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Flashblade

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Everything posted by Flashblade

  1. I have allready taken care of replacing the FS animation module in the latest pull request. And until a new release @_Astra_ do yourself a favor and reinstall firespitter from the B9 release for example. It will fix the problem for now. It did for me promise.
  2. Hardly, a full release hasn't happened because RasterPropMonitor hasn't come out of a beta release yet. The turbofan engines also require firespitter so moving the vtol engines wouldn't make that dependency dissappear anyway. That said if you haven't grabbed the pre-release, no need to hold back. The lights are certainly functional as is everything else as a matter of fact. Some RPM things aren't displayed correctly but that is all.
  3. That is your opinion. In a turn it doesn't even feel like flying through air because the control surfaces are hyper sensitive and it is nearly impossible to fly a constant turn without heavily tweaking control surfaces which is not necessary in FAR where it is a smooth experience.
  4. Our Turbofan engines also use a firespitter module to make the turbine spin. We would need a replacement there as well before we could remove firespitter completely from the regular release. @blowfish new pull request my man.
  5. Yes it will be an issue for every part that uses the fs animation module. I had a look at the KSO thread. So the solution is to replace the fs animation module with the stock one. @blowfish if we did this, would we even have anymore need for firespitter or could we get rid of another dependency entirely?
  6. @IraqiWalker Yes but not in the context of this mod. This animation looping is a firespitter problem. Try deleting the temporary data in the plugin folder (everything but the dll) to get rid of that. If that doesn't help reinstall firespitter fresh. It solved the problem for me on B9-Aerospace.
  7. @TriggerAu Is it possible to hide resources that are in a locked tank? If not this would be a feature request from me. It would be very useful when using tanks to counter weight heavy parts for example. If these resources would disappear from the overall amount it would be easier to tell when my tanks are actually empty because I don't have to keep the lets say number of OX and LF in memory to know that only the counter weight is basically left and all the other fuel is spent.
  8. Yep it is firespitter without a doubt. All of a sudden my install acted up as well. I had animation loops on the S3 cockpit and the small S2 crew part. I solved the problem by reinstalling firespitter from the pre-release. I assume that removing the temporary files the plugin creates might be enough to solve the problem but I didn't test it. So @_Astra_ the bug report belongs into the firespitter thread
  9. BTW good folks, news on when you can expect the next official version of B9. Is it going to be any time soon? Not likely... Chained dependencies are a bleep. Keep enjoying the pre-release folks, it is gonna be still a while.
  10. The difference is though that for me the landing legs work just as intended so the problem must be somewhere on your end. Therefor please provide logs that we can help you figure this out. To me it sounds more like something is screwy with your install instead of their being an actual bug.
  11. The current bundled version of B9 Animations is 1.5.1. No wonder it doesn't work. With that old plugin version nothing should be working
  12. That doesn't sound like the same issue or are you experiencing something like you describe. That didn't happen on my end and would require you to give @blowfish your log files. And now for something completely different. The S2 fuselage is probably my favorite fuselage system of the whole mod. But it is an odd beast because S2 wide tanks, engine couplings and the regular S2 tail are really differently textured from regular S2 parts and the S2 wide cargo bays. It looks like different people with different design ideas worked on these. I still wonder why B9 and his team left those parts as they were. I tried to correct this a bit and at least make the parts blend a bit better Here is a picture of my SSTO the Swiftwind with how textures normally are and what things look like after my alteration: BEFORE AFTER I think the alteration helps quite a bit in making it blend better together. Of course the glossyness of the parts differ but this stuff is in the alpha layer which I can't access without the source files. I even tried a way more involved alteration to the less detailed parts. I tried to graft the HRSI tiles onto them, I used the S2 Tail as my trial object, ALAS I failed As you can see in these pictures, the textures I was able to use straight are tolerable. (They will never be as sharp as in the original model because they are of higher resolution which is downscaled onto the model). But the textures where I had to change the rotation and alter the size quite a bit are a blurry mess where they wrap around the model. And there is nothing I can do to make them sharper. I wasted one and half days on this but at least I tried. Really makes me wish we could get a modeller and texture artist on board again to redo the parts I mentioned and apply the better textures to those new models. The S2 then wouldn't look like two different contractors where asked to build the parts and they never exchanged any notes besides basic dimensions.
  13. Yes I see, this is a pretty small issue though. For some reason the gear doesn't automatically end up in the gear action group so pressing that key doesn't do anything. Add the legs to the gear action group by hand and everything works just peachy. Nevertheless we will see about fixing this for the next release. Thanks for reporting
  14. That part should work fine. I am gonna have a look at it.
  15. The B9 landing gear for planes is broken and will probably not ever return
  16. Neither is the case, you just downloaded the wrong pack. You are looking for B9-Aerospace HX, download, install and enjoy building enormous vessels And not to forget welcome to the forums!
  17. Yes we are aware of this problem, but there is no way to fix this since we have no access to the source files of the cockpit or any parts for that matter
  18. @Crzyrndm I have a feature request. The mod is called B9 Procedural Parts and I really like to build fuselage parts with the wing and control surface. Would it be possible to create a switch to remove the wing code from the procedural wing and control surface so that they stop being recognized as such and would be just treated as normal fuselage parts?
  19. Here are a few of my SSTOs from their respective threads
  20. What are you implying here? That MSI Afterburner reports faulty data? I highly doubt it since it shows me the right data in other games. At no point on that ascend did acivity on any of my CPU cores rise above 76 % usage. If there were one or two cores on 100% usage I would agree with the statement but that never happened. And if not graphical improvements are needed then general performance optimization is definitely required. The way the game looks it should be running absolutely buttery smooth but it isn't and available resources are not utilized effectively. If they were it would probably run at an access of at least 60 FPS constantly. People also misunderstand me. I am by no means a graphics snob. I gamed on pixely monochrome screens once upon a time. All I am saying is for how this game looks which is in no way in keeping with the times, this games performance isn't up to snuff. And a graphical upgrade with better visuals should not even be attempted until this has been sorted out because it would make things worse.
  21. @Ser This is my mod list: Recreating is pretty simple. I just grabbed a plane slapped some racks with sidewinders on it and of course all the parts that BDA requires to work like a radom and the weapon manager. Switch on the Sidewinders through the weapon manager and you will hear the idle tone of the infrared seeker. I noticed that the tone was not muffled immediately, on the runway I could switch between third person and iva view and the sound remained the same. After I took off flew around and pressed the c key a few times more it became muffled in iva and stayed normal outside. If you want I can do a minimal run with only BDA, Audio Muffler and stock.
  22. Beware that this is heavy on screenshots, but they serve an important purpose! Dear @SQUAD here is something that really needs looking into if you are continuing the development of this game and that is graphical performance. This might come of as a bit ranty but bear with me. Your game looks like something from the early 2000s. It is not very impressive in the looks department at all. Your skybox is an empty blue, your water looks nothing like the real deal. There are no god rays, there is no bloom, no depth of field etc... There is basically nothing going on and still graphical performance is shockingly aweful. I have here a few nice screenshots that ilustrate this very convincingly. Follow me now on a launch of one of my SSTOs to orbit. Note that this savegame is empty, there are no satellites in orbits anywhere, no space stations hanging about, and no debris. There is only this SSTO. My SSTO is idling on the runway and graphic performance is okay at this point but it doesn't reach a full 60 frames. Notice that my GPU is also nearly idling CPUs are about 50 % used. My SSTO has taken off and is on ascent. I am fast enough and aerodynamic effects have kicked in. 50 % FRAMEDROP. Is my GPU that busy? No. Are my CPU cores bottlenecking? No. My craft is now higher in the atmosphere and the framerate has recovered after the aerodynamic effects are gone. Framerate is even above 60 frames for the first time because nothing but my craft is on the screen Now comes the speed up phase to reach orbital velocity. Aerodynamic and heat effects are visible. OVER 50 % FRAMEDROP. GPU? Nah still bored to tears. CPUs? Like walking to jogging active. The vessel coasts toward the apoapsis, heat and aerodynamic effects are gone so framerate isn't aweful anymore. The GPU is on 1/3 capacity like at all times and the CPUs the same as always. To some it up, at no point was my system overly taxed at all quite the contrary. KSP simply doesn't make use of available resources. And neither the aerodynamic effects nor the heat effects warrant a 50 % drop in framerate when the GPU is basically doing a whole lot of nothing. They do not look anywhere near good enough to warrant this happening. An effect that is so poorly optimized that it can murder over 50% of the framerate should not be in the game! This screenshot is now my SSTO on the runway with the Stock Visual Enhancement Mod which includes EVE, Distant Object Enhancement and scatterer. There are now, clouds, cloud shadows, atmospheric scattering etc. Framerate is significantly impacted by this. But is my GPU taxed to capacity? No. KSP leaves 50 % capacity on the table. The CPUs aren't that much more taxed either. Funnily enough there is ONE scene where my GPU is on full work load and that is in the KSP overview. Squad I don't even know what I should say to this..... Another bizarre thing for performance is the more part mods you have, the more your FPS suffer. What is even happening there? Is KSP rendering all parts including those that are not in use in the background? There must be a way to only bring the parts into the flight scene that are currently in use to circumvent this happening. Maybe you should take a page out of ferram4s book. And I don't mean make his FAR mod stock. As you know FAR makes it so that computation is not happening on all the individual parts but on a voxel model that represents the whole craft. To me that should slim down things quite considerably and help people who build huge crafts not to suffer 4 FPS in Space. I can only stress Squad that I think this should be the next big thing to work on. As totalbiscuit would put it: This is unacceptable opimization work. Please get this sorted out as soon as is viable! This was on KSP 64Bit latest version. I have an AMD System, maybe Intel fairs better? Here are my system specs: Item Details Windows: Windows Version 6.2 (Build 9200) (Win 10) Internet Explorer: 9.11.14393.0 Memory (RAM): 16284 MB CPU Info: AMD FX(tm)-8320 Eight-Core Processor CPU Speed: 4218,3 MHz Sound Card: Lautsprecher (Sound Blaster Z) | SPDIF-Out (Sound Blaster Z) | Display Adapters: NVIDIA GeForce GTX 970 | NVIDIA GeForce GTX 970 | NVIDIA GeForce GTX 970 | NVIDIA GeForce GTX 970 Monitors: 1x; Generic PnP Monitor | Generic PnP Monitor | Generic PnP Monitor | Generic PnP Monitor | Screen Resolution: 1680 X 1050 - 32 bit
  23. That is actually not the problem at all. KSPs graphical optimization can rightfully be called non existent. Resources that are there will not be fully utilized at all, it will be half of what your gpu's and cpu's can do if you are lucky. I will write a lengthy post with screenshots on this topic in the suggestions forum today.
  24. @Ser Overall what a great mod for immersion this is, but there is still work that needs to be done. It changes sounds that originate from the cockpit like BDA lock-on tones etc. These should definitely be all exempt from alteration because they are utlilitarian in nature, but I still really like this!
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