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cinemagic

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Everything posted by cinemagic

  1. which parallax version and terrain setting should I use with ksrss reborn? parallax 2.0 - infinite loading screen (main menu actually loaded with music playing but black screen and ksp loading icon forever spinning) 1.3.1 same as above. ----edit: nvm, find some tip in previous pages and solved it
  2. both in one 7zip https://drive.google.com/file/d/1F1PvNnolOqspYelvoLyMRyMPoTmYM9fL/view?usp=sharing
  3. https://drive.google.com/file/d/1qhuwKiMnOCFgjiEms6xZlPjmUJoD3-vJ/view?usp=sharing without FAR the problem still exists. I'll try package gamedata to you later
  4. There is the new player.log. https://drive.google.com/file/d/16BT8iCGwuoxX-0bBizpHZZ5DhYDnOiPr/view?usp=sharing Since my SSD broke yesterday and I have to do a format and lost all of my game stuff so it's of a new installed ksp, the mod list is different from my earlier post. Still a light mod list with mainly visual mods, for testing. If you need any further infomation let me know. I had the same issue with the new install, this log is taken after I leave the game in VAB scene for about half an hour, with a stock mk3 space shuttle vessel loaded (it's from FAR craft file) and doing nothing. the memory usage as I remember had increased from 10.5 GB to 16GB during the time. I had other stuff to do so I normally closed the game (exit to space center, then main menu, then quit).
  5. Hooooly. My last player.log has a size of 1.95GB. I think that's because Iast night I use alt+f4 in editor scene before going to sleep but the game didn't quit completely, and memory usage reached maximum again in the morning. I have no idea how to send such large log file. I'll paste the tail part of the file here? it's like this " ----(edit: uploaded player.log) I had some issue with my SSD todaym should be out of game playing for somedays. might upload new log later.
  6. Sorry where is player.log. I searched for it but seem nothing in game folder or any subfolders.
  7. Since my tester copy of the game had wasd uninstalled the log got overwritten so I have to repeat the process again. Weiredly this time the problem didn't happen on the tester copy. ksp memory usage in editor scene stays stable. So I went to my currently playing copy, which is heavily modded. Because I thought I figured out the problem was caused by wasd, this copy also got wasd installed, and I tried playing it for about 6 hrs yesterday building a large intersellar ship (400ish part counts). there was no problem. but It was quite a pain building large structures with stock editor camera LOL. So I reinstalled wasd on this copy, reopen the game, and the problem appeared again. Ksp memory usage is constantly increasing, by 1-2mb per second. It ususaly take 5-6 hours for the game to reach maximum memory usage and freeze. I have other stuff to do so didn't wait for the game to finally crash. just left it in editor scene, doing nothing, for about 1 hour. game version is 1.12.5, all mods came from CKAN of their latest version except for scatterer (it's at v0.772 for compatibility) there is the log. https://drive.google.com/file/d/1xPlmBogWMtdkNB1GEwjFu8jpQOSZyKWA/view?usp=sharing
  8. Possibly a serious problem. One day I left my pc to go to sleep while ksp was still running in editor scene (but no vessel loaded). When I came back morning ksp ate up all my 128gb ram, magically my pc didn't crash or blue screen and I can still force it to close ksp. I tried to reproduce the problem starting from a new installation. Then finally it narrows down to be WASD camera continued. My tester mod list (generally vanilla only with visual and QoL): KSP version 1.12.5 Parallax (stock texture) EVE + Scatterer + Spectra Distant Object PlanetShine Reentry Paticale Effect TUFX FAR Restock Waterfall (Stock + Restock + SRB) KSP Community Fixes Kerbal Engineer Redux Mechjeb ----Editor or Part tool Mods are: Antenna Helper RCS Build Aid Editor Extension Redux Precise Editor Continued Quick Search Quick Goto (As I was firstly suspecting Hanger Extender to be the troublemaker so I didn't install it) ----Then with or withou WASD Camera Specificly in the Editor Scene. With WASD Camera I monitor in windows task manager, Ksp ram usage keeps increasing by about 2MB per second. When usage reached 16gb the game freezes. but the usage still goes up. giving enough time it will eat all memory. The whole system was choked and take very slow response, but magically it alway doesn't crash. Without WASD camera ksp ram usage stays fairly stable at 6-10gb
  9. static solar panel blocked by destiny ---ok, I forgot kopernicus multistarsolarpanel cfg
  10. It's possibly a WBI tools problem but I encounter it when using MOLE tanks with Cryo(LH2+Oxidizer) configuration. (I have cryo tanks installed) Dynamic battery storage failed to work and spawn these error log like crazy: [EXC 23:14:44.914] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <9577ac7a62ef43179789031239ba8798>:0) System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <9577ac7a62ef43179789031239ba8798>:0) DynamicBatteryStorage.ModuleCryoTankPowerHandler.ReloadModuleNode () (at <ce8c094d51db45938ad65ca113e0ce60>:0) DynamicBatteryStorage.ModuleCryoTankPowerHandler.GetFuelTypes () (at <ce8c094d51db45938ad65ca113e0ce60>:0) DynamicBatteryStorage.ModuleCryoTankPowerHandler.Initialize (PartModule pm) (at <ce8c094d51db45938ad65ca113e0ce60>:0) DynamicBatteryStorage.VesselElectricalData.SetupDataHandler (PartModule pm) (at <ce8c094d51db45938ad65ca113e0ce60>:0) DynamicBatteryStorage.VesselData.RefreshData (System.Boolean fromScratch, System.Collections.Generic.List`1[T] vesselParts) (at <ce8c094d51db45938ad65ca113e0ce60>:0) DynamicBatteryStorage.VesselData..ctor (System.Collections.Generic.List`1[T] vesselParts) (at <ce8c094d51db45938ad65ca113e0ce60>:0) DynamicBatteryStorage.VesselElectricalData..ctor (System.Collections.Generic.List`1[T] vesselParts) (at <ce8c094d51db45938ad65ca113e0ce60>:0) DynamicBatteryStorage.VesselDataManager.RefreshVesselData () (at <ce8c094d51db45938ad65ca113e0ce60>:0) DynamicBatteryStorage.VesselDataManager.FixedUpdate () (at <ce8c094d51db45938ad65ca113e0ce60>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
  11. As I remember, just install latest mechjeb on ckan (ver2.14.1 I think) and suppressor, using mechjeb's ascend guidance with its default setting (class ascend profile I think), with any vessel - I remember I tested with the stock Appocallo. Throttle up and press space key to lift off, 1-2 seconds right after the lift off, the rocket with lean to pitch down to about 60degree, and turn to a random 45degree (from default heading 90 to a heading 45, 135, 225 or 315degree) Then it will recover after another 2-3 seconds.
  12. I have same problem of @Galland1998 And when I use mechjeb ascend guidance mechjeb will make a sharp turn in the first 1-2 seconds after leaving the launchpad, then recover, making the rocket into a side slide. imho, it is best for this mod not to touch engine gimbal. for some instance there are vessels that lack of enough reaction torque or rcs thrust and will use emergency engine gimbal for attitude control, they probably need "pre-gimbaling" so I think it's best only to detect atmospheric drag, if drag is present, do nothing, if no drag then just turn off control surfaces, not touching any engine gimbal.
  13. in a heavy modded game (like mine) there usually be a huge stuttering while switching vessel, thus render this mod kind of useless LOL.
  14. 1) I've heard sayings that higher MM patch count will raise game's memory usage thus significantly slow you game, so you should keep it low as possible, is that true? For me I think it's half true, any time I goes up to 80k patch count the game is definitely unplayable. But weirdly, my RP-1 build with 66k patch count can be loaded in 8 minutes, runs very smooth and stable, but another JNSQ+NFsuit+Pathfinder build with 48k patch count raises my load time to 12minutes, runs quite slow and crashes often. I don't mean it's JNSQ+NFsuit+Pathfinder's fault, I always install through ckan and pick latest version, it's definitely some other mods or conflict that I don't know, thus it cames to question 2) 2) From my experience, some mods that doesn't add many parts or/ don't do much of background processing, are still adding tons of patches count to MM. (I just too lazy to recognize them one by one, sorry) If your answer to 1) is true, from your experience, which or what kind of mods is best to avoid since they add too much of patch count? 3) What is an acceptable MM patch count for a AMD R7-3700x / 16GBram rig? 4) I recently installed a new game focused on KSRSS+BDB+Tantares+Kerbalism, for kind of mini RO/RSS experience. After adding some essential (for me) QoL mods like alarm clock, antenna helper, etc, my MM patch count easily goes above 40k. If this is too high, what's your suggestion on reducing it, or, what is your method on keeping your MM patch count as low as possible while still keeping a reasonable modding experience?
  15. I think in Ksrss the default site is also on the equator?
  16. Any suggestion on adding exo system mod to ksrss? since I'm using sigma dimensions for 2.5x and also sigma binary, do sigma dimensions alter other system or the distance to? Hope I won't break anything.
  17. Thanks. I already use PP for RR gas storage. Now I just settled with a simple patch: @PART[*]:HAS[@MODULE[ModuleB9PartSwitch]:HAS[#moduleID[*RRStockSwitch]]]:FOR[zzz_SMURFF]:NEEDS[RationalResourcesSquad] { @mass /= #$@SMURFFCONFIG/switchablefactor$ MODULE { name = ModuleSMURFF } } I think with SMURFF tank lever = 0.2. This is pretty fit for 2.5x system.
  18. I don't see any off-world construction/manufacturing mod in the supported list. Any such mod available for this tech tree? edit: I patched global construction.
  19. Correction for GameData\SkyhawkScienceSystem\Patches\Science\ScienceSupport.cfg, to eleminate 2 Module manager warnings #122 @PART[bluedog_POPPY1|bluedog_POPPY2|bluedog_SOLRAD]:NEEDS[Bluedog_DB,!FeatureScience]:AFTER[zzzSkyhawkScienceSystem] #177 @PART[bluedog_cameraLowTech]:NEEDS[Bluedog_DB,!FeatureScience]:AFTER[zzzSkyhawkScienceSystem]
  20. with WBI series installed, OPT tank uses omni storage, which doesn't handle dry mass like cryo tank switch. In this case, most OPT tanks have horrible dry mass ratio when using cryogenic fuels (50% ish). even methlox, as I experienced, with a typical design, a J series plane with one main fuselage can only goes to 1500ish Vacuum DeltaV, if not adding more other stock or mod tanks on radial (which have normal ratio and better than OPT).
  21. How can I add more fuel synchronies to omni storage? like methalox (3:1) and FFT fusion (D:H3=4:1).
  22. Nvm, since bdb is also the top recommended parts mod for JNSQ. I'll give a try. Thanks again!
  23. Thanks for you answer. I see many people like BDB. How do you guys deal with so many parts it installed. For me it significantly slows the game (terribly long load time and stutter in editor while switch tab for example).
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