Falcon Aerospace Posted June 2, 2023 Share Posted June 2, 2023 So, about the bugs I found. I put it all in a video because I don't know how to explain this. Quote Link to comment Share on other sites More sharing options...
Blufor878 Posted June 2, 2023 Share Posted June 2, 2023 6 minutes ago, Falcon Aerospace said: So, about the bugs I found. I put it all in a video because I don't know how to explain this. I've run into the same problem. I've found that assigning the engines to an action group and toggling said group helps. It's not perfect but in my experience it works. Sadly I think the problem stems from a framerate issue (if I recall, might be wrong). I don't know what to say about the ullage motors though. I did notice in your install that you have realplume for stock but not the main realplume folder. You should have two folders, "RealPlume" and "RealPlume-Stock". Fix that and see if that helps with the ullage motors. Quote Link to comment Share on other sites More sharing options...
Blufor878 Posted June 3, 2023 Share Posted June 3, 2023 Chrayol Titan GLV, with new fancier Gemini with glass cockpit and technicolor! Quote Link to comment Share on other sites More sharing options...
Rodger Posted June 3, 2023 Share Posted June 3, 2023 15 hours ago, marxman28 said: So, a future update for the BDB Octans port means I won’t have to do some program sorcery right now? Yep, and I f you download the dev branch from github it’s available now, but I’m unsure when the next update will be released on space dock/ckan, could be a while. The temp fix I posted above you can just do in notepad, should be quite simple. Just delete the two lines I mentioned. Quote Link to comment Share on other sites More sharing options...
Rodger Posted June 3, 2023 Share Posted June 3, 2023 13 hours ago, Falcon Aerospace said: So, about the bugs I found. I put it all in a video because I don't know how to explain this. If “SWE” in your gamedata is Solid Waterfall Effects, that’s likely the cause of the ullage motor plumes being bugged. As for the J2 issue, all I can say is the low fps is the only thing that seems likely to have broken the deployment and activation. The dev for the deployable engines mod has retired from ksp1 as well, so your best bet is fist trying the action group workaround posted above, or maybe removing graphical mods like scatterer and EVE/upgrading your PC to get a more stable frame rate. Quote Link to comment Share on other sites More sharing options...
RocketBoy1641 Posted June 3, 2023 Share Posted June 3, 2023 18 hours ago, marxman28 said: So, a future update for the BDB Octans port means I won’t have to do some program sorcery right now? Program sorcery is good. If you make too many cracks about it, they might suggest you play vanilla KSP. BDB, and indeed ALL KSP mods are sorcery. 3 hours ago, Rodger said: If “SWE” in your gamedata is Solid Waterfall Effects, that’s likely the cause of the ullage motor plumes being bugged. As for the J2 issue, all I can say is the low fps is the only thing that seems likely to have broken the deployment and activation. The dev for the deployable engines mod has retired from ksp1 as well, so your best bet is fist trying the action group workaround posted above, or maybe removing graphical mods like scatterer and EVE/upgrading your PC to get a more stable frame rate. I'm thinking: logs, craft files, mod list.... the usual (with the crat file being an extra). Quote Link to comment Share on other sites More sharing options...
Falcon Aerospace Posted June 3, 2023 Share Posted June 3, 2023 5 hours ago, Rodger said: As for the J2 issue, all I can say is the low fps is the only thing that seems likely to have broken the deployment and activation is there any fix for this bug? Quote Link to comment Share on other sites More sharing options...
Pappystein Posted June 3, 2023 Share Posted June 3, 2023 7 hours ago, Rodger said: If “SWE” in your gamedata is Solid Waterfall Effects, that’s likely the cause of the ullage motor plumes being bugged. As for the J2 issue, all I can say is the low fps is the only thing that seems likely to have broken the deployment and activation. The dev for the deployable engines mod has retired from ksp1 as well, so your best bet is fist trying the action group workaround posted above, or maybe removing graphical mods like scatterer and EVE/upgrading your PC to get a more stable frame rate. Yep SWE is the cause of this... just re-download Waterfall from its site and that fixed this issue for me! Quote Link to comment Share on other sites More sharing options...
Rodger Posted June 4, 2023 Share Posted June 4, 2023 14 hours ago, Falcon Aerospace said: is there any fix for this bug? Not really, all I can suggest is what I already posted above. I can't reproduce it at all, and the only clue is it's happened to someone else who also had very low fps. That person @Blufor878 also posted about how apparently they had some luck with assigning those engines to an action group for manual activation, so I'd say it's worth a try. Quote Link to comment Share on other sites More sharing options...
Raptor22 Posted June 4, 2023 Share Posted June 4, 2023 11 hours ago, Rodger said: Not really, all I can suggest is what I already posted above. I can't reproduce it at all, and the only clue is it's happened to someone else who also had very low fps. That person @Blufor878 also posted about how apparently they had some luck with assigning those engines to an action group for manual activation, so I'd say it's worth a try. I get a good framerate, but still have the issue with the J2X activation. I haven't ever had this issue with any other engine in recent memory, and other deployable engines like the near future atomic rocket motors works just fine. It did, however, ruin my recent attempt at the Venus / Eve flyby mission, due to the J2X engine needed for TVI/TEI suffering the same issue as seen in the video there. Though, I have not problems with the ullage motor plumes. I have tried manually deploying the engine bell and then manually igniting the engine, but gotten the same result. I've tried shutting down the engine, but it is impossible to do so as the "shut down" button doesn't stay in the PAW long enough to click; I have not yet tried using the action groups, though. Eventually, I had to resort to blowing up the engine with the Kaboom mod (I couldn't stand the noise) and then using the two RL-10 engines that I had mounted (Used the LASS config for the S-IVB engine adapter) to do a much slower TEI burn. I managed to achieve the mission, but had to use a considerable amount of fuel on the Apollo CSM to do correction burns as I did not get as much performance out of just the two RL-10s as I would with the J2X firing. Quote Link to comment Share on other sites More sharing options...
Spartan273 Posted June 4, 2023 Share Posted June 4, 2023 I've deployed the LRV on Mun and it works fine driving around except that it starts shaking uncontrollably whenever my Kerbal exits the vehicle. When I put him back in, it stops. Suspensions look fine. It's like the Kerbal's weight standing on the rover after clicking "leave seat" is messing things. Any idea how to fix this? Quote Link to comment Share on other sites More sharing options...
ballisticfox0 Posted June 4, 2023 Share Posted June 4, 2023 Quote Link to comment Share on other sites More sharing options...
Richmountain112 Posted June 4, 2023 Share Posted June 4, 2023 I'm still having lots of fun with this mod. Quote Link to comment Share on other sites More sharing options...
Richmountain112 Posted June 4, 2023 Share Posted June 4, 2023 And what about the wings for the Winged Gemini? Quote Link to comment Share on other sites More sharing options...
Pappystein Posted June 4, 2023 Share Posted June 4, 2023 2 hours ago, Richmountain112 said: And what about the wings for the Winged Gemini? What Winged Gemini? That is the first problem with this request. There are 1, 2, 3 oh 4 that I can think of off the top of my head. 2ndly (and likely a big chunk of WHY BDB hasn't tackled this), KSP1 Physics, both modded and un-modded, leaves much to be desired with how the Winged Gemini typically would work. EG, the Winged Capsule in the old FASA mod for Gemini did not work correctly... In fact, the entire Nose and wing assembly is supposed to be ejected mid-flight, with the Capsule landing in the ocean as is normal. Having flown Gemini in that for at least a year before migrating to BDB, I can tell you... it didn't fly right even on a good day. Quote Link to comment Share on other sites More sharing options...
Richmountain112 Posted June 4, 2023 Share Posted June 4, 2023 (edited) Fair point. Is the Paraglider also an option or is that too unstable? Edited June 4, 2023 by Richmountain112 Quote Link to comment Share on other sites More sharing options...
kspbutitscursed Posted June 4, 2023 Share Posted June 4, 2023 4 hours ago, Richmountain112 said: I'm still having lots of fun with this mod. same i love this mod especially skylab and apollo block 3 and just try not to kill my laptop Quote Link to comment Share on other sites More sharing options...
Pappystein Posted June 5, 2023 Share Posted June 5, 2023 38 minutes ago, Richmountain112 said: Fair point. Is the Paraglider also an option or is that too unstable? Someone made one a couple of years ago... VERY hard to fly or land. But I believe it is no longer supported with newer KSP builds. At least that is what I remember being posted Quote Link to comment Share on other sites More sharing options...
Richmountain112 Posted June 5, 2023 Share Posted June 5, 2023 3 hours ago, kspbutitscursed said: same i love this mod especially skylab and apollo block 3 and just try not to kill my laptop I actually made a Lunar Block 3+ Apollo and sent it to Gilly along with a modified LM. Quote Link to comment Share on other sites More sharing options...
kspbutitscursed Posted June 5, 2023 Share Posted June 5, 2023 Just now, Richmountain112 said: I actually made a Lunar Block 3+ Apollo and sent it to Gilly along with a modified LM. cool my last mission with BDB is skylab mission i will probably do some starship and orion missions Quote Link to comment Share on other sites More sharing options...
Rodger Posted June 5, 2023 Share Posted June 5, 2023 9 hours ago, Raptor22 said: I get a good framerate, but still have the issue with the J2X activation. I haven't ever had this issue with any other engine in recent memory, and other deployable engines like the near future atomic rocket motors works just fine. It did, however, ruin my recent attempt at the Venus / Eve flyby mission, due to the J2X engine needed for TVI/TEI suffering the same issue as seen in the video there. Though, I have not problems with the ullage motor plumes. I have tried manually deploying the engine bell and then manually igniting the engine, but gotten the same result. I've tried shutting down the engine, but it is impossible to do so as the "shut down" button doesn't stay in the PAW long enough to click; I have not yet tried using the action groups, though. Eventually, I had to resort to blowing up the engine with the Kaboom mod (I couldn't stand the noise) and then using the two RL-10 engines that I had mounted (Used the LASS config for the S-IVB engine adapter) to do a much slower TEI burn. I managed to achieve the mission, but had to use a considerable amount of fuel on the Apollo CSM to do correction burns as I did not get as much performance out of just the two RL-10s as I would with the J2X firing. Hmm well if you and @Falcon Aerospace can zip your ksp.log (from main install directory) and modulemanager.configcache (from gamedata) and post them here https://github.com/CobaltWolf/Bluedog-Design-Bureau/issues/1378 (you can just drag the zip file into a github post), might be able to find some clues Quote Link to comment Share on other sites More sharing options...
Invaderchaos Posted June 5, 2023 Share Posted June 5, 2023 Kepler's finally on github! Still missing descriptions and science defintions, but all the parts and variants (with mass balancing) are in! Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted June 5, 2023 Share Posted June 5, 2023 *piles on* Quote Link to comment Share on other sites More sharing options...
kspbutitscursed Posted June 7, 2023 Share Posted June 7, 2023 (edited) On 6/6/2023 at 6:45 AM, OrbitalManeuvers said: *piles on* wow my dell laptop would just dieif it saw that. mazing *me loads ksp up with KSRSS full res textures* KSP*crashes* Edited June 23, 2023 by kspbutitscursed Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted June 7, 2023 Share Posted June 7, 2023 10 minutes ago, kspbutitscursed said: my dell laptop would just bsood if it saw that Honestly, I have a gtx980, which is approximately 1000 miles below min spec for KSP 2. Yet in KSP 1 I can run 90+ mods (~17k mm patches), tons of which are part mods, all the usual suspects for graphics (doe/ps/scatterer/eve/tufx) on both KSRSS and JNSQ, and I get 20-30fps on launch, 30-40 during ascent, and 50+ in space (capped at 60), running at 2650x1440. I'm very fortunate my potato hardware performs pretty well. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.