Electrosynthesis
Members-
Posts
9 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Electrosynthesis
-
Hey there, thanks for making this great mod! It's fitting in great into my career playthrough. I did encounter a confusing issue with the AMS, MCE and SEDA science parts where I couldn't seem to get them to operate in low Kerbin orbit. [x] Science! would show the experiments as available, but trying to run them would only result in a message saying "<experiment> can't be done right now." After poking around a bit in the part and experiment definitions I found that removing the lines "requireAtmosphere = False" and "requireNoAtmosphere = True" from the experiment definitions for these 3 experiments seemed to get them to work as expected. No idea why this is the case, it doesn't seem to make logical sense to me, but maybe there is a buggy interaction going on when both these values are present, or maybe it's to do with the space low & space high restrictions coming from "situationMask = 48". So far I haven't run into any downsides from my edits, such as being able to run the experiments in atmosphere or landed etc. Here's a little ModuleManager patch that does the same thing, for anyone who prefers not to directly edit mod config files: @EXPERIMENT_DEFINITION:HAS[#id[AMS]]:NEEDS[HabTech2]:FINAL { !requireAtmosphere = dummy !requireNoAtmosphere = dummy } @EXPERIMENT_DEFINITION:HAS[#id[MCE]]:NEEDS[HabTech2]:FINAL { !requireAtmosphere = dummy !requireNoAtmosphere = dummy } @EXPERIMENT_DEFINITION:HAS[#id[SEDA]]:NEEDS[HabTech2]:FINAL { !requireAtmosphere = dummy !requireNoAtmosphere = dummy }
-
Hey there. Thanks for the wonderful mod, amazing to hear you're still working on it! Just going to talk about a problem I encountered with Parallax version 2.0.6 where I would get crashing/freezing/out of memory issues during load screens, and what someone can do to resolve it. From the sounds of it, the upcoming version of Parallax may not have this problem, but I thought I'd post a little write-up anyway in case it helps anyone else using 2.0.6. My system: Intel i5-13600K / 32GB memory / Radeon RX 6600 XT 8GB / Ubuntu 22.04 I had been playing with a fairly hefty mod load for a while and thought everything was fine because framerates were good and "top" never showed KSP going over about 10GB memory usage. However, after a while of playing on that save, I started getting issues where my whole system would lock up during load screens and I would have to restart the computer. This was very confusing to diagnose, as I could see my system memory disappearing somewhere but it wasn't going to KSP. It also hardly seemed to matter how many mods I removed from my mod list With the help of the "radeontop" utility I finally figured out what was happening. Essentially, with Parallax installed, VRAM usage was spiking massively during load screens. It was maxing out my card's 8GB of VRAM in a few seconds, then maxing out the GTT memory as well. I'm not an expert, but from what I understand GTT is part of system memory and can be used as overflow for VRAM. By default GTT was set to 0.5 x RAM = 16GB. Once that filled up, the system was getting low on total memory and started paging things out. Obviously that's terrible for graphics performance, and resulted in everything locking up. No idea if it's an AMD-only issue or a Linux-only issue or both. All I can say is it happens during load screens. After scene transition is done, VRAM usage drops down to a very sensible 25-50% (Without Parallax installed, VRAM hovers around 70-80% at all times and doesn't change during load screens) So, if you're reading this and have the same problem, what can you do? Here are the options I figured out - Stop using Parallax 2.0.6 and wait patiently for the update... Reduce your system's GTT allocation. I don't know how to do this or if it's a good idea. Didn't try it myself. Close all other apps that may be using a lot of RAM (looking at you Chrome!) Reduce your mod count so KSP uses less memory, leaving more room for GTT. Not a good solution for me, as I wanted to have more than just the stock planets. Set 1/2 resolution textures in your graphics options. This is actually a pretty good solution... cuts VRAM usage by a lot, doesn't look as bad as you would think. Worth trying. Upgrade your graphics card to one that has more VRAM. No guarantees it won't also get completely filled up. Buy more RAM. Personally I was looking for an excuse to upgrade my system to 64GB anyway, so this is what I did. Now the GTT fills up to a whopping 32GB but there's so much room left over, nothing bad happens. I guess that's a win? Worth noting that even if you don't actually run out of memory, this weird VRAM behaviour does seems to slow down load screens by a lot. Anyway, thanks once again @Gameslinx for the awesome mod, and I'm very happy I can keep using it even if I did just end up throwing more RAM at the problem! And on the off chance any of what I wrote above is new information for you, I hope it's useful for your dev work.
- 3,118 replies
-
- 1
-
Echoing the drag issues another user mentioned a few months back. From what I can see using the aero debug tool and F12, procedural fairing bases don't have any drag occlusion area. The game ends up thinking that anything attached directly beneath the fairing base is completely unprotected from the airflow. Usually that's a fuel tank with a flat top, resulting in very high drag and an aerodynamically unstable rocket. I haven't tried it with FAR as I'm not familiar enough with that mod to interpret the numbers.
-
@JebNotFound Better Time Warp can't do thrust during on-rails timewarp as it just changes the warp rates you can use, but not any of the game mechanics. There however two mods I know of that *can* do what you are asking. 1. Persistent Thrust Extended adds the feature for all engines, but there may be incompatibilities. Best to check the forum thread for the latest status. https://forum.kerbalspaceprogram.com/index.php?/topic/194707-1711811911101-persistent-thrust-extended-175-now-with-background-persistent-thrust/ . 2. KSP Interstellar Extended includes an implementation of persistent thrust for the engines it adds or has modified. It's a really big and complex game overhaul mod, though, so you probably wouldn't want to install it just for that feature alone. https://forum.kerbalspaceprogram.com/index.php?/topic/173818-181-1122-ksp-interstellar-extended-1295-release-thread/ . Hope that helps! Edit: worth adding - as far as I know there aren't any implementations of persistent thrust that work with Principia
-
Aha! That's it! Nuclear fuel transfer is working when that option is off, and not working when it's on. Regular fuel transfer is working as expected in both instances. Here's a screenshot of my test craft (only NFE and System Heat installed here). I don't really see how crossfeed rules should prevent this transfer, unless I'm drastically mistaken? At any rate, as far as I'm concerned it's problem solved. I can just turn off that setting and get on with things. Your help and patience is much appreciated! Thanks once again for making these awesome mods, my main save is practically Nertea Space Program at this point
-
I've tried it of course, but you might be onto something here. With KSP running on Linux, RShift replaces any use of Alt. e.g. the cheats menu is RShift+F12. Completely guessing, but perhaps the game process can't receive the Alt keydown signal for some reason, forcing the devs to use a different key. Is it possible this is the problem @Nertea -- some code listening for an Alt keypress it will never be able to receive? Please believe me though, I've tried every combination of clicking I can think of - right, left, Shift, Alt, RShift... . There are simply no fuel transfer options showing up anywhere for these nuclear parts.
-
Yep. I have a level 5 Engineer in sandbox mode. These were my testing steps if anyone wopuld like to try reproducing it: Back up, then delete KSP game directory. Redownload fresh from Steam. English localization. Install NFE and any required dependencies via CKAN (I made sure not to add any optional/recommended mods, only the strict requirements) Start KSP, begin a new sandbox game, and design a craft. Craft has 2 nuclear fuel drums, one empty and one full, and a pod with a 5* engineer Launch the craft and confirm the transfer is working Close game and install system heat via CKAN. Include the 4 system heat config packages (engines, reactors, converters and harvesters). As with NFE, required dependencies only, no optionals. Start KSP, reload the sandbox game, launch the exact same craft with the same kerbal. Observe that the fuel transfer option no longer appears in the UI. I was quite careful with the whole process because I was trying to discover which mod in my mod list was causing the problem. Took a while - System Heat wasn't high on my list . By the way, I am running on Ubuntu 20.
-
Hi Nertea, thanks for making this great mod, I'm really enjoying it. I'd like to report an incompatibility with Near Future Electrical. When both are installed, I no longer get the UI option to transfer nuclear fuel between containers. Tested on a fresh install of KSP 1.12.2 with only NFE and System Heat installed (plus any required dependencies according to CKAN). I saw in a previous patch note this problem might depend on localization - I'm using English. Hope that helps!