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Aelipse

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Everything posted by Aelipse

  1. I have so many thoughts and feelings right now, but I'm gonna boil them down to just four words: Guys, I love you.
  2. Hey, why isn't this mod getting more love? I installed it yesterday and it's absolutely beautiful. The planets are stock quality, the black hole is super awesome and the wormholes are a really neat idea how to make it accessible even with stock parts. And it runs smoothly - no bugs, no crashes, no GPU overheating I tend to get from some other mods. A fantastic job, my man. Many thanks!
  3. OK, so having realised I have been performing my burns for other planets tremendously inefficiently, I decided to do some testing and compare various ways (mining included) to get from Kerbin to Jool. One of the options I heard was very efficient is to actually burn retrograde in the Sun's SoI, reach Eve and use her for a gravity slingshot. But... No matter how much I tried I haven't been successful in timing the transitions so that I would actually meet Jool, not just its orbit. I watched Scott Manley's video on the matter and I didn't catch any particular advice on the problem, only that he spent several frustrating hours before managing to do it right. My question is - do you go out of your way to perform gravity assists, like the one using Eve to get to Jool? And if so, is there a trick to it, or does one have to rely on luck / memorizing all the transfers?
  4. As for me, I don't build replicas but rather my own designs. The priority list for me goes: 1) Performance (low part count) 2) Functionality (has to feel tight in flight) 3) Looks. I prefer SSTO spaceplanes, since, to me, there's nothing more beautiful than a leisurely cruise above and between Kerbin's mountains, visiting lakes and performing acrobatic tricks in a craft that just returned from Laythe. I try to avoid part clipping as much as I can, keep the part count to the minimum and always focus on the functionality - and you know what, sometimes the aesthetics just emerge as a pleasant bonus on top of all that.
  5. @Diddly Feelerino @Starwaster @Jognt Alright guys, some more testing have been done and some weird things discovered. (And if you want me to stop pinging you, just let me know. ) First, I was faffing around the incredibly laggy game on the surface of Duna. All of the mods I use installed. Turns out when I go on EVA and jetpack my way some 370 m away from the craft, lagging stops and FPS are back to smooth! And they remain smooth until I get back to around 200 m from the craft, where the lagging starts again. The craft in question is only made of 25 parts, but it does contain some Mk2Expansion mod parts. In second phase, I went pure stock, moving all the mod folders into a backup folder outside the KSP directory. The result: everything perfectly smooth, no FPS issues. Third, I proceeded to run the game with Kopernicus and Galaxies Unbound only. Smooth again, no FPS issues - not even on the surface feature ridden dunes of Duna. Fourth, I put all the mod folders back to KSP directory, reverting to my original modded game. Now I land on Duna again with stock parts only shuttle. Everything perfectly smooth, no FPS issues. Then I load up my original craft containing the Mk2Expansion parts and do the same. This time around, no lags, no FPS loss, nothing. I'm still wading through a heap of surface features all around me, but the game is as smooth as ever. Weird? Could simply the order in which the mod folders are put into GameData affect the performance? I am very sure I didn't lose or change any files along the way - now that I think about it with one exception: the ModuleManager.4.0.2.dll I had in my folder might have originated from another mod, and during the testing, when I was running the game only with Kopernicus and GU, I had to restore said file from freshly downloaded Kopernicus zip file. Perhaps this can help some other players as well. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- On a rather unrelated note, I also tested the ROCs fix provided by @Starwaster, to no avail. I got nothing but black screen; the same one I got from the Oceans fix by @Jognt. Looks like I will have to come to terms with the fact that whenever I decide to visit one of the Galaxies Unbound planets, my graphic card is gonna start slowly turning into plasma.
  6. Thank you, this definitely helped with the landing, but it's still far from ideal (and I do realise I do sound like an ungrateful mutt - sorry, that's not my intention at all!). The game is still laggy (low FPS) when you're landed. Besides, the amount of surface anomalies is just unbearable. I thought they were meant to be rare and the player has to search for them. But this way, no matter where you land, this is how many surface features I could count just from one screenshot: Is there a way to reduce the total number of surface features generated on every celestial body? I would easily go for like a thousandfold reduction, as that would not only improve the FPS, but also make the game waaaay more interesting. EDIT: Man, am I stupid. I totally forgot I recently turned the scatter on, albeit only to 2 %. Nevermind the screenshot then. Still, according to the console, there were 4 of those surface features, and that's still quite a lot.
  7. Sure thing. Here you go. If there's anything else I can do to help, just ping me.
  8. OK, I was trying out various things and it turns out that if I substitute Antimatter with SolidFuel, everything works as advertised. It is apparently the new resource that causes the problem. Speaking of which, how would I go about introducing new resource to the game? I edited the Squad's Resources.cfg and added Antimatter with all the respective parameters, but the game just ignored it a pretended the resource wasn't there.
  9. @Diddly Feelerino @Starwaster @Jognt Reporting back in case you're still interested. I created a new .cfg file in GameData/Kopernicus with this in it: The result when I tried to load my game:
  10. @Jognt Thank you for the comprehensive answer. Unfortunately, your solution doesn't seem to work for me. I took the code you posted (attached below to make sure that's actually the one), put it into a newly created .cfg file and placed that file right into the GameData/Kopernicus directory. All I got was a black loading screen whenever I tried loading my saves or creating a new game. I'm using the Galaxy Unbound mod by StarCrusher and he tinkered with the naming of the Sun, but I'm not at all convinced that would be a valid reason for the game not loading. As for the FPS drop on Duna, I do experience that too in saves that do not have ROC set to -1. When I was test-landing, the surface features covered the surface so densely I could see at least two of them no matter where I landed. Screenshots below: Let me know if there's anything I can help with.
  11. Kopernicus 1.7.3, yes. Mods I use: ClickThroughBlocker USITools ToolbarControl AtomicAge b9PartSwitch BetterTimeWarp CommunityCategoryKit CommunityResourcePack CommunityTechTree ContractConfigurator ContractPacks CTTP CustomBarnKit AirlineKuisine FireSpitter GroundEffect GalaxiesUnbound JX2Antenna KAS KerbalEngineer KerbalJointReinforcement KIS Kopernicus LoadingScreenManager Mk2Expansion ModularFlightIntegrator OuterPlanetsMod OPT (Spaceplane parts) PlanetaryBaseInc DeepFreeze SurfaceLights KerbalAlarmClock USILifeSupport WaypointManager No visual enhancement mods, and my visual settings are pretty low too. The GPU overload only occurs near the Galaxies Unbound planets (not moons by the way), nowhere else. Do you think Kopernicus might be the culprit?
  12. I extracted the KopernicusFix.cfg into the GameData/Kopernicus/Config folder as advertised, but then the game wouldn't load at all. Whenever I tried to resume game a start a new one, black screen for ages. I'm probably doing something horribly wrong. :-I From a brief overview of the last pages, there seem to be two issues. One with the spawn of the ROCs surface feature, which causes FPS drop, especially on Duna (tested and confirmed). The other one has to do with oceans (?) and causes tremendous CPU loads. Is that correct? These two are not related in any way, are they? I'm having a similar CPU / GPU load related issue with planets added in Galaxies Unbound. Strangely enough, the problem doesn't occur with any other planets, stock or Outer Planets Mod I use. Is that the same bug you're discussing here that can remedied with a Kopernicus update? Sorry, lots and lots of questions...
  13. Love you both guys! I'm going to search for the fix right now.
  14. This is the cfg of the part I'm trying to edit: PART { name = GU_spike module = Part author = JadeOfMaar MODEL { model = GU/Parts/Engines/srx_short // scale = 0.5, 0.5, 0.5 // rotation = 90, 0, 0 } rescaleFactor = 1 NODE { name = bottom transform = bottom size = 2 method = FIXED_JOINT } NODE { name = top transform = top size = 2 method = FIXED_JOINT } TechRequired = NuclearPropulsion entryCost = 1450000 cost = 300000 category = Engine subcategory = 0 title = SRX Flux II Spike manufacturer = Galaxies Unbound Administration description = Built in parallel with the SRX II vacuum optimized engine is this cross-range capable engine, able to operate in atmosphere and deliver significant cargo mass onto and off of atmospheric worlds. Let it be known though, that this engine is very harmful to unshielded organisms of any sort in the atmosphere around it... attachRules = 1,0,1,1,0 mass = 9 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 4200 PhysicsSignificance = 1 bulkheadProfiles = size2 tags = helium gu plasma ion thermalMassModifier = 5 radiatorHeadroom = 0.75 skinInternalConductionMult = 2000 MODULE { name = ModuleEnginesFX engineID = Helium3 runningEffectName = running_he3 thrustVectorTransformName = thrustTransform throttleLocked = True ignitionThreshold = 0.1 minThrust = 10000 maxThrust = 10000 heatProduction = 240 EngineType = SolidBooster engageEffectName = engage disengageEffectName = disengage allowShutdown = False exhaustDamage = False PROPELLANT { name = Antimatter ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 200000 key = 1 1200 key = 5 0.1 } } EFFECTS { running_he3 { AUDIO { name = ignition channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 0.05 0.3 volume = 0.6 1.2 volume = 1.0 0.9 pitch = 0.0 0.2 pitch = 1.0 0.8 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 3 } MODEL_MULTI_PARTICLE { name = shock modelName = Squad/FX/shockExhaust_blue transformName = thrustTransform emission = 0.4 0.0 emission = 1.0 2 speed = 0.4 0.1 speed = 0.6 0.2 speed = 1 0.6 energy = 0 1 energy = 1 2 localPosition = 0, 0, 2 } MODEL_MULTI_PARTICLE { name = smokeblue modelName = Squad/FX/hydroLOXFlame transformName = thrustTransform emission = 0.0 0.0 emission = 0.1 0.4 speed = 0.0 0.4 speed = 1.0 0.8 energy = 0.5 1 energy = 1.0 2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.5 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 1.6 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } RESOURCE { name = Antimatter amount = 2000 maxAmount = 2000 } } And this is the resource I added to the stock resource cfg: RESOURCE_DEFINITION { name = Antimatter displayName = Antimatter abbreviation = AM density = 50 unitCost = 10000 hsp = 920 flowMode = NO_FLOW transfer = NONE isTweakable = true volume = 5 }
  15. Loving the mod so far. There are not many things more beautiful than a double-sunset of both Kirbani stars from the grassy mountain sides of Blalo, and with some planetary rings on the side. I'm going to bump my question from before, if that's alright. I have CPU temperature / FPS issues around planets with atmosphere. Now that I have done some more testing, the issue only occurs between surface and low orbit of planets with atmosphere. The textures are also not as smooth as I am used to from stock, but grainy and a tad bit flickering. I don't use EVE or scatterer, and even turned the scattering and some other visuals in the stock game off not to fry my poor laptop, and the high CPU load whenever I even get close to these planets is slightly worrying. I know I had a very similar issue with Galileo's Outer Planets Mod until Poodmund released an update - I believe it was the latest one where he let the textures be loaded by Kopernicus' OnDemand module, but I might be wrong - and everything was alright for me since then. I would like to ask kindly, as I know you do this in your free time and for free; is there a chance a similar update might be applied to GU in the future? Or are there any settings I could reduce or disable myself to decrease the GPU load I experience? I would rather sacrifice some of the game visuals than have my hard drive fried by the excess heat of the graphic card, as this has already happened to me in the past. Thank you!
  16. It genuinely bothers me that I keep planning cumbersome missions, coming up with a ton of ideas and concocting evil plans for conquering the universe, but I never ever finish anyth
  17. Guys even created their own wiki for the mod. The whole project is immense! How long have you been working on it?
  18. I'm not against powerful technology, it just has to be balanced in some way. I'm working on a hyperdrive engine that can only be used once, like an SRB of sorts, but super-powerful. That way you can't really exploit it within the Kerbol system and only use it for interstellar travel.
  19. You might wanna initiate your escape burn when you're on the opposite side from Nova Kirbani, with Kerbol between you and your destination. Without better time warp you'd spend literally hours to days before you got there. Try warping for 400 - 500 years with the stock time warp and see how long it takes.
  20. I got there with cheats for infinite fuel and the Better Time Warp mod. First leave the Kerbol system, preferably in the direction of the Nova Kirbani system. Then set the barycentre or any of the stars there as your target. Set your autopilot to aim at the target, and then you fire those engines and accelerate to as high speeds as possible. If you fly at 100,000 m/s, you can reach Nova Kirbani in some 500 years, which can be skipped by time-warping 10 million times in some ten minutes or so. I am currently devising new engines for the purpose of interstellar travel as the engines packed in this mod are way too overpowered for me. You might also wanna try out some of the Warp Drive mods out there.
  21. I've been playing with the mod since yesterday and I'm loving it so far. There is one issue that is bothering me though. Can I somehow lower the texture resolution of the planet surfaces? My graphic card doesn't seem to be a fan as I had a serious temperature jump and FPS drop while landing on Syro. The other planets I haven't tested yet, the moons of Syro seem to OK. Thank you! EDIT: Cail is OK too. The issue arises only with Syro so far.
  22. Guys, I'm trying to tinker with engines, introduce new fuel types like antimatter, but no matter what I do, the fuel consumption just doesn't follow the standard calculation based on ISP and thrust and instead goes for some insane value (see image below). How would I go about it? I've tried changing the resource's properties too, adjusting the density and other parameters but to no avail. Please halp.
  23. Also, have you tried any of the life support mods? I personally use USI Life Support and I cannot recommend it enough. Other than adding some new fun parts, it will also make you think twice about leaving your kerbals in space for too long.
  24. Just a technical question. Does the complex gearing have any influence on the game performance? I would guess that so many parts interacting with each other should be somewhat CPU taxing.
  25. Hey! It looks absolutely amazing! Cannot wait to dip my toes into exploring it! Just for people out there, this mod seems to be compatible with Galileo's Outer Planets Mod, which is also great. Aaaah, so much to do now!
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