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Synthesis

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Posts posted by Synthesis

  1. Despite the litany of issues others have with fuel ducts, I haven't been able to find this one in searching.

    Is there a reason why fuel ducts attach in the VAB, only to become detached (just appearing as a connection with a rounded head on the originating part) when the vehicle is put to the launch pad? I've been trying to set my auxilliary boosters to divert fuel towards the center stage, but this doesn't work--I've tried attaching at various different points, but the game simply does not want to attach the fuel ducts in the actual game, only the VAB

    Funny enough, I've noticed this issue across multiple versions of the game--and it feels totally random. It's not because the fuel duct is clipping with an irregular part of one of the tanks, and making the fuel duct longer (with attachment points further away from each other) doesn't help either. 

  2. I apologize in advance, since I'm not sure if this is a bug or a simple reality of the game's design. I've recently switched over to a 4K monitor. While I have been able to scale most UI elements to a manageable size, I've found something very weird: the stock toolbar is scaled to a visible size in the space center and the VAB, but if you go onto the launchpad or a ship in orbit, it shrinks to tiny, unscaled sizes. 

    When you return to the space center/VAB/etc., the toolbar remains tiny. My navball, stage buttons, etc., all scale fine (200%). Is there a way to fix this? 

  3. On 7/5/2016 at 0:00 PM, Ghosty141 said:

    I'm so stoke to see Hullcam + RPM with  the new shaders in the RPM display, it will make it so much more immersive.

    Indeed--they went a long way towards immersion especially in the "Early on" phase of spacecraft technology when you're very dependent on docking cameras and such. Looking forward to the update whenever it comes!

  4. 1 hour ago, Gaiiden said:

    The cloud issue is an EVE thing IIRC - either way it's been there since the newer EVE versions, and def before this Kopernicus update. Doesn't affect in-game rendering. Prob a half-hearted attempt by rbray to bring back main menu clouds after they initially went away with the clouds overhaul - he did lament slightly at ever making it a feature :P  would not recommend bugging him about it

    I believe you are correct sir! Thanks, it is interesting to hear how this came about (sort of). I definitely remember it being a thing back in 1.0.5.

    At the risk of being annoying, here's a picture of the "missing planet texture" bug too--and like the other bug, it only effects the planet in the main screen (who knew that could be so problematic). It's not related to EVE at least. Please ignore the watermark. Of course, it's just the main menu--everyone looks fine in game, where it really matters!

    screenshot45_zpsyjiaun0q.png

  5. A very minor complaint--I noticed the planet (Kerbin) in the title screen is still missing part of its cloud cover, towards the bottom. Has anyone else running the update encountered this issue?

    Cloud_zps6fcctvgh.png

    (look at the lower edge of the screen)

    Also, exiting out of the game back to the menu makes the whole planet texture blank white (clouds are still there). That's a new issue, I think.

    Nothing serious by any means, but if anyone else is running into this it'd be good to know. 

     

     

  6. On 6/4/2016 at 3:19 AM, helldiver said:

    Wow this blew up, my sincere apologies to everyone for not checking back. Will also answer questions sent to my box (which I also appreciate).

    So glad to see an update coming! Really looking forward to it. Two questions if I may ask:

    Before the project splits as you've described, will there be an antenna added? It always struck me as a little odd that the KSO was so incredibly elaborate but required you add an antenna.

    You may be the wrong person to ask in light of the changes you've described, but was anyone taking a look at the rotor for the included helicopter? It seemed to be missing a spinning animation (though I can't test it anymore without 1.0.5).

    Not really important issues but I thought I'd bring them up--I'm just happy to see that KSO will continue to be supported by other modders, and the additions you've been working on look really promising! 

  7. 7 hours ago, Starwaster said:

    Wrong. This has been confirmed to have nothing to do with Deadly Reentry. Go look at the github issue that is linked in the very message that you just quoted.

    Sorry, I was just speaking from my own experience--removing DR immediately caused KIS to work again. DR's own functions were working fine, by contrast. 

    Someone apparently still had the bug with KIS inventory functions after removing DR, but I didn't personally--I didn't mean to imply I was upset with DR itself or anything (it's a mod, sometimes they don't work, I don't complain about things that are given as free gifts and under no obligation to guarantee support), I simply wanted to thank Dodovogel for sharing his findings after I was frustrated trying to fix them myself. 

    EDIT: Reverting back to an older version of KIS (1.2.9) also fixed the problem on my end--so it's definitely possible to still have DR (even the most recent version) working with KIS. 

  8. On 5/31/2016 at 7:18 AM, Dodovogel said:

    Hi Starwaster

    It appears to me that Deadly Reentry and KIS have some incompatibility. KIS does not work when I have DRE installed. The symptom is that I can not add any items to inventories in the VAB. The issue is documented on the KIS github repository here: https://github.com/KospY/KIS/issues/151

    I was just wondering if you are aware of this problem. Maybe you have some insight.

    Thanks

    Thanks so much for reporting this--I was wondering why I couldn't put anything in a seat inventory (even though I could drag objects around from ships already saved with inventory items).

    I'll disable DR until this gets fixed--it's a shame, I don't recall DR previously conflicting with KIS back in 1.0.5 or earlier. 

  9. 6 hours ago, Waz said:

    But isn't this obvious? Without Kopernicus, KSPRC won't be adding any fidelity to the planets' PQS models, so of course they're simpler. Removing EVE will similarly improve KSPRC's performance ... because the non-existent clouds will be very cheap to render.

    Personally, I cut KSPRC's clouds down to 1 layer, because 1 is plenty for me and there is some bug in EVE which is currently causing excessive CPU/GPU usage from multiple volume clouds layers, but ultimately, each feature of KSPRC is going to cost something. I think the Kopernicus configs are the best part of KSPRC - they make each world a pleasure to visit.

    Well, for me it's a little less obvious Waz. :rolleyes: Specifically, I was only getting <60FPS as a combination of Kopernicus and the part reflection mm, as stated above. Kopernicus by itself wasn't that weighty on my system. 

    I'm still looking into other options, but that's been my consistent solution. For example, completely removing EVE did nothing to improve my FPS when running both Kopernicus and part reflections. 

    Kopernicus also has its share of graphical bugs, but those've always been there. 

  10. 6 hours ago, `Orum said:

    Don't worry, I've played without Kopernicus for a long time, so I'm okay playing without it for a while longer.  Thanks for looking into it though, and I'm going to continue poking around myself to see if I can figure out the root cause.

    Orum, that's an incredibly fascinating observation! I say that because if you look at my earlier posts in this thread, you find a few dozen about me complaining uselessly about how part reflections via Texture Replacer (like we had in KSPRC in 1.0.5) are butchering my framerate even with their fidelity lowered considerably.

    Your problem (the "valleys") sounded exactly like what i ran through, though I was able to stop it by removing the reflection module file. Deleting Kopernicus, for me, also drastically improves framerates.

    So it's something in KSPRC that causes extremely heavy framterate losses. I'm going to do some tests on this myself .

    EDIT: Also, it appears Kopernicus causes the graphical glitch in the start screen where the cloud cover cuts out on Kerbin at a certain latitude in the southern hemisphere. 

  11. On 5/29/2016 at 7:20 PM, Avera9eJoe said:

    Hmm sorry to hear you're having frame rate issues :(. Feel free to modify and mess around all you want with the WindowShine configs :) - If you do anything please post about it here too! It's always fun to read.

    Thank you! At the very least, your patch adds reflections to things like command module windows--which is better than nothing (and that version didn't come with any major framerate drop). But using the KSPRC patch caused a serious problem (even without full reflections like the TR reflection part patch). Frustrating! I'm wondering exactly what the KSPRC patch changes...

    EDIT: So, as it turns out, it's Kopernicus that is butchering my framerate with any sort of reflections. Removing immediately restores a pretty consistent, high framerate with reflections.

  12. This is more a general question than a specific technical request, hopefully that's allowed: since 1.1, I've noticed that any reflection mod that actually works seems to beat my framerate to death, at least when combined with KSPRC.

    In 1.0.5, reflections on parts--even widespread parts, like the reflections that came with Texture Replacers--barely caused a hiccup in framerates. Now, I'll go from having a consistent 60 FPS to jumbling around 15 or so, with lots of hangups.

    Has something changed with how Unity handles part reflections? It's not a dealbreaker of course, but it does seem sad that even just a simple Stayputnik reflection could slow the game down more than a hundred-part-design. And it doesn't seem like a hardware issue--I've got a GTX 970 and a i5-4670K (3.4 ghz). 

    Anyone have a similar experience? 

  13. Wow, this is quite impressive! I've been moving away from Texture Replacer's own part reflection (which was great, but butchered my FPS after 1.1), and this seems a lot better an option.

    Assuming it's not against your rules, do you mind if we modify it further? I'd like to use this to add reflections to polished metal parts (for example, the Stayputnik probe and other probes) that would, realistically, likely be reflective.

    (of course, then I have to figure out the names of the meshes for each part I want to add...) 

     

    EDIT: Darn, installing the KSPRC cfg for this mod chewed out my framerate again (and on a fairly robust system no less). Back to square one I suppose. 

  14. Finally got around to trying the new release: beautiful work, Proot, as before. No big shadow problems on the landscape either. :D

    A general question to the thread: has anyone got a parts reflection mod that plays well with KSPRC? I know I've asked this in the past, but the old Texture Replacer option (at least the one that worked with KSPRC, and list out each part in the config file) was hell on FPS after 1.1. 

  15. Since 1.1 hit, the optional part reflection in Texture Replacer has been wreaking havoc on my game's FPS, so I thought I'd give this a try.

    Unfortunately, after removing the old mod and putting this in, it doesn't actually seem to work. Not sure if this is still being supported, but the readme said to post in this thread so--why not?

    Is anyone able to get this running along KSPRC? I have a pretty robust system (even considering how unoptimized KSP is), but so far Texture Replacer's reflection solution is the only one that seems to actually make parts reflect. This one didn't get any parts reflecting, but it did butcher my framerates for a small ship in orbit to test it. :(

    Maybe it's not compatible with KSPRC? 

  16. On 5/24/2016 at 2:36 PM, Andem said:

    Derp... temporary blindness is the bane of my existence.

    But did they have rifles and shotguns when flying up to the ISS?

    On their return vehicles, yeah. That's sort fo the whole point. 

    Granted, since the retirement of the STS has left the Soyuz TMA as the only regular manned spacecraft, presumably they use the survival kits Baikonur gives them--so Russian knives instead of American ones. :D

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