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Galahir950

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Posts posted by Galahir950

  1. On 9/6/2018 at 4:43 AM, steve_v said:

    KSP has always had z-fighting on clipped parts to some extent, but the examples above are pretty extreme. I suggest eliminating any visual mods first, and making sure you are using the default renderer for your platform (which is?).

    If it persists, reproduce the effect with an unmodded install, cap a video, and report a bug.

    Now that I am actually coherent, I have no memory of writing that post as it was 3:30am, I tracked it down to Scatterer causing it. I am on Win10 64bit, running without launch options. Sorry for the inconvenience caused.

  2. Any idea why I am getting this visual bug, I only noticed it when I upgraded from a 970 at 1920x1080 to a 1070ti at 3840x2160. Let me know what other information you need. It happens at any resolution.
    NzSfm5l.jpg

    EDIT: I apologize, even though I reinstalled it, I must have left my config, which had legacy effects turned on for some odd reason. It is fixed now. I am leaving this for anyone else who has my issue.

  3. 24 minutes ago, MoarBoostersRUS said:

    @Galahir950 what type of CPU do you have?

    also if you have AVC please do a copy to clipboard and post that, the images you posted are hard to read if you don't here's a link : 

     

    I have an AMD FX-8350 CPU.

    Spoiler

    KSP: 1.3.1 (Win64) - Unity: 5.4.0p4 - OS: Windows 10  (10.0.0) 64bit
    MagiCore - 1.1.1
    Toolbar - 1.7.15
    BDArmory - 1.0
    Bon Voyage - 0.13.2.1
    BOSSContinued - 3.1.1
    BurnTogether - 0.0.7.2
    CameraTools - 1.9
    Chatterer - 0.9.93.1804
    ChuteSafetyIndicator - 1.0.2
    CIT_Util - 1.4.1
    BAM - 1.3.1
    CollisionFX - 4.0
    DestructionEffects - 1.7
    DistantObjectEnhancement - 1.8.1
    CapCom Mission Control On The Go - 1.0.2.7
    Contract Parser - 1.0.7
    Contracts Window Plus - 1.0.8.1
    Progress Parser - 1.0.8
    Docking Sounds - 1.2
    EditorExtensionsRedux - 3.3.16
    Engine Lighting - 1.4.3
    EVA Enhancements - 1.1.1
    ExtensiveEngineerReportContinued - 0.1.2
    Ferram Aerospace Research - 0.15.8.1
    Firespitter - 7.6
    FuseBoxContinued - 0.1.15.3
    GCMonitor - 1.4.7.2
    HideEmptyTechTreeNodes - 1.0.1
    Historical Progression Tech Tree - 2.0
    HullcamVDSContinued - 0.1.8
    JanitorsCloset - 0.3.3
    RasterPropMonitor - 0.29.2
    Kerbin Environmental Institute - 1.2.3
    Kerbal Engineer Redux - 1.1.3
    Kerbal Joint Reinforcement - 3.3.3
    CraftHistory - 1.4.3
    EVA Enhancements - 1.1.1
    Kerbal Engineer Redux - 1.1.0.2
    Kopernicus - 1.3.1.2
    kOS - 1.1.3.2
    KronalVesselViewer - 0.0.8
    KSP-AVC Plugin - 1.1.6.2
    Lights Out - 0.2.2
    MagiCore - 1.1.3
    Maeneuver Node Evolved - 1.0.3.2
    ModularFlightIntegrator - 1.2.4
    NavHud - 1.3.3
    Docking Port Alignment Indicator - 6.7
    Final Frontier - 1.3.6.3189
    S.A.V.E - 1.2.4.1314
    PartCommander - 1.1.1
    PartCommanderContinued - 1.1.2
    PhysicsRangeExtender - 1.5
    PlanetShine - 0.2.5
    Precise Node - 1.2.3
    RCS Build Aid - 0.9.1
    RCS Sounds - 5.0
    RealPlume - Stock - 1.0
    ReentryParticleEffect - 1.2.0.1
    ShipManifest - 5.2
    ShipSectionsContinued - 0.1
    Show All Fuels Continued - 1.2.1
    StageRecovery - 1.7.2
    Store My Reports - 1.1
    TakeCommandContinued - 1.4.10.1
    Kerbal Alarm Clock - 3.8.5
    Transfer Window Planner - 1.6.2
    EVAParachutesAndEjectionSeats - 0.1.15
    VesselViewerContinued - 0.8.6
    WASDEditorCameraContinued - 0.6.12
    Water Sounds - 2.3
    Waypoint Manager - 2.7
    [x] Science! - 5.11

    3 minutes ago, severedsolo said:

    Why are you still using Chute Safety Indicator? That was made stock in 1.2

    I did not realize that.

  4. 17 hours ago, MoarBoostersRUS said:

    What type of CPU, Ram and version of ksp are you using?

    i.e. I run ksp 1.3.1 on a 7th gen i3 with 16gb ram and integrated hd graphics with 105 mods(GPP + Visual enhancements) at max quality- some general details from scatterer and still get 80fps with only 30% CPU and 53% ram use on my laptop. 

    And 

    1.3.1 on 8th gen i7 with 64gb ram on Navidia 1080gtx 10gb video card with same mod base at max quality in all areas getting 180fps at 15%cpu and 20ish% ram use on desktop 

    the more info you give the better the answer you'll get. 

    If that question was for me,

    Windows 10 64bit
    16GB Ram
    AMD FX-8350
    EVGA GTX970 SC

    The most recent one, 1.3.1. I run 64bit Kerbal. What is your Delta Time Setting, if I am reading the settings file correctly mine is (0.05854687)?

  5. I have been trying to figure out which of my 111 mods or what would be causing my performance impact. I will be flying an 80 part craft and the game will freeze for minutes at a time sometime. My FPS usually averages 13-15. I also get frequent stutters in the  VAB and Flight. I have been playing for years with mod levels near this ~90-120 and I do not remember it ever being this bad. The only time I remember getting very low FPS (4-7) was when I was at my 300+ part Minmus Base that used docking ports and landing gears. I checked and when I was playing, my CPU was redlining in flight and at about 80-90% capacity in the VAB. I have no launch options set.

    Windows 10 64bit
    16GB Ram
    AMD FX-8350
    EVGA GTX970 SC

    https://imgur.com/a/URFjZ

  6. I'm playing through a campaign where I installed the Historical Tech Tree, glanced at the overall tree in R&D without clicking on any nodes to ensure it was installed correctly, then hid unresearchable nodes so I had no idea what was coming and it was like playing Kerbal for the first time. I am researched up to ~T5/90sci. Nodes, but I noticed I don't have fuel ducts. Are they later in the tree or is there a bug. When you answer, if it is later in the Tree, please only say "Later" so not to spoil the "adventure" for me. Thanks for your help.

    - Galahir950

  7. I did testing and here were my results.

    Spoiler
    Regular FPS: ~15
    Open GL : ~15
    Complete Modded FPS Without Scatterer, EVE, Planetshine, or Collision FX ~18
    Almost Entirely unmodded: 60+
    With Only GFX Mods: 60+
    Prev. + KER: ~60
    Prev. + FAR: ~57
    Prev. + RPM: ~55
    Prev. + ManueverNodeEvolved, TakeCommand, TreeToppler, WaypointManager: ~55
    Prev. + G-Effects: ~30
    Prev. -G-FX +Stage Recovery: ~53-54
    Prev. -G-FX + BetterBurnTime, EditorExtensions, Ext.EngineerReport, Hide Empty Nodes, HistoricalTechTree, Kerbal Joint Reinforcement, Navball Adjustor, NavballDockingAlignment, NavHud,Part Commander, and Show All Fuels: ~52-53
    Prev. -G-FX + HullCam, Notes, Plane Mode, Quick Scroll, Ship Manifest, Ship Sections, Switch Vessel, Burn Together, Chatterer, CapCom, Contract Parser, Contracts Window, Progress Parser, Final Frontier, S.A.V.E: ~50-52
    Prev. -G-FX + AviationLights, BonVoyage, BOSS, ConnectedLiving Space, Janitor's Closet, Lights Out, MagiCore, Science Alert, Trigger Tech, Vessel View, WASD Editor Camera: ~50-52
    Prev. -G-FX + Camera Tools, Dated Quicksaves, Distant Object, Water Sounds, Kerbokatz Small Utilities, Off Stage, and Docking Alignment Indicator: ~49-50
    Prev. -G-FX + KOS, X Science, DMP, ASET, Mechjeb, EVA Chutes & ejection: ~48-49
    Prev. -G-FX + Firespitter, AirPlane Plus: ~48
    Prev. -G-FX + BDArmory Cont., Aircraft Carrier Accessories: ~48
    Prev. -G-FX + Scatterer Ocean Shader&Reflections Turned On, Fourier Grid (64): ~50 Looking Away from Ocean, ~40 Looking at Ocean
     

    I have concluded that G-Effects was the culprit as a 25 FPS Drop is consistent with my Stable FPS with all my mods and my FPS Using it along with my mods.

  8. I am running x64 KSP. It is consistent across ships and saves, in a new save with the little stock Albatross(?) 3A Trainer, I get 15 FPS. I have smokescreen set to 25 as opposed to the stock 1k. 

    I will try adding Single Instance or switching to OpenGL from forcing DX11.

    I'll look at mod memgraph, but where would I go to learn about changing the heap? IIRC from last night, uninstalling Real Plume did not help.

    Also, if none of that works, I am going to uninstall EVE, then Scatterer, then Planetshine one by one again to see if any of them are the issue and I just missed it.

  9. Any idea which of these mods has a big Physics/CPU impact? Im trying to cut down on my mods, because I only get ~15fps, and I tried removing Destruction effects, EVE, and scatterer, but I only gained 1-2 FPS, so it might not be a GPU issue. I also tried Uninstalling FAR with no improvements. I might try removing Collision FX. I played some and took a couple notes. Also, FAR is the DEV build and Collision FX is the 4.0 version that is not in CKAN.

    • I get 10-20fps in flight
    • when in orbit I get 20-35fps in the orbital map
    • After I crash and the flight log pops up, I get 30-40fps
    • I got ~15fps on my Mun Lander mission
    • I did a rendezvous rescue contract and the ships were within 5km of each other. In ship FPS was 10~12. While EVAing to the rescue ship, I was getting ~5fps until the game eventually crashed after I flew past the ship and was making my way back.

    For reference I have a 16gb DDR3 RAM, GTX 970 SC, and an AMD FX-8350.

    My KSP Log File: https://www.dropbox.com/s/87n5h05kqyod25k/KSP.log?dl=0

    Please let me know if you need anything else.

    Regards,
    Ryan

     

  10. Would it be possible for Tree Toppler to have an "Advanced Progression" option where I you dont have to farm science, but the next node is only unlocked if you have made the initial "unlock" funds purchase of more than a quarter or half the previous node's parts? I love using the Historical Tech Tree, but unlocking nodes that cost up to 100 Science for the first level unlocks 1/4-1/3 of the tree.

  11. I have been trying to get this patch to work for the past couple hours. It would removed the engine lighting from any engine created by the two manufacturers from the AirPlanes Plus and Firespitter mods, but it would also affect the 2-3 jet engines in the AirPlanes Plus mod, which I am fine with. I am, however, running into issues where nothing changes with the patch applied and the engine light still emits, is there something I am supposed to be doing extra?

    @PART[*]:[#manufacturer[Kerbal?Standard],#manufacturer[Bitesized?Industries]]:FOR[EngineLight]:FINAL
    {
    	MODULE
    	{
    		name = EngineLightEffect
    		%enableEmissiveLight = False
    	}
    }

    EDIT: I just double checked the documentation and I saw that "|" is used for OR, should I have put that instead of a comma? I'll try it in the morning.

    EDIT 2: I tried the above and I tried the below and neither worked.

    @PART[*]:HAS[#manufacturer[Kerbal?Standard]]:FOR[EngineLight]:FINAL
    {
    	MODULE
    	{
    		name = EngineLightEffect
    		%enableEmissiveLight = false
    	}
    }
    @PART[*]:HAS[#manufacturer[Bitesized?Industries]]:FOR[EngineLight]:FINAL
    {
    	MODULE
    	{
    		name = EngineLightEffect
    		%enableEmissiveLight = false
    	}
    }

    EDIT 3: THIS WORKS, I confused Emissive and Exhaust as meaning the same thing.

    @PART[*]:HAS[#manufacturer[Kerbal?Standard]]:FOR[EngineLight]:FINAL
    {
    	@MODULE[EngineLightEffect]
    	{
            @enableEmissiveLight = false
            @exhaustRed = 0
            @exhaustGreen = 0
            @exhaustBlue = 0
    	}
    }
    @PART[*]:HAS[#manufacturer[Bitesized?Industries]]:FOR[EngineLight]:FINAL
    {
    	@MODULE[EngineLightEffect]
    	{
            @enableEmissiveLight = false
            @exhaustRed = 0
            @exhaustGreen = 0
            @exhaustBlue = 0
    	}
    }

     

  12. On 4/12/2015 at 4:37 AM, blackrack said:

     

    -Terrain shadows might cause weird, moving patterns to appear across the landscape, adjust shadow bias and shadow normal bias to fix this (for more info on what these do, go here http://docs.unity3d.com/Manual/ShadowOverview.html and scroll down to "Shadow Mapping and the Bias Property"). You can also try to turn up the rendering quality in KSP, mess with anisotropic filtering settings in the driver or force directx11. Note that why this is fixable for some people, for others nothing helps, if it doesn't work for you please don't complain.

    I read over and tried it that several times over the past few days, but I am still confused as of what to do. I am sorry that I am having trouble parsing it and figuring out what to do. Is it a value or a range of values it is supposed to be? Is there any way to modify and test it without going back to the menu every time? I am sorry for any inconvenience I may have caused.

  13. I was looking at the highlighted numbers of Galahir950's version of the Delta-V map and don't understand why Kerbin-Eve is not marked as the least Delta-V requirement, but has instead the whole 11750 m/s highlighted. From LKO, you only need to scratch the athmosphere of Eve to get from a hyperbolic to an elliptical, a circularized orbit and then slowly descend into the athmosphere. With 4340 m/s, that is even slightly less than a landing on Minmus, if I am not mistaken.

    I actually have a few reasons for this:

    1. When I decided to make the chart, I decided that "Kowgan's word was law" and I would not put anything on the summary chart that contradicts his or could cause confusion.

    2. On the chart I have 2 entries for all the high D/v bodies.

    3. I chose to use all the landing D/v for the bodies that have atmosphere because the maneuver needed to do that is too risky for new players to successfully try. If you have even a slightly too deep "scraping" altitude, you will burn up when you hit it at interplanetary velocity.

  14. Nobody can tell how you came up with the numbers, or what the mix is supposed to be, so the numbers aren't useful for predicting how much D/V you will need

    I also think iris a bit hard to figure out what is necessary. Even after I read the explanation, I still use the planetary values as all atmospheric, so I have 3200 m/s of atmospheric D/v on the Kerbin lifters.

  15. Numbers between checkpoints are the needed dV to move from Checkpoint A to Checkpoint B. Or from Checkpoint B to Checkpoint A. No matter what way.

    6000m/s is the required value to lift off from Eve sea level up to a circular Low Eve Orbit at 100km, just like the map shows you. The same value is needed to land on Eve from Low Eve Orbit, if you don't use aerobraking/parachutes. Since Eve has an atmosphere, aerobraking is compulsory.

    Thank you for clarifying this, it helped clear up some questions I had about the chart.

  16. That seems like an odd assumption to me. I don't know anyone who would land on a planet with an atmosphere, let alone Eve, using engines. The measurement for what D/V it takes to get to orbit from the surface seems much more useful.

    I know it is an odd assumption, I am just trying to find an explanation that matches the numbers. I do not know exactly how Kowgan does his calculations, I only do the summaries for the summary version.

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