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ANWRocketMan

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Everything posted by ANWRocketMan

  1. I've tried everything but the 64-bit hack(I use some mods explicitly incompatible with 64-bit). And it made no difference. I don't have Contract Configurator either but I have heard that many contract packs cause performance issues for some reason. This is all very sad for me. I have never been able to really play KSP due to a very weak GU(GeForce GT240) and I recent;y upgraded. Now I can properly run the game with nice fps but now this stuttering problem started which makes the game unplayable. Because now I just want to do a minute turn during launch(using FAR) and the game stutters and suddenly the craft flips out and destroys itself.
  2. A lot of people have this problem. Including me. It just started randomly two days ago for me. It doesn't matter how many parts you have or what the scene is it will stutter. And in-atmosphere it gets even worse and my framerate drops by about half(even more than that). Once I'm out it stops. I've been unable to find a mod that causes this(the framerate drop *MIGHT* be FAR) but the stuttering happens in stock KSP and with different mod configurations(RSS + RO, a vanilla install, just visual mods and so on). I've tried a bunch of GPU settings and nothing helps. Restarting the game or my PC doesn't help at all. The weirdest is that it just randomly started in the middle of playing(about a week or more after I updated to 1.0.2) so it wasn't there at the start. If you can post your log and modlist it might help anyone who has some idea of what might be going on. The only concensus thus far is that it's a KSP and Unity garbage collection that causes the stutter. There is another thread already on this topic.
  3. Exactly the same here. I'm thinking its a specific mod but mine started doing this randomly yesterday afternoon(with no new added mods). Restarting the game or the PC doesn't help. Tried a fresh new install and that did nothing either. The settings @mega_newblar mentioned did nothing for me either.
  4. The procedural tanks aren't balanced exactly for the redstone fuel tanks. If you want a Redstone rocket just use the FASA tanks or adjust the %utilization on the tank(to increase the amount of fuel stored in the tank). Thus a smaller(and lighter) tank can hold the same amount of fuel as the larger one. Adjust it until you find a proper balance.
  5. I had exactly that problem and it was an easy fix. Can't exactly remember what it was, but I'll get back to you as soon as possible though. On a side note: I'm getting MUCH better performance with the Kopernicus version of RSS. The previous version I susually only got around 45fps at the launchpad(even with just 1 part) which dropped drasticaly as part numbers grew, not using V-Sync. Now it's a stable 60(frames limited). I haven't tested more than 30 parts yet. Will do as soon as my exams are over.
  6. Do you have Contract Configurator? I also had no contracts but later realised that I accidentally converted an Agency image in 000_USI_Tools to .dds textures. That folder comes with USI Kolonization. If you converted gamedata textures to .dds; agencies should not have .dds images, it causes the contracts to bug out completely.
  7. As @Red Iron Crown said. It's important to remember that this can lead to some performance loss and it doesn't always work. I notice very little difference between OpenGL and DX11 when sing my PC> However, on my laptop it uses about 700mb less RAM.
  8. Because the Planet's mass stays the same, but now that mass is compressed more(much denser). So the gravitational acceleration will remain the same at x distance from the center of the planet. Which means that 200km LEO above a planet with only half the radius is 4 times higher. Meaning you need a greater speed to attain and maintain orbit. EDIT: Got beaten.
  9. I'm very confused on how to download RO and RSS pre-releases for v1.0. GitHub confuses me greatly on this. Can someone give me the links for the RSS/RO and Kopernicus releases that are used?
  10. You yhave to make sure that the Hydrazine reaches the RCS thrusters. The simplest way is to place the RCS on the tank containing the Hydrazine. It doesn't flow around the ship magically as before. Check the Realism Overhaul thread there is a plugin by NahanKell called CrossFeed Enabler. Which solves many of the RCS fuel flow problems. You can get it here.
  11. My mistake. I was referencing the missing FX problems. Aren't those options things for Engine Group Controller? I've had them for a long time. Since 0.25 if I remember correctly. Never bothered me.
  12. I had exactly the same problem as @Insanitic and after installing SmokeScreen most of the engines wold overheat and explode within a couple of seconds, have no exhaust effects and no sound either. My only conclusion is that there is some problem with my Intel HD graphics drivers with SmokeScreen effects. Stock FX shows up fine.
  13. I've been away and busy for a very long time now and finally have time to get back to KSP for a bit. So I installed 0.90 again and put together my usual Realism Overhaul Install(using updated mopds of course). But I ran into a problem: Almost none of my engines(excluding KW Rocketry and AIES) have effects on them. I am not even nearly sure what could cause this. I tried installing smokescreen but that just COMPLETELY broke the engines(they would still have no effects, no sound and would heat up to 3000 degrees celsius within 10 seconds and explode). They have the correct stats and sound, just no visual effects. Is there something I missed? I had the effects in my earlier 0.25 install.
  14. I've had this issue with the KOSMOS VA Capsule too. But already using MODEL {} scale settings. It does the same thing but only with that one part. Not sure why and I haven't been bale to fix it.
  15. I barely have internet now. But I'm having a little issue here. Some of the KOSMOS parts just won't have their patches applied. I've quadruple checked the names and everything. There's nothing in the logs about them except for some RealismOverhaul patches that change the title. I've tried separating them into differsnt files. I've tried doing them without ":FOR[RealismOverhaul]" and after that with ":FINAL". Nothing works. I've gone through the configs to check for discrepancies and differences between them and the parts that do work and found nothing. Any ideas of why these specific parts(lockdown decouplers and the retro unit from KOSMOS) aren't being modified?
  16. Oh thanks for the info. Amazing work if I might add! The level of detail is astounding.
  17. @raidernick: I'm having a weird fps issue where my fps is horrendous until I deploy the antennas on each section. Once I've deployed them once I can retfract and deploy without issue and my fps is back to normal. Any idea why this might be?
  18. Just take careful note when using LFE engines as verniers, you're going to have to make sure the burn times of the verniers atch up with that of your main engine. This will require a fair amount of extra work to get just right, especially if they have different fuel ratios. An easy way would be to place down two tanks. One filled with the ratio for verniers and the other for the main engine. Resize the tanks until you get them matched up. Then add the respective amounts of fuel into the tank on the proper rocket.
  19. You are going too fast too low. Try to be above 20km and below 30km by the time you're travelling 1km/s.
  20. Usually as a result of too high TWR at launch which leads to having to do a much more rapid gravity turn in order to be able to launch to a low enough orbit. Real rockets however sometimes do have such high TWR launches and lower ascent profiles. As far as I know, it's not even possible to do the Saturn V launches of the Apollo program properly without burning it up.
  21. Got RSS Visual Enhancements working thanks to @pingopete's hard work. It's BEATIFUL. Ground textures and all looking fine. Hyper-edited right into the sunrise. It's just... Amazing... Sorry for the missing service module. *cough*HyperEdit*cough* Passing over the Amazon River basin. Citylights looking good. Didn't pay attention to location but I think it's Europe or the Middle East to the left and North Africa on the right. Running at 3GB memory with 4k textures(ALL of them for RSS). No ATM and no textures reduced in RVE with almost all of BobCat's mods, KOSMOS and some stock parts. I'm not in d3d11 or opengl mode either and have perfect performance.
  22. Can also confirm it's working practically perfectly. And it's BEATIFULL! Ground textures and all looking fine. I'm still having voilumetric clouds which cover the whole scene(only while on the ground) but this was after I pressed "Apply" in the Alt+E menu. Before this I only had a couple of the old globular ones. Not sure how to turn it off but not too big of an issue. Hyper-edited right into the sunrise. It's just... Amazing... Sorry for the missing service module. *cough*HyperEdit*cough* Passing over the Amazon River basin. Yes, this was a perfectly equatorial orbit. Again the mirroring is easily overlooked. Citylights looking good. Running at 3GB memory with 4k textures(ALL of them for RSS). No ATM and no textures reduced in RVE with almost all of BobCat's mods, KOSMOS and some stock parts. I'm not in d3d11 or opengl mode either and have perfect performance.
  23. I'm having issues with BobCat's IVA's too where they appear outside the craft from external view. There was a bug with Kerbal Joint Reinforcement some time ago that did that. But I'm not having that issue currently. Even whilst using Realism Overhaul and RSS.
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