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Synthesis

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Everything posted by Synthesis

  1. Haha, I should have waited...I was merticulously pulling my folders in and out to test which ones worked. Thank you, kind scholar.
  2. So...I've finally found out what's been breaking the RPM Vessel View display in KSP. It's something in the KSRPC pack. (It shouldn't be a giant grey shape, it should be an ALCOR lander,) Honestly, after a few weeks of struggling with this, I'm just glad to find have narrowed it down. Does anyone have an idea what might be the cause? I'm going to go ahead and take this apart one by one and try and find out... I'm a recently adopter of KSPRC, so I know a few bugs are to be expected. I was just curious to see if anyone else had the issue.
  3. Really? The thing is, I don't have Scansat installed, but I'll take any advice I can get--it's frustrating to still ahve the issue after uninstalling and reinstalling both RPM and VesselView. EDIT: Well, installing ScanSat didn't fix the problem. Guess I'll try digging up older versions of VesselView... EDIT EDIT: Ah, it was KSPRC--probably should've figured that out earlier. It can be solved by fixing by settting allowRefractiveAtmospheres in Kopernicus Expansion to false, as Pyjack meat kindly informed me.
  4. Can anyone help me? I've belated upgrading to 1.0.5 after everyone else--and despite reinstalling the mod a few times, I've found Vessel View just doesn't work. I either get a green or grey sphere instead of a vessel. Any idea what i might be doing wrong? No idea what might be causing it--everything else seems to work in RPM fine.
  5. I have this same issue, I've found. Weirdly, sometimes it's linked to whether or not solar panels are deployed? Going to try the fix.
  6. Oooh...well, that's certainly good to know. I'm in no rush, my "solution" was to basically quicksave before discarding the fairings, do it, see if anything broke off in the explosion, and reload it if it did (not perfect, but it works). I'll want to make sure everything works before having to redesign all my SDHI using ships (somewhat inconvenient but, eh, what can you do?). The annoying part is that installing the update breaks the existing designs in VAB as well--so if I want to swap the parts, I'm probably going to have to install both versions at the same time and swap the parts out of the design one by one (I could also turn the rest of the spacecraft AFTER the module into a sub assembly, but that would kind of mess things up too.....hmmm....). Maybe use the design merging feature? Eh, progress comes at a price. Hopefully this new version will be less likely to rip off the parachute off when you eject the LES/aerodynamic nose sheath during launch. You could do that back in 0.90 or earlier, I remember.
  7. Anyone else still having trouble with the side-mounted fairings? They seem to always knock off loudly and with a bang, and half a 50% chance of ripping off any solar panels underneath them. EDIT: Ah, I see--the new parts and dll seem to do the trick, however, they also break previous ships designs, so I'll hold off until I can update everything. Looks good though!
  8. Something I noticed: an aero part, noseConeAdapter ("NCS Adapter") carries fuel by default, but is not affected by the mod. Might be an oversight?
  9. I thought it might be the Avionics Nosecone! I wasn't familiar with what they looked like now. Thanks! Surprisingly, the part is not covered by the fuel switch module--so it can only carry liquid fuel. Not very useful for that particular engine, but maybe I can tweak that.
  10. It seems to have a "native" antenna (in addition to the big Squad one)--so i doubt it's an adapter?
  11. So--somewhat irrelevant question: can anyone indentify the cone-shaped command module in the last spacecraft picture in the original post, Page 1? I've been trying to reproduce various spacecraft from this pack (since I don't really have good techniques for designing nuclear spacecraft), and i can't place it. Is it from a mod? It looks like an updated version of old nosecone from before 0.90, but I can't place it.
  12. Thanks for the file--I played around with it last night. I'm still more or less getting 15 FPS on the launch pad with a small ship--there might be a little improvement, but it doesn't seem to be much beyond what i got with the post you recommended a while back. Also, the grass KSC seems very...darkish? Unusually so? Curiously, changing terrain quality didn't seem to do anything for either framerate or even visual quality (there wasn't much of a difference between High, default and low). I definitely appreciate the help. It might be I have something else that's sucking up my framerate, I have a lot of part mods, but nothing really else in the way of visuals. I might end up giving it a try with the absolute simplest cloud cover mod you can get, and see how that stacks up. I know at least one of my mods is causing me problems (my parts bin occasionally appears completely empty when I hit 'Return to Vehicle Assembly' from the launchpad--I can only fix that by exiting the VAB and coming back in). Again, thanks for your help sofar--I have gotten a little improvement (while the game looks just as good as it did when it was slogging down to 5 FPS), and I'm grateful for that. EDIT: Actually, upon playing it again--I'm getting 22 FPS in a rather large spacecraft about 3000 meters above KSP...that's actually surprising playable! Still room for improvement of course.
  13. Sorry to bother you again KBM, but you mind if I get your settings CFG? I figure I would give that a try. As great as KSPRC looks, I think I might end up trying to turn off specific parts of the shaders in return for better framerate as well.
  14. I think Vagabond's suggestions helped a little--I went from 5 to 10 FPS to 15 to 20 FPS, but anything but a very, very small vessel seems to inevitable knock it down to 15 FPS, which I'd like to improve upon. I wonder if the part reflection, while nice, is exacting too much a cost in framerate (I'd also like to use your settings if possible). Strangely, there's not really an FPS improvement between half and full res textures.
  15. Awesome, thanks a bunch--I'm going to take a crack at Vagabond's adjustments, I'd appreciate your own game settings too if you don't mind sharing them. My own framerate caps out at 60 FPS, which is probably just the result of my sync settings for my monitor. Of course, the real issue is that on the runway or launchpad, even with a small spacecraft I'm regularly dropping to 10 to 15 FPS, or much worse with something like a B9 design. It's certainly possible I'm giving up a lot of frames for a little visual fidelity.
  16. If I may reach out for some assistance--I'm new to the KSPRC, and I love the visuals, but I've noticed that the "Environmental Visual Enhancement" folder really is brutal on my framerates (seems to knock it down by half if not more). I've only noticed this as of 1.0.5, but again, I don't have much KSPRC experience. Way back when texture replacement started, I noticed that using that butchered my framerate, but here, it seems to be E.V.E.--I've got a pretty meaty system, GTX 970, 16 GB RAM, i5 processor, etc. Can anyone recommend an option besides just removing the entire folder, I'd be very grateful if you could? I do like the cloud and dust effects, though I could probably live without nighttime lights (I do appreciate them too)
  17. Yeah, it's a particular part of the fix that is the "culprit", I mentioned it in the edit.
  18. Well, I tried out KW subassemblies in 1.05 with no other mods--they do, in fact, not work (well, all the launch vehicles don't--actually fairing houses do work!). This was actually useful in confirming this has more to do with the decouplers rather than the fairings, but otherwise it would suggest that the Community Fix changes/updates something in such a manner that old subassemblies and craft files no longer work (again, I suspect decouplers). Interesting, though likely not correctable. I'll keep fooling around and see what might be up with that--I'd hate to have to rebuild all my KW rocket designs, but I can think of worse things (thank god for Kronal Vessel Viewer...). EDIT: Hahah--and once again, I end up looking like the fool. The good people who brought us the community fixes were aware of this issue, courtesy of "KWPatch-Interstage"--opening the file even acknowledges: // This patch contributed by somnambulist // It switches the interstage fairings over to omni decouplers and removes // the finicky extra node on engines/shrouds. This is convceivably craft // breaking so it might be best to leave it as an optional module. This is why you ought to read the patches more closely. Deleting the patch fixed the issue. This may mean I'm potentially screwing myself when it comes to future patches if I insist on using my old ship designs, but I'm willing to take that risk. Thanks for your time, Blowfish, I do appreciate that.
  19. Sure, I'll give it a try. I was experimenting and found that in 1.0.5, I can load my old designs that didn't use any KW parts--on the other hand, my KW using designs (some of which used subassemblies to create them), either don't open, or are clearly broken (parts misplaced/names failing to change/etc.). I'm pretty sure all the old subassemblies, and the old part attachment data, don't work with the new community fixes (they worked in the release for 1.0.2, which actually worked into 1.0.4--that's how I used it for months). Which isn't unreasonable, that just means those old designs are unsupported.
  20. Haha, hello again Blowfish. I'm sure you're getting tired of me. I recalled why I was using 1.0.4--because 1.0.4 runs with the last "official" (as I understand it) KW Rocketry release without the community fix. The community fix is obviously a good thing--unfortunately, as far as I can tell, it breaks 1) KW's included subassemblies and 2) all my designs that happened to use them. By "break", I mean ships will load up, but parts will be broken/misaligned in the VAB, and cannot be moved (and their stage icons will be sitting outside the main line, as though they were unattached). Cosmetically, the engine sheaths are missing from the decouplers. Subassemblies cannot be placed correctly (they either fail to appear, or they sit somewhere in the VAB, glitched out). Since I much prefer KW's old fairings over the procedurally generated variety, this was kind of a deal breaker for me, and I stuck with 1.0.4 all those many months ago (and I forget). Right now, I'm attempt to pick and choose, and see if I can get the community fix to play with certain versions of the old fairings. Or if I'm misplacing the blame, and the glitch is not from the fairings, but from the old decoupler/decoupler sheaths that were paired with them. It's possible the community fix breaks not the fairings, but the decouplers...? Of course, I'd greatly appreciate any expert assistance too.
  21. So maybe someone can answer this question for me: is there a version of the KW Rocketry for 1.0.5 where the subassemblies still work without procedural fairings? This actually kept me from updating to 1.0.5 for a long time: you don't seem to be allowed to use the old style fairings (the FAR compatible ones, though I don't use FAR myself). 1.0.4 can use KW Rocketry without the community fixes fine (surprisingly), which lets you keep your old fairing-using designs, but loading any of those designs--or the official KW subassemblies--are all broken by the community fix patch, which you need in 1.0.5. Of course, the alternative is staying in 1.0.4, or using 1.0.5. and redesigning everything from scratch, including the subassemblies.
  22. Damn, that's super weird! I honestly thought I'd updated, I must've botched the process up a while back! Thanks for pointing out the obvious. I'm more than a little embarrassed...
  23. It's 1.0.5. I had a dropbox link at the bottom, let me know if that isn't working, since I don't use dropbox for much myself. I suspect it's a mod from something else breaking it--thanks for your patience, but I'll understand if it's beyond your area of support.
  24. Ah, thanks, I do appreciate it--as I understand, all the dependencies are included with the mod (and I've installed them in their separate folders, as the norm). What I'm getting is the loading hanging bug, with after the small pylon engines (when it loads the F119). The part of log that would be of interest I think is this: PartLoader: Compiling Part 'B9_Aerospace/Parts/Engine_Jet_Turbofan_F119/Engine_Jet_Turbofan_F119/B9_Engine_Jet_Turbofan_F119' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartLoader Warning: Variable temperatureRatio not found in Part (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ArgumentException: The requested value 'STAGE_STACK_FLOW_BALANCE' was not found. at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x00000] in <filename unknown>:0 at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <filename unknown>:0 at Propellant.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at ModuleEngines.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Failed to find primary and secondary engine, check engine IDs and module definitions (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) NullReferenceException: Object reference not set to an instance of an object at PartLoader.GetDatabaseConfig (.Part p) [0x00000] in <filename unknown>:0 at PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) [0x00000] in <filename unknown>:0 at DragCubeSystem.LoadDragCubes (.Part p) [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Here's the link for the whole thing if you need it, thank! https://www.dropbox.com/s/0pmncr525c63y7t/output_log.txt?dl=0
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