mb). The engine is the Allosaur. These files focus on just the one case. I don't know what a "load list" is ... but just in case you meant a full mod list, I extracted the one from the log file into mods.txt in that folder. If you needed something else just let me know and I'll find it. https://drive.google.com/drive/folders/1or56boPNM_hC6qyqR08cE4yxD_T8pRDx?usp=sharing Thanks!!
  9. Hi, I'm getting massive amounts of Waterfall NREs, like 80MB worth. I was told to come ask about it here, though I honestly don't know exactly why. So here's asking for help and apologizing for asking for help First one is from flying the Vulcan by Superpenguin. https://drive.google.com/file/d/1VURJENsfdoVEuyb5YOpzDXKCyYu66jDb/view?usp=sharing Second one is from flying an LDC with 2 SRBs and a Methalox engine from CryoEngines https://drive.google.com/file/d/1Is2bbmKj5xuSK1c7MW0jf91F4uEGkswF/view?usp=sharing While I have no expectations of help with the flood of NREs, I do want to ask if it's possible to use BDB without Waterfall? Or is it strictly required now? B9 is very unhappy without it. EDITED UPDATE: Nertea gave me the clue I needed to figure this out. The Decker engine seems to cause NREs in waterfall. In case anyone else runs into waterfall issues, it doesn't matter if you activate an engine or not - if it's on the craft and has a config issue, Waterfall can complain. This is waterfall 0.6.3 and BDB-github:
  10. Honestly, I don't think they'll even consider my situation over there. The Vulcan is not theirs, and there are no waterfall configs for it. The LDC I flew had 2 SRBs and an engine from your CryoEngines, so they'll just say "not our configs."
  11. Are there any known compatibility issues with the ULA Vulcan (Hephaistos by Superpenguin160)? Last night I had a lovely 80MB log full of Waterfall NREs. So I updated to 0.6.3 (from 0.6.1) and tried again this morning, and was able to keep it to a mere 8MB, but still lots of NREs. This is a heavily modded install and everybody's mods NRE in here, but the Waterfall ones seem to be generated like every frame or something. This was a 3-second flight to keep it to 8MB. Log file here: https://drive.google.com/file/d/1VURJENsfdoVEuyb5YOpzDXKCyYu66jDb/view?usp=sharing Any hopes? Update: Well, happens without the Vulcan, too. New log file added from flying the LDC from BDB: https://drive.google.com/file/d/1Is2bbmKj5xuSK1c7MW0jf91F4uEGkswF/view?usp=sharing
  12. Welcome to the forums. As mentioned just a couple messages up, you place the entire Extras folder (including the cfg and the nested folder) inside of the Hephiastos folder.
  13. As others have said, it's working fine for me on 1.11.2. Does it not work for you?
  14. I failed to mention that I'm using Rescale 2.5x so it's basically the same size as JNSQ ... in case that makes a difference
  15. Hello -- have a 3rd vote. This works correctly for me on a heavily modded JNSQ install. I did not have Kronometer installed, so I added that, and this cfg. Started a new Sandbox game, went to Tracking Station and warped through Feb 1st and then March 1st. Also ... neat idea Can this be done for KSRSS, too? My dates are whack in that install.
  16. is the SRB Monitor part not doing what you want? If you're not talking about SRBs, there's the Drainex part.
  17. I get 18MBs of this in the log from a flight [EXC 11:53:27.691] ArgumentException: An item with the same key has already been added. Key: 9917.888 Parameter name: key System.Collections.Generic.SortedList`2[TKey,TValue].Add (TKey key, TValue value) (at <376e8c39bbab4f1193a569c8dbe4305c>:0) Atmosphere.DeferredVolumetricCloudsRenderer.EnableForThisFrame (UnityEngine.MeshRenderer mr, UnityEngine.Material mat) (at <568c46e2e01a42a8a864ad4995b1e66e>:0) Atmosphere.DeferredVolumetricCloudsRenderer.EnableForThisFrame (UnityEngine.Camera cam, UnityEngine.MeshRenderer mr, UnityEngine.Material mat) (at <568c46e2e01a42a8a864ad4995b1e66e>:0) Atmosphere.DeferredRendererNotifier.OnWillRenderObject () (at <568c46e2e01a42a8a864ad4995b1e66e>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) https://drive.google.com/file/d/1-22gSxVeXJgsG1aCSYClzRC2o8Eo7LC5/view?usp=sharing
  18. Here's a change that works on my system to fix the colors of the Atlas launch stand, as currently only the first two color selections work. Edit the config file Launch_Stands/Atlas-Launch-Stand.cfg, and scroll down to the B9 section for "Stand Color". The first two colors have "currentTexture=LaunchStands01" and changing the other colors to have the same, instead of LauchStands04, fixes the problem for me.
  19. Sure. My in-game setting is 120 fps. My driver isn't limiting anything, which I'm guessing is how I can see moments of > 1000fps during startup.
  20. Disclaimer: it's Windows. Timing things on Windows is questionable from the word go. That said, I did as much as I could to mitigate other factors. Without mod, MM cache missing 8:20 Without mod, MM cache present 6:15 With mod, MM cache missing 8:06 With mod, MM cache present 6:26 MM cache present/missing just means that I added the mod which caused MM to rebuild the cache, so I recorded that time, exited, and restarted without any other changes and recorded that time too. tl;dr: it's no-op on my system
  21. You did indeed - which reminded me that I see that regularly. So, I have a long enough startup time on one of my installs (85 mods, ~13k patches) that I'm going to take one for the team and do some with/without timing comparisons. Since MM rebuilds everything when you change something, I guess I'll check timings for both the 1st run after installed/uninstalling this mod, and also the 2nd run to get the MM + cache times too.
  22. Isn't my framerate doing that already? I often see frame rates of > 1000 from my video card's hardware display until I get to the main menu.
  23. I tried this out in JNSQ yesterday. It's textured beautifully, it assembles perfectly, and works as advertised. I just tried it in a sandbox game, so no comments on price/tree placement. Anyway, this is a great addition, thank you! One question: the upper stage has an engine module in the staging list, but I couldn't figure out what it's for. Nothing was different with it activated or not activated, so idk if I have something installed incorrectly or its purpose just went over my head...
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