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Everything posted by VoidSquid
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[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
VoidSquid replied to Zorg's topic in KSP1 Mod Releases
Umh... not visible in CKAN yet, does it just need more time to wait? -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
VoidSquid replied to Zorg's topic in KSP1 Mod Releases
Thank you! -
Same issue here, my workaround: comment out the respective lines in Squad_MakingHistory.cfg like this: //@PART[Size1p5_Tank_05] { // MODULE { // name = ModuleFuelTanks // volume = 1200 // type = Default // } // //}
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
VoidSquid replied to Thomas P.'s topic in KSP1 Mod Releases
Will do, thanks -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
VoidSquid replied to Thomas P.'s topic in KSP1 Mod Releases
Thanks a lot , I'll give it a try then Sure, KSP 1.8 will have new surface textures... but how long will it take until all my for me critical mods will be updated and work again? I was really happy with Kopernicus plus SVT, better have those back than a big "maybe" update Plus: I'm about to finish my current career, I'd like to try out JNSQ and/or maybe RSS, so it's Kopernicus anyway Thanks again, take care -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
VoidSquid replied to Zorg's topic in KSP1 Mod Releases
Just what @Goody1981 said, yes! -
Is there a Facility Upgrade Tree?
VoidSquid replied to GungaDin's topic in KSP1 Gameplay Questions and Tutorials
From the Wiki: Pilot Level Effects provided G Tolerance ☆☆☆☆☆ SAS and Stability 1.15x ★☆☆☆☆ Lock towards prograde and retrograde 1.3x ★★☆☆☆ Lock towards normal and anti-normal, radial and anti-radial 1.45x ★★★☆☆ Lock towards target, away from target, and towards maneuver 1.6x ★★★★☆ None 1.85x ★★★★★ None 2x https://wiki.kerbalspaceprogram.com/wiki/Pilot "Upgrading the Astronaut Complex and Research and Development facility allow taking EVA Reports and Surface Samples." https://wiki.kerbalspaceprogram.com/wiki/Career -
*like* Though I'd say " Is it worth for you what they're charging?"
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
VoidSquid replied to Thomas P.'s topic in KSP1 Mod Releases
Hmm... a little background then: I've been using SVT, and hence Kopernicus, for years. Some weeks ago, after I had enabled the new BG surface features in my career save game which I started back with KSP 1.3.1, I switched to an old Mun base and noticed a considerable FPS issue. Switching to a close by rover, and driving it around, the FPS issue went worse. Some days later I was driving around a rover at Moho, same FPS issues, plus I noticed that over a couple of minutes driving around it got worse, down to maybe 2-5 FPS. Quicksave and reload helped, but as expected, FPS again got worse again after a few minutes. Plus the memory consumption grew way, way faster than before I had enabled the BG surface features (normally memory usage would start around 10 GB and over the course of hours, grow to some 16 GB, now it grew within half an hour to about 24 GB). That's when I finally started to check the forums for what's going on. I did read about the two workarounds, namely reducing the frequency of the surface features, plus the ocean fix. But those are workarounds, not true fixes, so I decided reluctantly uninstall SVT as me being me, I don't like workarounds that much (which is total my personal issue, yes). Now, checking this thread again, there's finally an explanation for this FPS drop behavior, namely the way Squad had implemented this feature, and the ball in their park, it's not a Kopernicus issue to solve. You obviously are way more familiar with this issue, a question then: what's your best guesstimate what FPS drop I can expect installing the current versions of SVT and Kopernicus again? A slight drop, from say 40-60 FPS I have currently, to say 20 FPS? I could live with that. Or that massive drop to only a few FPS again? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
VoidSquid replied to Thomas P.'s topic in KSP1 Mod Releases
So, as per my understanding, is it correct that, even with stock KSP planetary system, there is a massive FPS issue when using Kopernicus together with the new BG surface features, and the issue caused by the way Squad implemented the latter? Or in other words: it's Kopernicus XOR BG surface features? -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
VoidSquid replied to Zorg's topic in KSP1 Mod Releases
Yay, much better now: Thanks again very much -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
VoidSquid replied to Zorg's topic in KSP1 Mod Releases
Great, thanks in advance! *sends you a like* -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
VoidSquid replied to Zorg's topic in KSP1 Mod Releases
Well, the plume looks this... and no, that's not a big blue sun flare there -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
VoidSquid replied to Zorg's topic in KSP1 Mod Releases
Big thanks for the recent updates, much appreciated! I still remember the day when I found out about Real Plume, installed it, ran it for the first time: how could I ever have played with out this mod? Question though: any change to have the plume for the little Caravel engine from the RLA Reborn mod (RLA_small_spike.cfg) fixed? I love small rockets! Thanks in advance -
Crashing upon loading Squad/RCS
VoidSquid replied to tkalm's topic in KSP1 Technical Support (PC, modded installs)
When KSP crashes because mono.dll can't load a missing/corrupt part due to an outdated mod, that's a red herring then? -
Crashing upon loading Squad/RCS
VoidSquid replied to tkalm's topic in KSP1 Technical Support (PC, modded installs)
@4x4cheesecake Interesting that we came both independently to the same result, you analyzing the log files, me debugging the crash dump. I like it -
Crashing upon loading Squad/RCS
VoidSquid replied to tkalm's topic in KSP1 Technical Support (PC, modded installs)
Good tip, thanks, will try to keep that in mind *And a like for you too, ofc * -
Crashing upon loading Squad/RCS
VoidSquid replied to tkalm's topic in KSP1 Technical Support (PC, modded installs)
Doh... didn't check that, my bad, didn't expect OP would upload an old log file from KSP 1.3.1 Thanks, @4x4cheesecake At least the crash dump is current: Debug session time: Mon Sep 16 19:10:50.000 2019 (UTC + 2:00) -
Crashing upon loading Squad/RCS
VoidSquid replied to tkalm's topic in KSP1 Technical Support (PC, modded installs)
Windbg says: Couple of things to mention here: Your Windows is not up-to-date, latest general release build is 18362, while you're using 17763, updating might help (I don't know what issues were addressed, ask Microsoft for that ) Next, these non-Windows files are mentioned in particular in the dump file: *** WARNING: Unable to verify timestamp for nvd3dumx.dll *** WARNING: Unable to verify timestamp for nvspcap64.dll *** WARNING: Unable to verify timestamp for DiscordHook64.dll nvd3dumx.dll is part of the NVidia graphics driver, nvspcap64.dll belongs to NVidia Experience, DiscordHook64.dll belongs to Discord. The Access Violation Bucket ID reads: FAILURE_BUCKET_ID: NULL_POINTER_READ_c0000005_mono.dll!mono_reflection_type_from_name Conclusions: Quite possible that your KSP installation is corrupt, mono.dll trying to read something which fails. Do a file verification via Steam, also verify the mods are good (correct versions, files, configs). Also update your graphics driver, and try running KSP w/o NVidia Experience and Discord. And update your Windows, see above. EDIT: I also checked your output.log: TypeLoadException: Could not load type 'Firespitter.customization.FSfuelSwitch' from assembly 'Firespitter Fits the dump file analysis, it seems your installation of the firespitter mod causes the problem for mono.dll EDIT2: as @4x4cheesecake mentioned, the output.log is from an older installation of KSP 1.3.1, hence my conclusions from that file are nul and void. -
Science junior overheating on reentry
VoidSquid replied to Klapaucius's topic in KSP1 Gameplay Questions and Tutorials
If you have a bit of fuel left, braking when reentering the atmo helps a lot. And have a shallow reentry angle helps too. Plus reenter from a low circular orbit. Finally, have a light vessel.