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Synthesis

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Everything posted by Synthesis

  1. Really? The detector couldn't find it, nor could a cursory glance. It may simply be too small and too far away. Anyway, I'll consult the guide and get out of your hair. EDIT: Ah, two degrees south. Additionally--and this isn't your issue--but the most recent update has textures that don't work with playing KSP in (unsupported) OpenGL. That's more a problem with OpenGL, really, than you though. EDIT EDIT: Nevermind, bad installation on my part! Carry on, sir.
  2. A quick question before I update (Which I think corrects this issue)...can anyone tell me where the Anomalous signal is located on Mun? The contract says 10 S 140 W, but that's not within range of the detector--I want to knock this contract out before updating if possible. If anyone remembers the location, it'd be much appreciated.
  3. I got really bad simulation speed as well--though I didn't experience any FPS boost, just a graphical glitch, some FPS slowdown, and much reduced RAM consumption (the only benefit in my case). 10x is the minimum acceleration that isn't slower than than real time, and it seems worse on larger rockets. If OpenGL is to be a realistic alternative, that's something you'd have to overcome. Is there anything that can be done with Max Delta-Time Per Frame settings?
  4. No, I already deduced you had to force it (for Nvidia anyway, no idea about ATi). And there does feel like there's a very heavy FPS hit. The transparency issue, on the other hand, is not so easily solved. Guess I'll go back to 64-bit, alas. EDIT: Sadly, 64-bit doesn't want to open my past career. Damn, looks like I'm stalled for the time being.
  5. A more prevalent issue, at least for me--I'm surprised no one else has mentioned it, so maybe it's just local to to me--is a lot of transparency sorting errors (I think that's what they're called). Basically, shadows on the back of a part are rendered on the front of it, so it looks like the part of the rocket is appearing transparent. This seems very common with B9 packs and KW parts, unfortunately. It's great for people whom its working well for, but I think I may have to move away from OpenGL and look for alternatives, given this, the lack of FSAA, and the other issues. A shame, as the memory savings are pretty great.
  6. So, a very minor issue you're absolutely under no pressure to address, Bahamuto--the Critter Crawler's textures don't show up in game if you're playing under OpenGL. Of course, KSP was never intended to run under OpenGL (it's just a fix to address the hard memory ceiling). Strangely, the rest of the parts show up fine too. Anyway, I eagerly await the next update. EDIT: Resizing the textures fixed the issue--curiously, the engines needed no modification, their textures work fine.
  7. I filled out a survey--performance is a bit worse, but on the other hand, OpenGL slow is preferable to Vanilla crashing. Another thing I noticed, besides a slight decline in framerates and some shadow issues and no antialiasing--certain textures don't want to work (Bahamuto's Critter Crawler comes up as complete white). Very odd, but not a major issue.
  8. With OpenGL, I'm not getting memory crashes--but I am getting reduced performance, and also freezes if I change anything in the graphics settings (which is a mild inconvenience). Also, antialiasing doesn't work--it has to be forced through the Nvidia control panel. Otherwise, pretty usable! It's possible OpenGL simply doesn't agree with GTX 470 SLI (they are older cards). I am perplexed by why AA doesn't work, but then again, the last OpenGL game I ran is IL-2 1946, and you have to force AA in that game as well, so who knows? As I suspect I'm one of those "M-Dollar Sign" people that Linux users consider a complete tool, though, so I'll try and find out how to force Dx 11 and see if that does anything either.
  9. Wait...is there a way to move 0.24.2 saves over? I was able to enter the KSC on mine, but every orbital object seemed bugged (0.0 m/s velocity), as did the space tracking center.
  10. Great to see this resurrected! Can anyone tell me if it still has the unfortunate tendency to break in-game windows (for example, container windows) when you use it?
  11. Excellent! It's definitely a Minmus assignment--do you have any idea where the Monolith should be, so I can go ahead and knock out the contract? I've got a ship waiting in orbit and everything.
  12. That would certainly make sense if it were the problem. Here: CONTRACT { guid = a7a111db-161f-4085-be7c-40ae0ccdf22c type = DMAnomalyContract prestige = 1 seed = 1169695531 state = Active agent = DMagic deadlineType = Floating expiryType = Floating values = 240960,77293437.5867844,66000,59400,66000,0,66,33,7707603.68544419,7467759.43785273,84761197.0246371,0 Target_Anomaly = Monolith00|3|29.59|-133.19 PARAM { name = DMCollectScience state = Incomplete values = 33000,16500,31,198,33 Science_Subject = 2|Anomaly Scan|3|4|Monolith 1|0 } PARAM { name = DMAnomalyParameter id = collectDMAnomaly state = Incomplete values = 11250,6750,80,22,11 Target_Anomaly = Monolith00|3|Broad Spectrum Analysis|16|False } PARAM { name = DMAnomalyParameter id = collectDMAnomaly state = Incomplete values = 23906,14344,75,48,24 Target_Anomaly = Monolith00|3|Laser Surface Scan|1|False } PARAM { name = DMAnomalyParameter id = collectDMAnomaly state = Incomplete values = 12625,7575,60,25,13 Target_Anomaly = Monolith00|3|Orbital Telescope Observations|16|False } } I'm fairly certain this is the contract (I only have one of its kind), but I can't tell what the coordinates are by looking at it.
  13. I'm sorry for not following up faster--I had put off doing the necessary reinstalling of KSP 64-bit to get it working again. I don't use Scansat, but did your recommendation--a rover at KSP did, in fact, detect a nearby anomaly with the camera deploying (the first time I'd ever seen that), and I was able to get to one between the pad and VAB as you said. However, it seems like the contract to find an anomaly on Minmus is either at the center of the planet, or just not where it says (30 N, 140 W), since even landing at the point didn't make it detectable--"No anomaly detected", etc., no camera deployment or indication of distance.
  14. Thanks for the reply--I activated the anomaly scanner ("toggled") it over and over again, simply got the message "No anomaly detected" every time--likewise, nothing shows up in the debug menu that isn't from something else. What exactly would I be looking for? Visually, I mean? Because even right above the point indicated in the contract, there isn't anything out of the ordinary when the sensor is on. I've no idea what I should be looking for though.
  15. Yeah, anomalies are bugged for me as well--seems like the most common issue. I tried landing at the specified coordinates on Minmus and aborted it uncomfortably close to the surface to go for a low orbit, and still couldn't get a reading as I passed over. Otherwise, the mod works great!
  16. I thought I'd share my "solution"--I reinstalled x64 and copied my mods and saves on top of it. Stability increased very substantially. Weirdly, I've done this at least once before. I expect in a few weeks, I'll be doing it again.
  17. I see, that's too bad! It's now coming around when launching a newly designed rocket from the VAB.
  18. KSP: 0.24.2 Windows 64-bit Problem: After decent stability, entering the spaceplane hangar or putting a new aircraft on the runway from the main menu seems to always cause a crash--without having added a mod. Mods installed: Toolbar AIES Aerospace Aligned Currency Indicator AnimatedDecouplers B9 Aerospace Baha SP Active Texture Memory Management CactEye Chatterer Connected Living Spaces Cross-Feed Enabler Custom Biomes Deadly Reentry Debris REfund Distant Objects D-Magic Orbital Parts Boulder Co Visual Enhancements Firesplitter (just the DLL) Hooligan Airships IFI Life SUpport Raster Prop Monitor VesselView Kerbal Attachment System Kerbal AX Kommit Nucleonics KSPX KW Rocketry MechJeb2 NearFuture Parts MW Industries Scoop O Matic Final Frontier Parts Catalog RealChute Resource COnverter Science Redefined SDHI Service Module Smokescreen Spaceplanes Plus Universal Service Module Reproduction steps: Try and launch a spaceplane from the hangar, and you get a freeze (with an error message). Sometimes, going into the hangar itself causes a crash. Log: Can be found here. Thanks for your help. I guess this might just be 64-bit being 64-bit, but I used to be able to deploy aircraft without a problem (with the same mod count). Here's my Output Log, hopefully that sheds some light on it.
  19. Very nice on all counts! If I may offer a suggestion--it's easily modable in a config file, but perhaps IFI for those of us who use the lazy man's life support mod. I could definitely see Progress being used to keep Kerbal Salyut or anything else livable for the long term.
  20. It was DR--apparently, the heat multiplier, which is normally 1.03, became 103 (at least in my installation of the mod, it doesn't let you input a decimal point). It seems that the mod kicks in at a certain speed? Thanks for the suggestion, Taki.
  21. Wow, talk about a surprise resurrection! I imagine the separate window bug is still here, but I'll be watching this with interest (even though I have migrated to IFI).
  22. As usual, looking gorgeous! And as usual, I find myself wishing we had as good looking a launch vehicle for Soyuz and Progress....but I'm a broken record! Not sure if you've addressed this, but have you given Progress some cargo capacity, or is it just a cosmetic difference (an unmanned Soyuz). There's not much in the way of small cargo in KSP, though the most obvious is to convert it into a limited fuel tanker.
  23. Thanks for the suggestion. I reinstalled DR to no effect, and removed IFI--I'll try removing DR next.
  24. KSP: 0.24.2 Windows 32bit and 64-bit Problem: On launch, after about a minute, command pods go from from a normal temperature to +20 million degrees Mods installed: Toolbar AIES Aerospace Aligned Currency Indicator AnimatedDecouplers B9 Aerospace Baha SP Active Texture Memory Management CactEye Chatterer Connected Living Spaces Cross-Feed Enabler Custom Biomes Deadly Reentry Debris REfund Distant Objects D-Magic Orbital Parts Boulder Co Visual Enhancements Firesplitter (just the DLL) Hooligan Airships IFI Life SUpport Raster Prop Monitor VesselView Kerbal Attachment System Kerbal AX Kommit Nucleonics KSPX KW Rocketry MechJeb2 NearFuture Parts MW Industries Scoop O Matic Final Frontier Parts Catalog RealChute Resource COnverter Science Redefined SDHI Service Module Smokescreen Spaceplanes Plus Universal Service Module Reproduction steps: Build a simple craft with a command pod and fuel, launch it, and wait for it to explode. Log: Can be found here. Thank you for your consideration. Here's as screenshot to establish I'm not completely bonkers, taken right after the event.
  25. Thanks, I will get on that immediately. EDIT: Mods, the nature of my bug changed fundamentally--please feel free to close this thread at your earliest convenience. Thank you.
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