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Hardcard

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Everything posted by Hardcard

  1. You might want to change your definition of "decent computer". An old i5 with just 8GB of DDR3 RAM and NO dedicated graphics card is simply not a "decent" gaming rig by today's standards. I wouldn't expect decent performance from any modern game (sure, you'll be able to run them at 10fps...if you're lucky) . KSP is memory intensive, you are only giving it 8GB RAM and, on top of it, you also expect to use that as a vRAM substitute (since no dedicated graphics card is present). It's pretty obvious to me that you'll run out of memory, also your i5-2400 will have to deal with extra processing loads (graphics processing, that is, since its integrated Intel HD Graphics 2000 will use up precious CPU resources, which are already limited). I guess you don't know that much about KSP, then. Do you think KSP graphics are handled by magic or something? If a gpu is present, KSP will use it to lighten the processing load of the cpu. My gpu howls when I play KSP, do you know why? Because it suddenly gets hot... do you know why? Because it's helping my cpu process stuff in KSP.
  2. I meant cutting the fuel supply of the tank, you know, by clicking on this green triangle. Anyway, I'm not convinced Editor Extensions was the culprit either... I'm at a loss, Will try with the new version of NFT Solar, see if that works better. Thanks again.
  3. Loved your test craft, Now that you mention the orientation of the solar panels, I'm thinking Editor Extensions Redux might've played a role in all this. I always use the custom angle snap this mod provides for all radial attachments. So I've removed the mod and reattached all radial components of my test ship (including the solar panels) using stock angle snap and... tadaaaa. The electric discharge problems at high time warp seem to have almost disappeared (they are very sporadic now, electric charge remains full most of the time)...it's a bittersweet feeling, really, since I freaking love Editor Extensions and I freaking love your mods In any case, I'm attaching the modified test craft . Could you please confirm that the ship works as expected on your end too? If this turns out to be the issue... is there any way to make NFT Solar and Editor Extensions fully compatible? I mean, if it's just a matter of introducing new angle snap stuff in config files, I'll do it myself if need be, Thanks for your great support EDIT: I've been playing around some more and I've noticed that when I disable both H1000-1152 Hydrogen tanks, something weird happens to LH2 boiloff. Electric discharge still happens (very sporadically), there's also marginal boiloff happening from time to time, but Kerbal Engineer Redux doesn't account for any DeltaV loss...that's weird, right?
  4. I think I've finally figured it out! It wasn't KSPIE, it was freaking Kopernicus!!! I don't even recall installing it (or why I did it), . In any case, seems really strange that a planet mod would affect LH2 boiloff/power module detection like that... After removing Kopernicus, I've run the test again with and without KSPIE, LH2 boiloff at 100000x time warp seems to be almost completely contained (there's still a tiny boiloff which only applies for a fraction of a second, but then it stabilizes at 0). I'm gonna try with the old .dll (from Kerbal Atomics 0.4.9), now, see if something changes. EDIT: Tried with the old .dll (Kerbal Atomics 0.4.9) and didn't notice any difference. I forgot to mention that in order for the boiloff to be stopped, I've had to run my two MX-0 "KerboPower" fission generators at 80% (generating 46 electric charge each), any lower than that and the boiloff would return. Is it a coincidence that 46 electric charge is almost the exact amount consumed by each H1000-1152 Hydrogen tank? It almost seems like the K90-ML Trio Solar Panels don't work properly at 100000x, although they're now correctly detected by BDS... Anyway, as long as those fission generators stop boiloff at 100000x, I'll be content. Btw, this is the ship I used for the latest tests (no KSPIE parts on it). EDIT: here's an improved version of that same ship (improved staging and other minor stuff) It requires the following mods: -KW Rocketry Rebalanced 3.2.3 -NovaPunch Continued 0.1.4.1 -Latest NFT releases -Kerbal Atomics 0.4.9
  5. No problem, mate. I've removed KSPIE and redone the whole thing with a previous version of that vessel which didn't include any KSPIE parts. The problem persists, as I expected it would, Album Log Craft
  6. Hi Those solar panel modules are from your NFT Solar pack. KSPIE added more information to their PAWs (since it adds the option of powering them with lasers and stuff), but as I said, the problem was already there before I installed KSPIE.
  7. Hey there Nertea. Is this the .dll you were referring to? > https://github.com/ChrisAdderley/DynamicBatteryStorage/tree/dev/GameData/DynamicBatteryStorage/Plugins I've been trying it today, no luck so far, problem still persists. Btw, the issue is present even without Cryogenic Engines installed. If I remember correctly, there was a similar issue back in 1.3, but it could be "solved" just by running nuclear power generators at low output. Now in 1.3.1 that trick doesn't work anymore, the only way to avoid massive LH2 boiloff is to run time warp from the tracking station screen. Here's my report: Album Log Craft This ship requires the following mods: -KW Rocketry Rebalanced 3.2.3 -NovaPunch Continued 0.1.4.1 -Pretty much all your latest NFT releases -Kerbal Atomics 0.4.9 -KSPIE 1.16.1 (required to load the ship, but it definitely isn't the culprit, since the issue was already there before I installed it) I'm also using the following mods, but I don't think they are required in order to load/use the ship. Also, I think these aren't the culprit, since the problem was already present before I installed them: -Cryogenic Engines -Heat Control -TweakScale The rest of mods I'm using are mostly cosmetic, with the exception of Kerbal Engineer Redux, Editor Extensions Redux, Real Chute , KerbalJointReinforcement, RCS Build Aid Continued, Docking Port Alignment Indicator, etc. I would find it strange that these have anything to do with the problem, tbh. Thanks for all your great mods and dedication!
  8. Dude, I'd give you my firstborn if I had one. Thanks for keeping several amazing mods alive!
  9. Ooops! My mistake, ^^ Yep, I seem to recall that _MinLight defaults were set at 1 initially (forgot I had lowered them to 0.5). As for the auroras, they should show up specially on the dark/night side, since there's far less atmospheric sunlight scattering going on (if any). Remember that auroras are created when high energy particles coming from a star "penetrate" a planet's magnetic field through its poles and start exciting atmospheric air molecules. The star doesn't care about day/night sides, it just keeps shooting high energy particles, and the planet's magnetic field keeps redirecting them. However, due to atmospheric sunlight scattering, those auroras are going to be seen much more clearly at night (less interference).
  10. I've been able to reduce the frequency of lightning occurrence (at least apparently) by manually editing lightning.cfg ( GameData\AstronomersVisualPack\EVE\lightning.cfg ) Specifically, you need to modify " _MinLight" values for each planet. The default value is 0.5, so reduce it to 0.2, for example, and you'll be fine. You can also play around with "detailSpeed" values, which affect the animation speed of lightning. I set mine at 0,350000,0 and I'm happy with the result. Hope it helps.
  11. Well, the whole point of technology is to make things easier/better/possible, so what's the point of having humongous capacitor banks and power hungry xenon engines if they end up being impractical? Anyway, only being able to power those hungry xenon engines for 3 minutes or less doesn't seem that OP to me, it's still a nuisance In any case, I was able to locate the cfg file involved (capacitor-25.cfg) and lower the discharge rate from 3200 to 320 Ec/s, so the UI slider would let me go down to 160 Ec/s Hey, if Kerbals are smart enough to build nuclear rocket engines and all that, I say they are perfectly capable of using capacitor banks to temporarily power those xenon engines
  12. First off, a million thanks, Nertea, NFT is massively useful, beautiful and detailed, it's quickly becoming my favorite KSP mod. Quick question (I haven't seen any post talking about this), is there a way to customize the capacitor discharge rates so the UI sliders go all the way from 0 to the maximum value? For instance, I want to use the "CAR-EXTRA Capacitor Bank", but I can only set its discharge rate between 1600-3200 Ec/s using the UI slider, and between 16-32 Ec/s using the capacitor control screen slider... but I'd like to set it at around 150 Ec/s instead (to power the HI-SNAP Ion thruster at full thrust for a 3.5 minute burn). Is there a way to edit the slider values? Do I need to modify config files in order to achieve this? If so, which ones? Again, thanks a million for the mod.
  13. You should be happy for stupid_chris, moving on is a good thing. He probably wants to do more interesting and meaningful things with his time. @technicalfool Is this better/acceptable?
  14. Can you post pictures/list the exact names of all the components that are giving you trouble? I'm not having attachment issues anymore since I fixed the bottom nodes for all parts that had them... Maybe you still have some "bugged" bottom nodes...
  15. I've already posted all the modified NovaPunch cfg files in the NovaPunch thread (it took me nearly one hour to modify everything, LOL). I used Notepad++, as I usually do, but I don't know how to modify all the files at once, specially when they are in different folders and have the same names. I'll try to teach myself how to do it, I guess, thanks for uploading your KWRocketry files anyway. EDIT: Ok, LOL, just figured it out...I could've done all the changes in under a minute instead of an hour using Notepad++' special search and replace features...Oh well, at least now I know, LOL Thanks for the advice.
  16. Thanks Tiberion. NovaPunch is essential for me, I can't play KSP without it, it's very nice to see that you are keeping it alive. Those curves definitely needed some tweaking, KSP has suddenly become extremely easy in version 1.0, all my ships are overpowered now, it's kind of bittersweet. On the one hand, I like to see extreme accelerations, on the other, rocket design has become far too easy, I bet I can even build a proper Eve shuttle now that engines are so powerful, LOL.
  17. Hi everyone. Yesterday I decided it was time to update my KSP mods and give version 1.0 a try. To my dismay, I discovered that neither KWRocketry nor NovaPunch worked properly with this new version of KSP. Since Tiberion is still working on it, I've just put together a temporary fix for NovaPunch 2.08 that, at least, allows NovaPunch parts to be vertically attached, as they should. I've just modified all the bottom nodes for all the parts that have them, so far everything seems to work fine. Perhaps some peculiar parts will still give you trouble, but fuel tanks, engines, decouplers, adapters, RCS tanks, etc. seem to work just fine with this fix. I hope it's ok with you, Tiberion. I'm just providing a download link for the modified NovaPunch files, in case someone wants to use NovaPunch (while you work on the next version) but doesn't know how to fix the vertical attachment issue. http://www./download/bz2r7eybukcxddh/Novapunch+v2.08+vertical+attachment+fix+for+KSP+1.0.rar
  18. LOL, you beat me to it, I was going to upload the fixed "Fuel" folder but there's no need for me to do that anymore. Thanks anyway. I'm going to correct KSPX and NovaPunch elements and post the fixes in the respective threads, thanks for helping me figure out why engines and tanks didn't want to stick, LOL
  19. Are you sure about this? From what I'm reading, only the 1.0 value in node_stack_bottom* needs to be converted to negative. Who told you that the node_stack_top -1.0 value needs to be converted to positive? Anyway, I don't see any -1.0 values for node_stack_top in my cfg files...
  20. I had the same problem as you guys. Kerbin looked all white (completely covered with clouds) with red areas. I had to revert back to Edge of Oblivion in order for KSP to work. Are you using AMD cards? At first I thought it was some sort of incompatibility with AMD cards. I'm using a Sapphire R9 290 Tri-X and the only way I could load without crashing/having red and white planets was reverting back to EoO. I also tried to load KSP with each part of this pack enabled individually, it didn't work either. Anyway, Astronomer's packs are amazing, keep it up mate!
  21. What would I do without your Fatman engines? I'd probably die, Thanks for keeping this mod alive!
  22. I second this, we need new music, please!!! A customizable mp3 folder would be awesome!
  23. 1- 64 bit mode, please. 2- Integrated building tools displaying the Delta-V/TWR/Weight/Thrust/Fuel time/...all the info displayed by "Kerbal Engineer Redux" mod. 3- Possibility to build two ships at the same time in the rocket construction facility. Sometimes there's a need for ship docking compatibility, payload lifter recycling or whatever and we could really use the feature of managing the construction of two ships at the same time. And no, the sub-assembly manager doesn't cut it. 4-While we are at it, PLEASE make the sub-assembly manager able to save/load ENTIRE payload lifters (with the stage decoupling sequence set and all that). I don't appreciate having to build a new payload lifter every time I build a new ship. I'd like to be able to reuse my payload lifters from already built ships. 5-Add new parts for rover design (I'm talking about the rover's body here), right now there are only a few parts for rovers which don't offer a lot of design flexibility. 6-Make the building of space stations and moon/planetary bases relevant for career games (extra science points, extra resources, perks, whatever). 7-I'd appreciate it if Kerbal astronauts had a limited service time. For example, the game could force the player to return astronauts to Kerbin after a few years...otherwise we'd have Methuselah astronauts orbiting Laythe, for example, who are 80+ years old 8-It would be also nice to have some kind of integrated interplanetary orbit transfer calculator "Protractor" style. I'm sure I could go on, but right now I can't think of any other specific practical issues that I experience when I'm KSPing...
  24. It's not working for me. I guess I'll have to experiment with different mod combinations in order to find the right one.
  25. Hi everyone! Any ideas on when will the new release be...well, released? I won't play 0.22 until I can use my beloved nuclear engines. I'm totally addicted to FTmN 280, I wouldn't reach my Laythe's orbital station without them! Even with 280s I always need to refuel at my orbital station on Duna before heading to Laythe... Is there any way to reach Laythe (having fuel to spare) without using nuclear engines? In my experience this seems impossible... Thanks!
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