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Everything posted by DeadJohn
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Thoughts on JNSQ for less experienced players?
DeadJohn replied to TwoCalories's topic in KSP1 Mods Discussions
There's no "correct" way to play KSP. If you have a strong desire to go interplanetary soon, I recommend doing it in the stock system before moving to JNSQ. Transfer windows are an important concept to understand and stock is more forgiving than JNSQ. The main gameplay difference changing to JNSQ is that staging becomes more important. In stock, it's fairly easy to reach orbit with a moderate 1 or 2 stage rocket. JNSQ orbital velocity is faster than stock so 2 or 3 stages are more common. I like that change because JNSQ rockets start to look more like actual rockets. -
How to "pause" KSP so it doesn't hog GPU in background?
DeadJohn replied to PT's topic in KSP1 Discussion
I was facing a similar situation where I wanted KSP to actually pause in the background. I don't think there's any game setting for it but Windows can do it with a few steps. You can either use Windows Performance Monitor to manually suspend/unsuspend KSP when you put it in the background, or run PsSuspend.exe from a command line or batch file. Details in this thread: https://forum.kerbalspaceprogram.com/topic/225772-ksp-running-in-background-windows/?do=findComment&comment=4415492 -
I see a "__LOCAL" folder in your gamedata. Are you playing on Mac, or is that an artifact of a bad mod installation? Your link is just a screenshot of gamedata. The log file is missing. Please detail how you "moved" KSP. For example, did you replace your old SSD with a new SSD, did you add a 2nd SSD and copy KSP to that 2nd drive (Windows would still be on the original 1st drive), or has your system had multiple drives for a long time and you merely relocated KSP to a different pre-existing drive without any hardware changes? I'm asking because hardware issues or Windows installation might be contributing to the problem. If KSP is taking other programs with it as KSP crashes then I suspect a larger system instability. If you added an SSD, copied your original SSD contents including Windows to the new SSD, then removed the original SSD it's likely that Windows isn't configured quite correctly.
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Your problem of "spinning faster and faster" might be phantom forces. That problem can be triggered by offset parts or by EVA construction. Offsetting and EVA construction are usually safe IMO, but sometimes the game gets confused and acts like one part is gently pushing against another part. The vessel accelerates forever. One way to maybe fix the problem is to go into VAB and detach then reattach parts.
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KSP running in background Windows
DeadJohn replied to DeadJohn's topic in KSP1 Technical Support (PC, unmodded installs)
I found a reasonable way to accomplish what I want. PsSuspend.exe is a Windows utility that can fully suspend a program. It's part of SysInternals Suite which is a free download on Microsoft Store or from another website. After installing SysInternals I created 2 batch files to suspend and resume KSP as needed. Suspend: pssuspend "KSP_x64.exe" Resume: pssuspend -r "KSP_x64.exe" While suspended KSP uses 0% CPU and GPU. I've tested PsSuspend in orbit and from the VAB and it has not crashed KSP yet. Windows Performance Manager (perfmon.exe) also allows tasks to be suspended by picking the program from a list. -
KSP running in background Windows
DeadJohn replied to DeadJohn's topic in KSP1 Technical Support (PC, unmodded installs)
My concern isn't about in-game performance or wearing out the PC and power supply. I'm trying to avoid wasted power draw while the game is minimized in the background not actually being played. Why don't I just shut down the game? Heavily modded KSP takes a long time to restart. If I'm playing KSP and need to do temporarily do something else on my PC for 30 minutes, I greatly prefer to leave KSP loaded. My CPU is rated at 65W but might be higher because Intel shennanigans and the GPU is 230W. When KSP runs in the background, let's say while in the Space Center view with the <esc> pause dialog shown, it's using only 10% CPU (a trivial 6.5W) but 50% GPU (a much more significant 115W). That extra 115W means my PC is pulling more power and needlessly heating the room and requiring further power waste on air conditioning while KSP is in the background. Nvidia drivers have options for customizing foreground and background fps. AMD drivers (6700XT) only seem to allow one fps setting which gets used for foreground and background at the same time. -
When I alt-tab out of KSP the graphics keep running full bore even though they are not displayed. I'd like to configure things so the GPU wastes less power when KSP is in the background. Is there a KSP, Windows 11, or AMD graphics driver setting that let's me do something like automatically lower the frame rate to 5 fps when KSP is not the foreground process? I can manually control the frame rate but it's a pain to manually redo that setting with every alt-tab. I've already tried a few things that didn't seem to work. My system still puts a fair amount of load on the GPU if I press <esc> to pause before alt-tab, or if I load a simple KSP screen like the mission control contracts. Any suggestions?
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@Fanta_RacerMaybe the Tweakscale Rescaled fork will work better for your use case. That fork is supposed to be able to handle more parts without any Companions or Uberpaket. It's on CKAN. I suggest doing a full backup of your KSP folder before changing Tweakscale forks just in case the transition breaks old vessels.
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ISRU does not run in background, but Ore drills do.
DeadJohn replied to OldMold's topic in KSP1 Mods Discussions
@OldMoldI would try removing SystemHeat. I don't know if it's responsible for the problem but it does patch ISRU so that makes it a suspect. If the problem persists, consider using the HyperEdit mod as a workaround. You can use it to refill tanks whenever you feel that enough time has passed for working ISRU to have done so. Cheating to get past game glitches isn't really cheating IMO. -
I usually type the real rocket/satellite/etc. name. If that gives too many things I'll use multiple terms. Most of my KSP time is in career mode. During early career finding parts is easy because so few things are unlocked. Late career or sandbox mode is when things get ugly, trying to track down that one "Saturn" part in a sea of hundreds of parts. BDB differentiates capsules and lifters with different names, so if I'm having trouble finding a "Saturn" part I'll use BDB's names "Kane" or "Sarnus". Science experiment names also get a lot of use. I'm unaware of any mod that allows clicking an experiment name to see all parts that offer it, but typing part of the experiment name often works. So I'll type "gravi" or "magnet" into the search box. Rockets with multiple variants in different diameters can be a pain. Saturn of course with all its different parts, but also to a less extent with things like "Atlas" with 1.875m parts and conceptual parts at 2.5m. The advanced filtering buttons also get a lot of use. If I'm trying to decide which engine is best for a new rocket I click the engine button then a 2nd filter button by fuel type. I think filter extensions and related mods provide that functionality.
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@StarKerbol Did you find a fix or workaround for your problem? I see that others already mentioned clipped parts. EVA Construction, attaching parts to an existing ship, can also trigger mysterious acceleration. Clipping and EVA Construction are usually safe but when they go wrong they can go very wrong. Another acceleration-like problem I've seen might be due to KSP math rounding errors. These drifts are usually small but sometimes a trajectory that was going to enter a planet's SOI changes without warning, turning an intercept into a miss. The game setting include orbital drift compensation but that doesn't always prevent the problem.
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I am happy to report that this change nicely interacts with screenshots taken by the Historian Expanded mod. When Historian is set to autohide the GUI, any open TUFX window doesn't show in screenshots. That used to not happen; Historian couldn't hide the TUFX window.
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You already mentioned Near Future Spacecraft. Did you also look at Stockalike Station Parts Expanded Redux SSPXR? SSPXR has some 5m command modules. Artwork style is similar to Near Future Spacecraft and you can toggle many parts between white metal, white insulation blanket, or gray metal skin.
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I assume you mean the tiny distant shadow of the capsule. That's similar to how my game looks and I don't know if you can do much about that. IMO distant shadows look too dark but it's never bothered me enough to try adjusting it. Scatterer has a lot of settings.
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@Jet12Welcome to the forum. I can't see any of your attachments, just broken discord links.
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Does anyone know if these still exist ???
DeadJohn replied to Virtualgenius's topic in KSP1 Mods Discussions
I don't recognize those legs. If you're open to trying something a little different, Tantares has very wide legs like that but they contact ground with their entire extended portion, sort of like skis. -
[KSP 1.8+] Kerbal Konstructs (Continued)
DeadJohn replied to NathanKell's topic in KSP1 Mod Releases
Thanks, but that's not my causing my problem because all of my sites are already in other folders outside KK. The only cfgs in my KK folder are listed in the spoiler below. Another data point: I just noticed that "Close Base for 0 funds" in the Base manager window from VAB seems to do nothing. I tried it on the non-operating bases in case reopening would get them to work. Even the pads that are currently working can't be closed." I'll wait a few days then completely reinstall KK and Dreamliners Site Expansion. -
[KSP 1.8+] Kerbal Konstructs (Continued)
DeadJohn replied to NathanKell's topic in KSP1 Mod Releases
Hi, I have a problem with some KK configs and I'm trying to find the cause. I have a bunch of open pads that I can't launch from. KK offers 2 methods to select a pad from the VAB. 1) Click the KK button to open a Launchsite Selector window. 2) Hover beneath the launch button to get a dropdown list of sites. What might cause a site to be in list #1 but not list #2? (All sites have been opened and allow launching rockets, so it's not a filtering issue) If there's a known issue that causes this please let me know where to focus my debug efforts. When I try to launch from one of those sites my my rocket spawns at the default KSC pad. -
@Dreamliner I see the statics on the ground but many sites default back to the KSC launchpad when I click the launch button. The screenshot below shows some data about one of the problem sites: I selected Vandenberg SLC-1E in the KK Launchsite Selector, but when I click the VAB launch button my rocket ends up on the default KSC pad in Florida. If I land a plane near Vandenberg and ctrl-K the KK interface looks good. I did a minor edit and resave of the site to try tricking KK but it made no difference. The sites added by Katniss Cape Canaveral are mostly working (I only tested some), your TAL runways are mostly working, but the only Site Expansion retro site that I found working is White Sands. The dropdown list of sites beneath the launch button is missing the non-launchable sites. The KK Launchsite Selector shows one list of sites while the Launch button has a much shorter list. I've seen that variance before with other KK mods but don't understand what triggers it. I can't find an obvious error but here are some thoughts: Missing dependency? I think I have them all. Install error? I installed all your retro sites using a single batch copy operation. White Sands is working while others from that same file copy are not. Does this folder example look correct? "GameData\DreamLinersSiteExpansion\Instances\DLSEretro\Vandenberg Air Force Base" with all the cfgs for a site inside that final folder. Should it be "Instances" with an S on the end? Have I hit a KK limit by having too many open launch sites? I'm getting some null refs in my log but doesn't seem connected to KK. Within the log file, when I pick a KK site ("setLaunchSite") that works correctly further GetLaunchSiteByName lines return the correct site name. If a pick a broken site GetLaunchSiteByName immediately returns back to LaunchPad without an error. The spoiler text shows more info about it. Log. I started KSP, entered VAB, tried launching from Wallops (broken), White Sands (good), Vandenberg (broken). https://drive.google.com/file/d/1Iz3_2lf2TiF7hBOKF8An9cW3n1q0sHQF/view?usp=sharing
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[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
DeadJohn replied to linuxgurugamer's topic in KSP1 Mod Releases
2 months have gone by and I see no one replied. Tweakscale seems to interact inconsistently with Stage Recovery. It's not only parachutes; sometimes other tweaked parts can cause a craft to be heavier or lighter than expected at recovery time and the chutes or engines are inadequate for safe recovery. There are 2 active forks of Tweakscale, one maintained by Lisias and another by JonnyOThan. In CKAN, one is called "TweakScale - Rescale Everything!" and the other is "TweakScale Rescaled". I think parts tweaked with either one don't work perfectly in Stage Recovery. -
I upgraded my PC from 32 to 64 GB RAM. Then I added higher resolution 64K terrain for KSRSS. KSP is loading faster despite having more things to load. Previously, memory peak usage was coming near 32 GB (for all processes not just KSP) and thrashing to virtual memory. Going to 64 GB resolves that.
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It's just a "possibility" because the moderators have been ghosted. Their usual contacts might be fired and no one new has contacted them. AFAIK no one at Take2 has threatened to shutdown the forums but there's total silence from Take2. No one has threatened to kill the forums, but it's a possibility.
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