bigsilverhotdog
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KSP2 Release Notes
Everything posted by bigsilverhotdog
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Your problem is different from mine, because stock + Mechjeb2 for me works fine. At least to launch a rocket it does. I'm currently adding mods a few clumps at a time... haven't found it yet. edit: I found the problem, RemoteTech, which technically isn't conflicting with MechJeb since it actually supports it, but it isn't clear from the mod description in CKAN (indeed there's no description in CKAN whatsoever) that this mod instantly breaks unmanned craft functionality without very specific usage of antennas and comm relays to link to capcom. I didn't know what this mod did, or even want the mod per se, but CKAN suggested it multiple times in relation to other mods so I went ahead and added it on. Because of this, I wasted approximately 10 hours today working on a conflict that did not in reality exist. edit2: There's no point in arguing with you, you're a mod so you're going to be right no matter what I say. But your attitude and advice are depressingly familiar. I won't be asking here for help again.
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That's such... I can't even find words to describe that advice. Even if I find and isolate the conflict involved here by doing as you suggest, who is to say there isn't another major problem waiting for me the instant I do something more advanced than try to fire the first stage? By your logic I should play the entire game with one or two mods at a time to "check for compatibility". Surely there is a better way to fix such a serious problem? I never had this problem, or anything remotely this serious, in 300+ hours in my first KSP career, and I used probably 2/3rds as many mods as I'm using now (including Mechjeb, of course). And that was with a much more primitive mod compatibility system and level of overall KSP development! I'm going to test MechJeb alone next to see if it is the culprit itself. Then, if the problem isn't mechjeb in isolation, I'm going to install batches of mods alongside Mechjeb to see which one is incompatible. I will report back with what I discover.
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The problem, amazingly, is Mechjeb. The reason stock worked was because it doesn't have mechjeb and I used a mk1 command module. How is mechjeb, possibly the most popular mod ever made for this game, causing this problem? Was mechjeb changed significantly since the last 300 hours I used it in 2013-2014? I can't find any reason for this behavior, but reality doesn't lie: my rockets work fine without a mechjeb on them, but they do nothing if I add it (even if its turned off, they still do nothing).
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That's crazy, how did it get there? I haven't played KSP since 2013 or 2014 and I just reinstalled it fresh in Steam. I never even heard of CKAN before this morning! And no one has access to this PC except me. o_0 edit: I think I might know -- the only possibility I can think of is that a previous mod included an early version of CKAN and I didn't realize it, then when I uninstalled it on Steam, steam did not delete the folder and modfiles and it stayed there to interfere with me today until I noticed it. And stock launches ok, so like we thought there is a conflict somewhere.
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Define too high. I can dump a list of mods I'm using so far and yes, I probably have a conflict somewhere... but I thought that was the point of CKAN? I'll make sure stock works now. edit: We'll have to start with CKAN not launching though, because I don't want to delete the game entirely and start over and without CKAN launching I can't easily remove all my mods... unless you can just cut them out of the mods folder temporarily? edit2: Ok very strange behavior. Loading CKAN from within the steam KSP directory gives the above crash, but running it via the downloaded installer exe runs it fine. If I cut all the mods out of the GameData directory CKAN still reads them as being active, however. What the heck? edit3: Is CKAN distributed with KSP? Because the exe in the game directory is dated 12/29/2014 and is the wrong one, surely! edit4: Ok surely outdated CKAN was the reason for the above crash, replacing it with the newest exe gets rid of that problem. Ok, on to testing stock next.
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Just as the title says. I haven't played since mid 2014 but I played a whole lot and did most of the advanced things you could do in the game at that time. This morning I installed a bunch of mods, CKAN says no conflicts, and the game loads ok. Memory usage is too high and the game stutters (just like it used to, but even worse) despite my system being ridiculously powerful and with tons of free resources, but I've literally spent all morning trying to launch a basic rocket and nothing works. The rocket fires, goes between 5 and 50 feet, and turns off and falls back to earth. No log errors until it crashes, and it happens in manual mode or with Mechjeb on autopilot. Any idea why this might be happening? I've finally given up trying to figure out why. Fuel lines don't affect it, amount of thrust doesn't affect it, struts don't affect it -- indeed I can't even find out why the engine is turning off. Also, and this isn't directly related, but what mods are the worst at causing this horrific stuttering? I've got a 4ghz i2500k with 32gb of memory and a watercooled 980ti 6gb heavily OC'd and the game is unplayable like this, even without the settings maxed out and no antialiasing! Crazy!
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Lots of people use Fustek religiously and don't ever post. Don't let llamas get you down. We love you. I just came back to 0.23 after skipping 0.22 and with the dev build all the white textures say "ENG TEST ARTICLE" on them in red lettering. Any idea how to fix this? Should I not be running dev build? Which build should I run? I've read several dozen pages of this thread but I don't see a clear answer. Sorry if I missed it.
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KSP very unoptimized right now but 600-700 easily gets you a computer capable of at least playing and testing it. Just don't get your hopes up too much -- even on top of the line computers it runs terrible as soon as you start adding content to the active world (this is what is keeping me from playing even with a monster desktop). If you built your own desktop, 600 would get you a fantastic gaming computer, but for a laptop you won't get as much power. Shop around and make sure it has at least 8gb of memory and a good mobile gaming GPU.
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Give me a bit of time. I'll see what I can turn out. No promises. ENB has never played particularly well with dark games without custom code, and space is a very dark place. OP also mentioned SweetFX, another option but not one I've preferred to use regularly for other genres where ENB is superior (RPG especially). Might be better for this game? Something to consider. Also don't underestimate Sparse Grid Supersampled Transparency Anti-Aliasing layered on top of standard AA. Works wonders.
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I did a lot of ENB work with rfactor and released several times. I also did extensive work on ENB for Skyrim (customized some lighting mods as well). I am not affiliated with Boris Vorontsov but I've been using ENB for many years on many games. I was actually preparing to work on ENB for KSP this week in conjuction with the first release of a KSP Tweak Guide. Ask me anything. edit: and guys don't bash the OP. He didn't make ENB, he simply made some settings up and released them with a dll that works with ksp (I assume, I haven't checked it but that's what most people do). There are better settings, and not everyone can agree on what settings are best.
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
bigsilverhotdog replied to Tiberion's topic in KSP1 Mod Releases
Struts do the job. I promise. This is with 3 per main booster + radial decoupler. All I needed to put a 25t payload @ 300km high orbit. Well, that and the other 29 engines. As a rocketry enthusiast who likes to build big, this might just be my favourite mod. Thanks!