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Everything posted by The Destroyer
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KSP Interstellar Extended Continued Development Thread
The Destroyer replied to FreeThinker's topic in KSP1 Mod Development
So I've been trying to use the magnetized targeted fusion reacotr as an engine source. I got it working once, not sure how. It's only producing 2 MW of power instead of 1GW, and have no idea what I'm doing wrong :-/ EDIT: After doing some googling, reactors are scaled down to be compatible with NFE, right? That would explain MW instead of GW... the engine works just fine with a pebble bed, producing 5MW of thermal power. So maybe it's just that my reactors aren't good enough yet to even turn the damn engine on? (0kN) EDIT again: So, it works in sandbox, but only if I have a charged particle electric generator on it. But it doesn't produce any charged particles... -
If it helps, it appears that RAM fluctuates wildly during a scene change, and the more I scene change, the more of a leak it'll get
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- memory leak
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Mun base! Despite being low part count, being closer than 400m to the big one (supplies and such) has a massive impact on FPS, no idea why. Timewarping instantly removes lag, so maybe it's the weight and landing gear, maybe it's the inflatables, no idea... playable, at least.
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So, the game works fine. It loads at around ~3GB of RAM, and in game it's 3.5 GB. Totally normal, even in 32 bit that would be the case. I'm using 64 bit, and over time of playing KSP, the memory usage slowly but surely creeps up, 4GB, 5GB, up to 6GB before I had to terminate and relaunch KSP as it would either crash the game or my system. (8GB of RAM). No idea what is causing it, I'm using SVE... Mod list: KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Filter Extensions - 2.7.4.2 Toolbar - 1.7.13 USI Tools - 0.8.6 B9 Part Switch - 1.5.3 Bon Voyage - 0.11.1 Community Category Kit - 1.2.1 Community Resource Pack - 0.6.3 CommunityTechTree - 3.0.2 Contract Configurator - 1.21 CustomBarnKit - 1.1.10 DistantObjectEnhancement - 1.8.1 Firespitter - 7.4.2 Flexible Docking - 1.0.4 Interstellar Fuel Switch - 2.3 Kerbal Attachment System - 0.6.1 Kerbal Engineer Redux - 1.1.2.8 Kerbal Joint Reinforcement - 3.3.1 KerbNet Controller - 1.0.2 Kerbal Inventory System - 1.4 KSP-AVC Plugin - 1.1.6.2 ModularFlightIntegrator - 1.2.2 NearFutureConstruction - 0.7.2 NearFutureElectrical - 0.8.2 NearFuturePropulsion - 0.8.2 NearFutureSolar - 0.7.1 NearFutureSpacecraft - 0.5.4 Play Your Way - 1.0.1 Science Relay - 1.0.3 SSTULabs - 0.5.34.130 StageRecovery - 1.6.5 Stock Visual Enhancements - 1.1.4 Strategia - 1.5 TweakScale - 2.3.2 USI Core - 0.3.4 Karbonite - 0.8.3 Karbonite Plus - 0.7.3 Konstruction - 0.1.2 USI-LS - 0.5.13 Malemute Rover - 0.2.3 UKS - 0.50.7 KSP Interstellar Extended - 1.11.7 Here is KSP.log and output_log. (not sure how to do attachments on the forum, too used to the old vbulletin https://www.dropbox.com/s/w6o5n03prgl0kw0/KSP.zip?dl=0
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"There's never only one rescue mission" -The Destroyer, 2016
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Definitely not dead. Especially with mods. Like RCT3, a fantastic modding community can keep a game going forever
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Okay, will do asap. That's all it said in the debug console MissingFieldException: Field '.BaseConverter.Efficiency' not found. BonVoyage.BonVoyageModule.Activate () BaseEvent.Invoke () UIPartActionButton.OnClick () UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEvent.Invoke () UnityEngine.UI.Button.Press () UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() @Enceos the full message
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propeller mods other than KAX and Firespitter
The Destroyer replied to Leafbaron's topic in KSP1 Mods Discussions
Karbonite I believe is the mod that adds turboprops both atmospheric and karbonite fueled. (But it still depends on firespitter core) -
Exception: MissingFieldException Field baseconverter.effeciency not found, when I try poehail!!! 1.2.2
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Landed a science lab for ~90 days on Minmus poles But I forgot parachutes so needed a rescue mission! It went fine
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1.2.2, which might be the problem, wasn't sure if such a minor update would break it KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Filter Extensions - 2.7.4.2 Toolbar - 1.7.13 USI Tools - 0.8.6 B9 Part Switch - 1.5.1 Community Category Kit - 1.2 Community Resource Pack - 0.6.3 DistantObjectEnhancement - 1.8.1 Firespitter - 7.4.2 Flexible Docking - 1.0.4 Interstellar Fuel Switch - 2.2.9 Kerbal Attachment System - 0.6.1 Kerbal Engineer Redux - 1.1.2.8 Kerbal Joint Reinforcement - 3.3.1 KerbNet Controller - 1.0.2 Kerbal Inventory System - 1.4 KSP-AVC Plugin - 1.1.6.2 ModularFlightIntegrator - 1.2.2 NearFutureConstruction - 0.7.2 NearFutureElectrical - 0.8.2 NearFuturePropulsion - 0.8.2 NearFutureSolar - 0.7.1 NearFutureSpacecraft - 0.5.4 Outer Planets Mod - 2.0 Play Your Way - 1.0.1 RCS Sounds - 5.0 Science Relay - 1.0.3 SSTULabs - 0.5.33.129 StageRecovery - 1.6.5 Stock Visual Enhancements - 1.1.4 TweakScale - 2.3.2 USI Core - 0.3.4 Karbonite - 0.8.3 Karbonite Plus - 0.7.3 USI-LS - 0.5.13 UKS - 0.50.7 KSP Interstellar Extended - 1.11.3 @RoverDude It's weird, in all my versions of heavily modding and playing KSP, I've never encountered one where it doesn't load. Specifically, it loads into main menu just fine, but loading save into KSC it never does. In fact, if I'm not focused on the window (using borderless) with konstruction, it won't load into the main menu at all. EDIT: Uhh.. I re-installed Konstruction again and it ran fine. Maybe it's actually the survival pack, (didn't think it was that as I've used it since the start and never had a problem), testing that now... alright, tested. It's not Konstruction at all, but the survival pack. For some reason, having that installed causes the nullref spam from Kopernicus and the game refuses to load
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@Brigadier @RoverDude Yeah, I know. The thing is, without Konstruction, it loads fine. With it, it never does. Without Konstruction the error message didn't appear, and I played the game fine, aside from the log being filled with [EXC 22:31:27.047] NullReferenceException: Object reference not set to an instance of an object LifeSupport.LifeSupportMonitor_Editor.GenerateWindow () LifeSupport.LifeSupportMonitor_Editor.OnWindow (Int32 windowId) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [ERR 22:31:27.048] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) I'm using SVE, Texture replacer, KSPI, all of near future, KJR, Dmagics flexodocking, science relay, all of USIs mods except survival, konstruction, and the rovers, SSTU, play your way, KAS/KIS, stage recovery
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Not sure where to put this, but my game entirely hangs on loading the KSC It's one of the USI mods that is doing it, not sure which one yet. Without it, loads fine. With it, simply hangs forever. The KSP log says [EXC 21:46:08.370] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 21:46:08.372] NullReferenceException: Object reference not set to an instance of an object Kopernicus.StarLightSwitcher.Update () [EXC 21:46:08.372] NullReferenceException: Object reference not set to an instance of an object GalaxyCubeControl.Update () [EXC 21:46:08.388] NullReferenceException: Over and over and over again. Not sure what's happening, maybe an incompatibility? I've used USI mods for a long time... EDIT: Removed Exploration pack and Konstruction, I believe it's this mod
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[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
The Destroyer replied to JPLRepo's topic in KSP1 Mod Releases
Does DeepFreeze freeze USI LS values for home/habitation, or just supplies? -
By that you mean both hab and home? Well, the hab time would expire when I got in lander (home still fine, over a year) , and both hab and home time were reset as I approached mothership, (to 7 days) and docking with mothership, hab/home time reset to over a year. When I left mothership and got a decent distance away from it, both values reset to 30 days. I get back to mothership, reset to 1y+ (normal), then when I decoupled from mothership both hab and home time expired, until I was a fair distance away, both values reset to 7 days. After quickloading and sending a rescue vessel up, the system worked normally- hab time changed to 30 days, (big rescue vessel) and home time ~300 days
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I'm confused by the habitation value. It says it can be reset, so even if it's just a short trip in the rover, then back, it will be fine. However, when I went into the rover, the hab expired. Is this because they had 6d18hrs of hab in the base left, and the rover only has 30 days of hab? Edit: So I ditched Jeb so they could have more hab time, finished experiments, and returned to the lander. While approaching the lander, the hab time expired, and then 10 seconds later the hab time was reset- over a year of hab time. Then I boarded the lander and- hab time expired! Wat? In addition, the inflatable shelter appears to eat parts that were in a kerbals inventory with KIS EDIT2: Whoa, this is getting even weirder. I flew the lander up to the mothership, and when I got within 200m the habitation value was reset, so now I have 30 days on the lander again... Final edit: After decoupling from the mothership (so its just a pod for re-entry) the hab time expired, until the mothership exploded and got far enough away, then hab time was normal, in fact reset- so the home time was also 7 days Yet another update: So, turns out I didn't pack chutes on that mothership, so I quickloaded and sent a rescue mission to them in orbit. Unlike before, the LS worked as planned- it didn't expire, and the home value didn't reset
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
The Destroyer replied to Galileo's topic in KSP1 Mod Releases
Is the mun supposed to look so... dusty? -
[1.4.x] Stock Launch Pad V1.0.2 (Abandoned)
The Destroyer replied to sciencepanda's topic in KSP1 Mod Releases
I should note that this isn't very career-friendly. Due to its extreme mass, T2/T1 launchpads cannot support it -
Well, to reply to you about the lander, you have to use the root tool (number 4 on the keyboard) and make something attachable, say, the docking port, the root part, and then save it. Then, you can attach it to whatever using the docking port. OR, make the engine the root part, and attach via that. As per the docking bug, I've heard it before, perhaps it was attached wrong, or there's an issue, which requires a little bit of editing of persistance.sfs As per the third one, I don't understand. They worked for many years near constantly on the game to get it to 1.0, took a break, worked for a year, and then released 1.1 and hotfixes, and 1.1 did a helluva lot more than simply add the encyclopedia, it moved to unity 5, making the game 64 bit, run faster, use multiple CPU cores, etc.
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I joined at 0.14 but the demo was 0.13 heh. I've played more of KSP than any other game...