Jump to content

smunisto

Members
  • Posts

    716
  • Joined

  • Last visited

Everything posted by smunisto

  1. The game seems to hang on loading SRB nose cone 1.25. Tried with and without ATM.
  2. Yeah, unfortunately, it is kind of useless. And Rbray seems to be skipping this thread, so we can only guess of any news.
  3. After some tests, RamRush does not stop the game from crashing, and also distorts some planets ground textures. My Kerbin's grass texture became wavy.
  4. Currently ATM does not support DDS textures. So it might as well be increasing your memory usage.
  5. Cool, will check to see if something burns up inside PF on launch tonight.
  6. Will definitely give it a try today after work(GMT+2 here), otherwise specs should not be an issue: i7 4790k @ 5GHz; GTX 670, OC-ed with about 20%; KSP runs off an SSD. If you get the calculations to offload on a different thread it may be super smooth and cool. Also, before - time dilation kicks in(MET time turns yellow the moment you enter the Map view) AND FPS drops as well(rotating the camera becomes slower and slightly choppy). Running in OpenGL due to the amount of mods and the broken-ness of ATM atm(pun intended). I have limited FPS to 120, so basically it is unlimited, and KSP usually runs at no less than 60. I will check out the latest dev version and see how it looks.
  7. For me it seems to kill all FPS - going to Map view instantly reduces my FPS from solid 50 to ~15 constantly. Also, sometimes the intermediate lines disappear(maybe there is a limit of projections?): https://bg3.biz/cloud/index.php/s/x5OGGV1m4zIcVRQ Here's an output log if you can find something related to the FPS drops: https://bg3.biz/cloud/index.php/s/1QxQUf0AgqthPZm EDIT: Seems like zooming around in Map View causes some artifacts related to lines(on zoom out it seems like a yellow line is projected towards the camera): https://bg3.biz/cloud/index.php/s/zYhOA2TJ3p2VPkt Also, rather than just FPS drops, the physics time increases too, effectively slowing down time in map view. This is immediately visible and occurs 100% of the time when you are in Map View, just like the FPS drops.
  8. There's heavy lag on editing the fairings with nuFAR again. Maybe Fanno broke something related to the vortex calculations again? Getting 700-900 ms of vortex calculations when the PF fairing menu is open, while the normal is about 100 ms. Also, the latest version of DRE seems to be unexplicably ignoring PF? Or maybe it's something on PFs side. I have a satellite inside the fairing, and it's burning up before I even reach 200 m/s after launch. Output log: https://bg3.biz/cloud/index.php/s/aUmtubT9mwmo09c
  9. Um, I have no idea if I did something the wrong way, but Communotron 88s seem to be unshielded by Proc Fairings and burn up before I even reach 200 m/s after launch. And their temp skyrockets pretty fast after launch. No idea about the other parts inside the fairings. https://bg3.biz/cloud/index.php/s/aUmtubT9mwmo09c Output log. EDIT: Swapped out PF fairings with Stock ones and they work flawlessly. EDIT 2: Also MM shows 3 errors in DeadlyReentry.cfg on load.
  10. Yeah, that is what I thought, it can't tap into KSP directly. It's probably just pushing stuff to the pagefile. I remember we used such stuff back when Win 98 was still a thing.
  11. I wonder if ATM will have such a great effect as before if going for DDS -> DXT conversion as it had before. DDS textures are about the same in size as all the older types - png, tga, etc, but they just load faster due to Unity loading only DDS anyways, right?
  12. It is a bit unclear what RamRush does and how exactly does it find KSP in order to optimize it's RAM usage. Does it tap into Unity or hook into KSP somehow? Do you point it to the program you want optimized? Are you sure it doesn't do this by unloading assets that are otherwise needed?
  13. So, Rover, "CausesDeath=true" will cause the Kerbals to die after 15 days without supplies, right?
  14. Hey Claw, I was wondering if you have met the following bug on your stock bugfixing adventure(please disregard the debug log, it is not related to the problem): https://bg3.biz/cloud/index.php/s/Itfe2iTJ2cBtziR What actually happens is that sometimes on scene change (Flight to Map then back to Flight, or Flight to Space Center to Flight), the stock Heat Shield(and non-stock "fake" fairing parts) disappear completely, leaving the Heat Shield(and non-stock stuff like the crew pod on the shot) looking like it's not sitting flush with the stack attacked parts. The part is still attached completely, so the bug is simply a visual one. I can't exactly reproduce it successfully, it seems to happen randomly. There is an output log for a session in which it occured, in case you can find something during/shortly after scene change that would cause such behaviour: https://bg3.biz/cloud/index.php/s/aUmtubT9mwmo09c Also, restarting the game after this happens does not fix the craft, the fairing just disappears. Maybe it is related to this non-stock crew pod and it's own "fake" fairing?
  15. I can report that the stock toolbar icon does indeed not care about the saved settings. Here's a pic: https://bg3.biz/cloud/index.php/s/e0ZQgUIQHCDlJcD And here is the output_log: https://bg3.biz/cloud/index.php/s/aUmtubT9mwmo09c
  16. Great! I am waiting for it eagerly, so I can stop trying to calculate MaxPowersomething * something in order to understand why my satellite near the Mun loses control when in plain sight of a relay nearby.
  17. Are you sure you are editing the landing parameters correctly? As in "Number of parts used" just above the desired landing speed, not only adding parts physically.
  18. It has been like this for a long time. Maybe ever since 0.25 when SQUAD updated some of the planetary stuff.
  19. It was a problem with many of the mods come 1.0. Stupid_Chris and some of the other modders may be able to assist with the solution they used.
  20. Which explains why my KSP is running at 3 Gb RAM usage without any of the chunky part mods I usually have like B9 and KW Rocketry. Since almost all mods converted to DDS now.
  21. And while this suggestion might work if you use only one un-updated broken mod, it will break all the mods that have been updated to work with 1.0, because their nodes have been fixed. So this is not a solution, that can be recommended to anyone using other mods too. In addition, the node reversal is not the only issue with KW, especially in light of the new engine scaling system.
  22. Patched conics have been changed, yes, Unfortunately I don't remember if the orbit disappeared or not. At a certain point I was unable to add maneuver nodes to the orbit though, this is when I checked the debug log.
×
×
  • Create New...