gemini4
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RP-1 Realistic Progression One for KSP 1.12.3
gemini4 replied to pap1723's topic in KSP1 Mod Releases
Sorry if this has already been asked recently, but what sort of computer specs are required/suggested for this most recent version of RP-1? I used to play RO/RP-1, but had to stop largely because of the very long loading times and terrible framerates I was getting (just with the base textures and no scatterer/rssve), routinely around/below 30fps for medium-sized rockets. That was for the RP-1 version for KSP 1.3.1 (yes, it's been a long time). Have things improved performance-wise in more recent versions of RP-1, or should I expect the same (or worse) performance as before? -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
gemini4 replied to Theysen's topic in KSP1 Mod Releases
Apologies if someone has asked this before. Does anyone know what the performance impact is of ROTanks vs. Procedural Tanks? I'd like to use procedural tanks on some of my main stages, since there's more texture options. However, I don't know if this would cause more lag on larger rockets. Does anyone have any experience with lag differences between procedural tanks and ROTanks? Thanks a lot.- 2,214 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
gemini4 replied to Theysen's topic in KSP1 Mod Releases
Sorry to bother you again, @Theysen. I followed your advice and re-downloaded the RO and RP-0 masters. I didn't change any of my other mods. Now, on attempting to load, I get 15 MM errors, and my game crashes after module manager finishes loading. I wasn't having this problem before, so should I just use the earlier RO file I had downloaded and copy the RD-108 fixes from the new file? Output log here.- 2,214 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
gemini4 replied to Theysen's topic in KSP1 Mod Releases
I'm sorry if this issue has been raised before (I haven't seen it mentioned on the last few pages, so I don't think it has). I recently downloaded the dev RO/RP-1 mod suite. After a fair amount of early troubleshooting (Thanks @Bornholio and @JohnMcLane for your help), the mods seem to be stable and working as designed. However, after unlocking the RD-108, I found that it didn't have any alternative configurations. Indeed, right-clicking on it in the VAB didn't even reveal the "Engines GUI" menu that almost every other engine has. The configs are listed in the R&D center, but they don't show up in the engine description menu, and can't be chosen because the Engines GUI button doesn't appear. Here's my output log. Mod list below:- 2,214 replies
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There are tools which will help you plan flybys, including Transfer Window Planner and Flyby Finder for RSS. If you're looking for something that will actually help you get in the right inclination orbits (always the hardest part, in my opinion), this tool will help. It requires Mechjeb, but RO installs that by default. Does that answer your question, or are you looking for something else?
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Are you using the GitHub master or the latest SpaceDock release? I originally had the problem when using the GitHub master, which I assumed would be the most compatible. After seeing you didn't have any problems, I tried the latest SpaceDock release, which fortunately does seem to work fine.
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I just tested out the latest release of the RO Development build. Almost everything seems to be working well, but, for whatever reason, the oceans are not appearing at all in standard ship view. They show up in the map view, but are absent in normal view. I'm using the very latest release of Kopernicus, Scaled RSS-Textures 8192 pack, the RSS master, and TextureReplacerReplaced. Here's my output log. Let me know if there's any other information I can provide which would be useful. Thanks for your help.
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That's fine. Don't feel pressure to come back to it unless you're ready. I appreciate the work you've done with it up to this point, but I know that real life always takes precedence. Would you be okay with allowing someone else to update it while you're busy?
- 161 replies
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Sorry to bother you guys again, but I made a fresh install, and now find myself unable to run KCT. When I start a new game, it asks me to select a preset. I choose RP-0, and then the window abruptly "closes," leaving only a gray sliver of the window. After this, clicking the KCT button has no effect. I made two fresh reinstalls, and both had the same problem. I don't understand why this didn't happen to me the first time, and is instead only happening now. Obviously, the game is basically unplayable with this situation. Here's an output log of my game. Thanks for your help with this. I want to be able to try out RP-1, and it's frustrating being stymied by these weird bugs. Edit: Never mind. The magicore.dll wasn't installed, even though I thought I had downloaded it.
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I don't think these engines work in RO 1.3.1. When I loaded my game, I got several ModuleManager errors in the FRE RO engine config files, and when I went to test the engines, they all showed up as "non-RO," consuming LiquidFuel and Oxidizer instead of their proper fuel mixtures. Let me know if you need an output log. I deleted that install file (I was having other problems unrelated to FRE), but I can run FRE again on a new install if you need the log data.
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Hmm. Both RemoteTech and TestFlight seem pretty essential to a proper RP-0/RP-1 playthrough. I haven't tried out the stock communication system. Is that a reasonable alternative to RemoteTech? As for TestFlight, I don't really see any alternatives, and playing without it really messes up the balance of the game. Are you also getting significant stuttering as a result of these mods? I was thinking about Memgraph. I didn't know if it worked with the RP-1 suite of mods. Thanks for the suggestion. I'll definitely make sure to install that in my new install.
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Hmm. I'll try deleting [x] science, but I'm not sure that's it. You said it didn't affect you if you didn't have the window open, and this stuttering happened without the [x] science window open. In addition, it affected my sandbox save, in which I would think [x] science would be deactivated. Edit: Yeah, that wasn't it. I'm not really sure what's causing the stuttering. I'll try a fresh install and attempt to test the mods in stages as far as possible.
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I just downloaded and tried out the RP-1 development build. Let me say, first, that it looks really interesting, and is a significant improvement over the previous RP-0 campaign. However, upon attempting to launch my first, dinky sounding rocket, I encountered fairly severe stuttering issues. About every second, the game would freeze up for about a quarter of a second. This happened both in career mode and in sandbox mode. Since there were many new mods I installed, most of which were required to run RP-1 and so I couldn't easily test in isolation, I don't know which mod (or mods) is (are) causing this problem. My modlist is more or less copied directly from @Bornholio's install list, with the additions of ATK Propulsion Pack, Custom Decals and Real Agencies, Cryogenic Engines, DMagic, Dynamic Battery Storage, Freedom and Mainsailor's Texture Packs, Niche Parts, Real Engines, Saturable Reaction Wheels, and Soviet Engines, and missing the mods RSSVE, EVE, Scatterer, Engine Lighting, Stage Recovery, Docking Port Alignment, RCS Build Aid, KSP-AVC, and Raster Prop Monitor. Here is my output log, if that helps. I noticed also that there were a few MM errors thrown by FRE (which doesn't seem to work in KSP 1.3.1), and by RPO-CMEngines. Thanks for your help. I've been looking forward to trying out RP-1, and I haven't heard of other people having this particular issue, so hopefully it isn't something intractable.
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Is there any way that plane-related contracts could be made more lucrative and practical in the mid-late game? I ask because, after the early X-plane contracts, there's really no reason to build planes at all. I think that aerial reconnaissance, spaceplane, or even just passenger airline contracts would be fun and interesting, and add a reason to build planes beyond the early game. In a related note, is there a way KAX could be made compatible with RP-0. It has some parts that would be useful in building aircraft for the above missions.
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
gemini4 replied to Theysen's topic in KSP1 Mod Releases
Is there any way KAX could be adapted for RO compatibility? I was just thinking about how planes are very under-used in the stock game and RO. I was thinking an airline, aerial reconnaissance, or spaceplane contract pack for RP-0 would be really fun to play, and getting KAX compatible with RO would help with building certain plane designs.- 2,214 replies
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I seem to be having a problem with the "Early Communications Network" contract. The contract stipulated that I needed to put up four communications satellites, all connected to one another, which could cover 60% of the Earth. However, RemoteTech keeps reporting the Earth as having 0% coverage, even though many ground stations are connected to the satellites. I don't really understand why this is happening. If anyone knows how to read the KSP output logs, and could tell me why this is occurring, I would be very grateful. Output Log. Note that there might be some weird exceptions where I tried to screw around with the save files to get the contract working.
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I notice that the "DetailEarth" and "DetailCity" textures cause significant performance issues. How can I reduce the resolution of these textures/otherwise reduce their performance impact? Looking at the detailed terrain causes framerate drops of about 8fps compared to looking at the ocean or sky. I also noticed that the framerate appears to drop slowly over time, both in the space center and in flight. In the space center, after a flight (or a simulation of a flight), and waiting about 15-20 minutes will lead the framerate to slowly drop. I'm not sure why this happens. A similar effect occurs in flight. I noticed that my framerate during re-entry was significantly lower than it had been during launch, despite there being far fewer parts on the reentry vehicle than the launch vehicle. KSP Version: 1.2.2 64-Bit Output Log
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Hmm. I remember not having an issue with this when I was on 1.1.3. I only started noticing it after upgrading to 1.2.2 fairly recently. Was there a change to the structure of RSS, or to the way stock KSP handled map representations during this time?
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I apologize if this issue has been raised before. In the map, or in the tracking station, the orbits of Pluto, Neptune, and sometimes Uranus will flicker wildly across the screen unless I am very closely zoomed into a body, or zoomed very far out, and perpendicular to the ecliptic. Does anyone know why this is happening, and, if so, how to fix it?
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Is there a way to make Earth clouds appear less "blurry" from greater distances? It's somewhat annoying to me to see the detailed cloud features fade off into dull, smooth edges as I travel further from the planet. I know that there are "cloud fade" parameters in EVE, but I don't know which ones to tweak, or what values to set them to in order to fix this problem without causing unintended side effects. If anyone knows how to fix this, I would greatly appreciate it.
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I find that the J-2X (Or, even the J-2S! It's cheaper, and still has pretty good efficiency and TWR) is good for a role akin to that of the LR87 in the Titan III or IV configurations, in which it is lofted to a high altitude by strapon SRBs (usually UA1205-1207s), and then ignited at a high altitude and high velocity such that its initially low TWR isn't such a big deal. Aside from the effects of the SRB exhaust on the engine, I don't think that this would be seriously abusing the J-2's characteristics, as it is only being used in vacuum. Frankly, I don't really understand why you would use it as a sustainer in the sense of Ariane 5. It's TWR and efficiency at SL are terrible, and it's high-efficiency fuel (LH2/LOx) is being used to help accelerate low-efficiency strapon SRBs. It makes far more sense to me to leave it deactivated until SRB separation.
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Ok, I did a fresh new install, just RSS+ dependencies, RSSVE, scatterer, and EVE. Scatterer seems (?) to be working. It's a lot less hazy than I remember it, and I don't see a reddish layer on the horizon or near the terminator as I thought there should be. (Maybe that's just differences between RVE and RSSVE) The ocean shaders and clouds are working. Worryingly, though, I still can't open the scatterer GUI in any scene. I'm not quite sure why that is. I noticed that when initializing the new copy of KSP, it seemed to freeze at "loading asset bundle definitions" and had to be restarted using the launcher, after which it worked. I'm not used to 1.2.2, so I'm not sure if that's a normal feature on a new install. If it's not, does that have anything to do with my inability to bring up the gui, and/or the issues I was having in the previous install? By the way, thanks so much for your help, it means a lot that you would go out of your way to help one person having seemingly intractable problems when the vast majority of users have little to no difficulty with the mod.
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Sorry, I was confusing it with EVE, which is distributed on github. So if the Scatterer files are okay, then is it a problem with mods besides RSSVE dependencies? I wouldn't think those would have any effect on it. I also have a different sunflare mod for scatterer, but that shouldn't have an effect, since it only affects the sun, right?