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Everything posted by Sirius K
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all these mods doesn't affect much lag (except scatterer, but when in atmosphere), and the fairings lags my other vessel at 100+ parts, with just 4 fairings
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Here's the save file that has all these problem, including the fcked up lander grappled by claw, it still wouldn't detach and KML most likely can't find the error for that https://drive.google.com/file/d/1CzJ2I8U-bWfxjyXghTOpLoqQldH3pjPL/view?usp=sharing
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Weirdly enough, the base explodes when I restarted the game, and enter the vessel by persistence. Huh, In my view it's loaded. The images are errors from KML, Dock part is docked to other docked part. Docking state should be 'Docked (same vessel)' but is 'Ready', other dock Part [41] (docking port 2): Docked (docker): Eprus I Probe. (the docking port error also made the docking port unable to undock and appears a Null Reference)(docking port error also includes docking port showing 'Docked (docker)' when it should be 'Docked (dockee)) Part not attached to Parent part: PART [39] (asas module 1-2) Invalid Symmetry entry 'sym= 37', you should delete this attribute Grappling part node attachment not responded from other grappled part: PART [83] (battery bank)
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My laptop runs on 8GB RAM, x64 based processor, Intel(R) Core (TM) i7-3537U CPU @ 2.00GHZ 2.50 GHZ, all 5 year old. When with no mods, the game can run a 500 parts craft before lags starts to get noticable. With mods it can run about 400 parts before lags starts to get noticable. Mods: Scatterer, Dock Rotate, EVE, TUFX, Spectra, Better timewarp, Correct COL, Editor Extensions, Hangar extender, Reentry Particles, Trajectories (is off most of the time), KER, and the rest are mods dependencies like Click through blocker, Toolbar controller, Module Manager etc. Scatterer, EVE, Spectra only lags when I look at an Atmosphere or when I'm in the atmosphere, but the craft i have doesn't matter anywhere i look. Reentry Particles and TUFX doesn't contribute much to the lag I also have Distant Object Enhancement but remove because i thought it was the source of the lag but it wasn't, as removing that doesn't affect the lag at all. no, all smaller vessels runs very smoothly, including this when all the fairing are deployed I don't know the fps since I don't have any FPS revealing stuff, but I know before the fairings deploys, the game is very rough, un smooth. Spec are written in a Reply for Vananamode. I haven't tried alternate builds, but the fact that I have numerous crafts with about the same part count running at green timers should how that something is wrong.
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I just finished my Vall base Eprus, all landers docked. One of the lander was attached to the base via a claw, but for some unknown what bug, the game proceeds to think that the claw only grabs to the fuel tank, and the whole other parts of the lander is fully attached to the base??? Then, I open KML, look at the save, and a bunch of errors. Parts not attached to parent parts, Docked docking ports labeled as Ready, Invalid symmetry entry, claw node attachment not responded from other grappled part?? what is wrong with my save now, and how does these things appear, and how do i fix them (those errors were written multiple times by KML, only the grappling node was wrote one)
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My craft is just 214 parts, with 12 fairings ( with shells), and the game is lagging like i was controlling a 600+ parts craft. When all fairings deployed, the timer went from yellow to green.
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Recently when Upsilon Eeloo window opens, I've start building on new crew habitation Mongolian tents using fairings. But the fairings starts behave strangely when taken out from sub assembly: the fairing hit box is gone. Kerbals can just poke their head out of the fairing, and required rebuilding the fairings to regain the hitbox. Is this a bug or am I doing the fairings a bit wrong?
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[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
Sirius K replied to Kobymaru's topic in KSP1 Mod Releases
My game keeps getting Null Reference and Trajectories is gone from the apps bar, even after reinstalling Trajectories. version 1.10.1- 986 replies
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- atmosphere
- trajectories
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So I heard of KEKKJ is the most efficient way to Jool but it's quite hard due to Eve's inclination, but there's also KKJ which is less efficient but is way easier. So I tried KKKJ, K (from Kerbin), K (2 orbits later with a 200m/s retro grade burn, should bring up enough for the spacecraft to encounter Kerbin after an orbit, ideally below Dres orbit), K (relative velocity from the last assist should be enough to kick to Jool orbit) and J (final destination, Jool). In theory it should be able to reach Jool with a 1100m/s ejection burn and a 200m/s retrograde burn, but however when I try I can't make pass Dres, can anyone try this path and also explain why this would work or how to make this work? I got stuck after the first Kerbin Assist pushed my Periapsis too high.
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
Sirius K replied to Waz's topic in KSP1 Mod Releases
How do I import the fix? -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
Sirius K replied to Waz's topic in KSP1 Mod Releases
Imagine installing an EVE dependent graphic mod that you know it works really well, and you try to modify it by importing other graphic mods config, and rewriting all texture paths correctly, only to get errors. So you delete the configs from the other mod and reinstalling the graphic mod, and you realize, EVE is now unable to parse _tex and _maintex, despite you also reinstalled EVE. Please fix this -
My game crashed again and again when I use WindTunnel. log: https://drive.google.com/file/d/128lbVBjugsjNHsK-bK2ycEphFuanqUrB/view?usp=sharing I don't see unity out, nor does GC saying anything, the game just close. I'm on Windows 10 and I have editor extensions, and Kerbal Engineer Redux
- 201 replies
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- wind tunnel
- spaceplane
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Fairing hit box are cursed
Sirius K replied to Sirius K's topic in KSP1 Gameplay Questions and Tutorials
I noticed something different on older versions of fairings and newer versions, possibly a bug. My previous test domes uses the fairing from the Nordkapp craft in kerbal x, and the fairing has a hollow hitbox despite quickloading. But when i redo the test dome with a newer fairing (from the current version), the hitbox was solid after reloading. So I might conclude this as a bug but for the no fairing, that fact you said is true -
Fairing hit box are cursed
Sirius K replied to Sirius K's topic in KSP1 Gameplay Questions and Tutorials
the fairing is closed to the cupola, which is connected to some parts to the fairing base. All three of those fairing hitbox happens to my domes, they don't differ in structure as all of them has a main pillar with something on top for the fairing to close I have 4 domes on Kerbin that is moving on a rover and it doesn't have a solid hitbox, a double layer fairing space station module that originally tested for kerbals can eva now couldn't after launch. And this case after launch a solid hitbox generates too. -
Airlocks for Fairings
Sirius K replied to Sirius K's topic in KSP1 Suggestions & Development Discussion
Does this only work for a fairing that attaches to a part that is on one of its interstage nodes or just closing a part also work? -
There are 3 hitbox that a fairing may have, 1. Hollow hitbox 2. No hitbox 3. Solid hitbox So what are they? Basically hitboxes a fairing could have in ksp and the most common is the Solid Hitbox. I've been doing Fairing domes so that's why I know these 3 fairings, so let's dive in what are these hitbox and why I'm here. The hollow fairing is the perfect one, a hollow inside that Kerbal can walk inside, and has a solid wall. The no hitbox is self explanatory, your Kerbal can just phase through without being blocked. The top two always happens at launch, cheated tests (aka using debug to move the dome to another area for test). So test are always perfect when it comes to EVA inside a fairing. But the third hitbox is the most annoying. The solid hitbox is where even the inner space is filled with a hitbox, a hatch that can work before would not work, and if they work the kraken will arrive. This commonly happens after reaching the destination after launch from KSC and it is annoying since everything you tested would not work now.You could see that the first picture the Kerbal is getting warped by the kraken, and on the second pic the Kerbal gets pushed out, indicating a solid hitbox. It's just pain seeing your work for the interior is just useless after this. So I want to ask a few questions 1. Why are there these 3 types of hitbox 2. Why do solid hitbox form 3. How can I remove the hitbox ( in the game file) 4. Is solid hitbox another bug. Any answer for either questions will be accepted, please help.
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Airlocks for Fairings
Sirius K replied to Sirius K's topic in KSP1 Suggestions & Development Discussion
my dome has landed and the sky crane is attached to the cupola but still, the fairing generates a solid hitbox, my kerbal can't eva out of most of the hatches in the dome, and if it did eva, kraken arrives, which is damn sad cuz the dome was successful in the tests -
Will new celestial bodies be added? Really hope a gas giant 2 for Cassini and Huygens be added Also will there be new probes, science and solar panels?