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TheYear2525

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  1. I can confirm antenna problems when using KERBALISM with BARIS. For me the COMMUNOTRON-8 didn't work and I didn't test on others. However I did test some other things: still having KERBALISM and BARIS but adding REMOTE TECH and using their mechanics it seems to work fine. So it looks like the communication mechanics part of KERBALISM is conflicting with BARIS here. About other problems: I'm using KERBAL CONSTRUCTION TIME and it's working fine with BARIS. I belive disabling the worker mechanics is the way it is supposed to be. But without KERBAL CONSTRUCTION TIME the worker mechanics seem buggy. Like someone already mentioned in this thread. In the VAB when I put the vehicle in the integration bay, the + button does nothing, the MAX button works somehow and the - button seems to cancel the integration. It's like the buttons programming is mixed up. Time predictions don't update and other glitches happend that I don't recall now.
  2. I've also an issue with KCT and 1.10. After one or two hours of research it seems to be the following: KSP can issue so called input locks, that's the reason the building buttons vanish and you are not able to enter builings by clicking. Also it seems to disable the escape menu and other buttons. From an old steam thread I was able to get the fix. When you bring up the debug console by pressing ALT+F12 and expand "console" click on "input locks" and then on "Clear Input Locks". For me it shows that the KCT upgrade dialog/button was invoking the lock but it didn't clear after closing the dialog. After further inspection it seems to be a problem between KCT and the ubiquitous support mod "Click Through Blocker". It only seems to happen when Click Through Blocker is in "focus follows mouse" mode rather than the newer "focus follows click" mode. However, there was an issue with some other dialogs and I have to use the "focus follows mouse" mode. Maybe for other people it could work simply getting/setting the latest version of "Click Through Blocker" and keeping it in it's "focus follows click" mode. Maybe there can also be done something from the KCT side, I'm not sure wich mod is "more at fault" here. https://imgur.com/xR2Wn2z https://imgur.com/OPxLKhW As for the other things you are experiencing I don't know. This is the only problem I have at the moment.
  3. No worky worky either, unfortunately. I think that was the version I have been using all along. I don't know for how long it was on ckan too, but I check for mod updates there nearly every time before I start KSP.
  4. I really like this mod but I decided to uninstall it for now, since the frame drop is so severe. It practically halves the FPS on my I7-7700 + RTX2070. (The fact that KSP struggles for 60 FPS with that hardware at high resolution is astonishing in itself, but I guess things like scatterer are not optimised for resolutions close to 4k). Anyway, without the muffler I can "max-warp" while parasuiting with it flickering green with a bit yellow. With the muffler it goes mostly red even at 2x warp -.- . I skimmed the last posts and I'm happy that you are actually looking into that. Wish the best to all of you fellow Kerbonauts ! Edit: I'm not sure, but is KSP also loading faster without muffler? When I came back from my quick pee it was finished already xD .
  5. I have a switching laptop too, though I don't play KSP on it anymore. It has a Radeon GPU. There is a switching driver for it, so actually it has the common Radeon control center when it's using the Radeon GPU. I don't know about Nvidia but maybe there is such a driver too? Alternatively there should be a manu item in the bios to set the graphics adapter to "discrete" or something along the lines, so you always use the nvidia gpu. Then you could install the common nvidia driver/control center for that gpu. Theoretically. I think. If I remember right, the last time I did a virgin install was shortly before the 1.7 update. I noticed the resolution change from the set 2500ish to my native 3800ish right after finishing the loadings screens and when it got to the main menu. But then change back after actually loading the game (I don't use 4k anymore because of moooods xD ). I think after the 1.7 update it didn't change back anymore. I'm not completely sure if it was indeed right after the update or if I introduced a new mod though. At first I thought unity might have been confused by the super resolution AA I'm using and grabbing non down scaled frames somehow. I don't think this is the case though. KSP always had shown strange behaviors regarding resolution for me. When I got the 4k monitor 1 or 2 years ago, it wouldn't keep the set 4k resolution. That had been fixed with some update I belive. This was also fresh-install-confirmed. I think I also tried running as admin without any difference. As was running from a custom directory on c:\ (not "program files").
  6. Hmm, it should be a very basic option that should be present in every GPU sofware. Sorry for the german text. It's literally in "display" -> "change resolution" (= "Anzeige" -> "Auflösung Ändern"). Maybe you need to activate some "expert mode" first?
  7. I know this is old, but it turns up first when I searched for the problem. In order to help others I'll add something to this: I had same problem but with resolution changes even after each scene. Usind AnyRes every time I change scenes would have been extremely annoing. I found out that the resotution setting in my NVIDIA software was the culprit. Theres There you can specify basically the same resolution in 2 ways. First it was under the category "Ultra-HD, HD, SD" called "4k x 2k, 3840 x 2160" running on 59 Hz. After switching the catregory to "PC" and checking "3840 x 2160 (native)" at 60 Hz KPS no longer switches resolution \o/ . I'm not sure though wich role the refresh rate change played, I haven't cross checked.
  8. Ah, I see what's going on here now. I was under the impression that the only time you need a "simulation" is when you are playing with reverting disabled in the difficulty settings. Because when you allow reverting and/or quicksaving you factually already have the means to "simulate" a mission. Not speaking about planning time and simulation cost here. Having no revert button I was trying to use the "go to..." button after crashing or one of the other vanilla buttons. I think it might make more sense to not have those vanilla buttons work in that way, since I find it very confusing even just being able to turn a simulation into reality. Also because you shouldn't be able to turn simulations into reality when it actually went well. Or accidentally turning it into reality when it didn't. Having that said I like your way of generating extra cost and planning time better than KRASH and thank you for your work.
  9. Hm, any idea why the Simulation part doesn't work for me before I dig up any logs? What other mod might circumvent it? Maybe any Contract Mod stuff that I have installed due to dependencies? The planning part works but the simulation pattern does seem to get recognised only partially. In a way that the launch button works like vanilla (when doing a simulation), that means neither there is a planning phase nor is there a simulation wich gets reverted. I get all the money and science from the missions, lost Kerbals stay lost etc. . I'm on KSP 1.7. with Making History.
  10. Someone is wanting to make a nonsense mod for fun and everyone instantly cries "flat-earther"? I highly doubt that any flat earther is even intelligent and willing enough to remotely understand and having fun playing KSP. KSP is a flat-earther's worst nightmare, even with a flat Kerbin. All that physical science, gravitation and overall...logik ! Really, this behavior is higly unscientific. I'd find the mod funny too, could be a great way to make kerbals do stupid flat-earther stuff and post the videos on youtube . Though for me personally that gain would't be worth all the work. Also I kinda doubt that it would work well. Even if you manage to disc-itize a planet, all the atmosphere stuff is most probably based on spherical models.
  11. @ Rocket In My Pocket It says just exactly that . @Snark Since it looked pretty controllable, easily scrollable and completely responsive on my side, I didn't see harm in posting the rather puny log file - it was only 500 kB after all. I wouldn't classify that as enormous content as I woudn't classify 20 avatar pics as enormous content or one screenshot...and certainly not bandwith-sucking on mobile devices, trust me, I have 100 MB mobile volume and it's overcome pretty instantly by regular browsing, 500 kB of text (or avatar pics...bear with me, I can't keep the following snide comment for myself: if you'd use jpg, where jpg makes sense and png where png makes sense, you'd reduce the bandwith used for your avatar by 80 %, fitting not only 20 tardigrades into the enormous data volume of 500 kB but nearly 100) in one or even 10 forum posts wouldn't make any noticable difference there, even for that anaemic volume. It's the overhead and most certainly the ads, except you are browsing images and movies specifically. But ok, I'll follow your advice for Celestias sake - and for harmony.....aaand tardigrades . Please take this post with one serious and one laughing eye.
  12. Hi, I have a problem switching to 4k resolution, it's very similar to the initial post here: just I have a 4k monitor (now ) and can play other games in 4k resolution. KSP is switching the resolution back to 2560x1440 while the display (hardware) stays in 4k mode. Making screenshots I can confirm that the resolution actually is 2560x1440. I disabled all scaling and whatever overrides I did in the Radeon control center, also in game no anti aliasing and stuff. Modded KSP or freshly downloaded unmodded makes no differnce, 32 bit vs. 64 bit no difference. Windows 10 Game Mode switching also no difference. No difference switching between full screen and windowed. The window however is as big as the screen, wich is odd, since the window only is 2560x1440 but the screen is 4k. Forcing either dx11, dx9 or openGl makes no difference. [EDIT: Ah, I noticed now that the guy had a physical 4k display too. I was thrown off by the later post with the virtual super resolution, so it's actually very much the same problem here.] Windows: Windows 10, 64bit Graphics: MSI Radeon RX480 Gaming X 8G Display: iiyama Gold Phoenix (GB2888UHSU) via display port KSP Version 64bit: [config] build id = 01891 2017.10.05 at 23:08:08 CEST Branch: master language = en-us KSP Version 32bit: [config] build id = 01891 2017.10.05 at 22:01:28 CEST Branch: master language = en-us should be equivalent to 1.3.1. Output log: I just noticed this line: desktop: 3840x2160 59Hz; virtual: 2560x1440 at 0,0 How can the virtual resolution be lower than the actual resolution? Hope that's all and thank you for looking into it. [Giant browser-destroying log snipped by moderator]
  13. Hello, I'm wrinting in response to a topic that popped up in the comments at the mod's download site recently. I don't wan't to provoke any hard feelings, your mod is great and good enough that I can live with the following. I'm just giving you some examples you requested. While due to the amount of affected parts, it does not make sense to list every single one, I'll give a few examples. In general let's say the price is too low and the impact tolerance is way too high. I've started a new game an will give examples only from the second tech tier, but from what I have seen, it's not different in the other tiers. However, I do not think they need their own tech node and I think they are only "not" to "moderately" overpowered (not taking impact tolerance into account), as far as I can see having not unlocked everything yet. Example 1: fuel tanks Vanilla FL-T400 vs. HH-125-A and B. First of all the extremeyl high impact tolerance popped into my eye. The unit fot this is m/s so the HHs have 160 m/s wich means that they yould still function after they had been thrown againt the ground with 576 kph or 358 mph if you prefer that unit. The Vanilla tank a a realisic 6 m/s . Imagine a car or bicicle rider that hits a wall with 6 m/s, it's already not that slow. As for the princing, the vanilla tank costs 850 credits an the HH-125-A costs 800 which is actually a bit worse, when you take into account that the latter one has about 22% less fuel, so that's totally ok. But the HH-125-B has twice the amount of fuel an costs...well, the same 800. Example 2: (upper stage) engines RMA-3 vs. vanilla LV-909. Again, the RMA has a whopping 60 m/s impact tolerance, again the LV has a realistic 7 m/s. The specs of the RMA are actually totally ok. It's a bit heavier than the LV but more effective and a quite a bit stronger. If it'd cost a tad more, it'd be just right, but actually it costs less than half of the LV (300 vs. 750). However, the lower stage engines do not show such a pricing discrepance, the are well in sync with the vanilla lower stage engines (if you don't take the impact tolerance into account ). Cheers o/
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