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Okay...I Need help-- KSP Noob


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Hi Everyone,

 

I've been playing KSP since 1.1.3, I enjoyed the stock game so much that I went on a mod install tear. Since 1.2 I've reinstalled KSP and a lot of the mods that I like to use. My total mod count is 108. Most of the mods are parts, visual and things like mechjeb, kerbal engineer and so forth. I ran similar mods on 1.1.3 with no issues but with 1.2 it seems to really cut into my computer performance. 

My CPU specs are very high- 3x 290x vid cards, i7 and lots of ram to boot. Any suggestions on what mods run smoothly that can give me the visual enhancement as well as the gameplay bonus's of extra parts and KIS/KAS?

 

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Second part: Mun base building:

 

I really am fascinated by other worldly bases, so I set out to build myself a mun base and started by creating modules in skyscraper-type buildings, I would use the upper stage of my rocket and large landing legs to land. most of the time mechjeb would land me way too far from my intended location(I'm not great at manually landing). And it seemed that it successfully landed most ships with ample power underneath and did a horrible job of landing the Karibou with it's VTOL engines and everything else I tried to land with Vtol. It seemed to get confused as to what way was down and the engines detla V was not registering properly. 

 

Anyway after 500 quick saves I got 3 of my tall rocket skyscrapers on the mun and used KIS's winches to hook up docked so that all craft shared resources and solved the initial problem of them LEAPING off of the muns surface and crashing to bits. My question here is if there is any way I can EVA Strut the buildings to the surface of the moon? I've tried to attach the base plate and then attach a strut but they are unforgiving and I can't figure out how to attach it. The buildings are very tippy and I'm worried that all of my work was only for a lesson learned. 

Should I be thinking about larger footprint rather then building upwards? 

I'm getting horrible frames per second, do mods really drop performance that much or are there particular mods that do so more then others?

 

Thank you all for being a supportive community, I've read these forums 10x over before I ever decided to post and even now i'm embarrassed about my failures but I don't want to give up on my dream of conquering every and any planet I decide to visit. 

My mod list:

 

KSP: 1.2.1 (Win64) - Unity: 5.4.0p4 - OS: Windows 10  (10.0.0) 64bit
Toolbar - 1.7.13
USI Tools - 0.8.4
Achievements - 1.9.4
B9 Animation Modules - 1.0.4
B9 Part Switch - 1.5.1
B9 Aerospace Procedural Parts - 0.40.10
BD Animation Modules - 0.6.4.3
CactEye Telescopes - 1.2.1.10
Chatterer - 0.9.91.1586
Color Coded Canisters - 1.5.1
Colorful Fuel Lines - 0.3.2
Community Category Kit - 0.1.2
Community Resource Pack - 0.6.3
CommunityTechTree - 3.0.2
Contract Configurator - 1.21
Contract Pack: Field Research - 1.2
Contract Pack: Giving Aircraft a Purpose - 1.2.9
Contract Pack: Kerbal Academy - 1.1.4
Contract Pack: Bases and Stations - 3.4.1
CryoEngines - 0.4.2
DistantObjectEnhancement - 1.8.1
DMagic Orbital Science - 1.3.0.6
CapCom Mission Control On The Go - 1.0.2.5
Contract Parser - 1.0.5
Contracts Window Plus - 1.0.7.2
Progress Parser - 1.0.6
Docking Port Alignment Indicator - 6.5.1
Easy Vessel Switch - 1.1.1
EditorExtensionsRedux - 3.3.10
Elephant Engine - 0.2
EVAEnhancementsContinued - 0.1.2.1
EVA Struts - 1.0.3
EVA Transfer - 1.0.5
Extraplanetary Launchpads - 5.5.3
Firespitter - 7.4.2
Flexible Docking - 1.0.4
Fuel Tanks Plus - 1.11
Impact - 1.5
Interstellar Fuel Switch - 2.2.8
JSIAdvTransparentPods - 0.1.12
KAS - 0.6
Kerbin Environmental Institute - 1.2.1
KerbalAtomics - 0.3.1
Kerbal Engineer Redux - 1.1.2
Kerbal Joint Reinforcement - 3.3.1
HyperEdit - 1.5.3
KerbNet Controller - 1.0.2
KIS - 1.3
KSP-AVC Plugin - 1.1.6.2
KWRocketryRedux - 3.0.24.1
Lithobrake Exploration Technologies - 0.4
L-Tech Scientific Industries - 0.4.2
MarkIVSystem - 2.3
ModularFlightIntegrator - 1.2.2
NearFutureConstruction - 0.7.1
NearFutureElectrical - 0.8.1
NearFuturePropulsion - 0.8.1
NearFutureSolar - 0.7
NearFutureSpacecraft - 0.5.3
EVAHandrailsPackContinued - 0.2.1.3
Olympic1's Icon Packs - 0.10.2
Outer Planets Mod - 2.0
Pilot Assistant - 1.13.2
Kerbal Planetary Base Systems - 1.3.5
PlanetShine - 0.2.5.2
Portrait Stats - 1.0.12
Precise Node - 1.2.4
RCS Build Aid - 0.9.1
RealChute - 1.4.1.2
RealPlume - Stock - 0.11
ReentryParticleEffect - 1.2.0.1
AmpYear - 1.4.3
DeepFreeze Continued... - 0.23.1
IONRCS - 0.1.5
RoverScience - 2.2
SCANsat - 1.1.6.11
Science Relay - 1.0.2.1
SETI-ProbeParts - 1.2.0.1
SmartParts - 1.9.1.2
SpaceY Expanded - 1.3.1
SpaceY Lifters - 1.15
StationPartsExpansion - 0.4.1
Stock Visual Enhancements - 1.1.4
Stock Visual Terrain - 2.0
Cargo Transportation Solutions - 0.5.1
Trajectories - 1.6.5
Kerbal Alarm Clock - 3.8.1
Alternate Resource Panel - 2.9
Transfer Window Planner - 1.6
TweakScale - 2.3.2
USI Core - 0.3.4
Asteroid Recycling Tech - 0.9.4
USI Exploration Pack - 0.6.3
Freight Transport Tech - 0.6.3
Karbonite - 0.8.3
Karbonite Plus - 0.7.2
Karibou - 0.3.3
Konstruction - 0.1.7
USI-LS - 0.5.5
Malemute Rover - 0.2.3
UKS - 0.50.5
USI Survivability Pack - 0.6.3
Undockinator - 0.2
Universal Storage - 1.2.0.1
EVAParachutesAndEjectionSeats - 0.1.10.1
KSP Interstellar Extended - 1.11.1
Waypoint Manager - 2.6
[x] Science! - 5.3

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1 hour ago, Jengaleng said:

screenshot1_zpswvdojqwp.png

 

As you can see it looks like a bunch of beached whales on the mun now that all of my towers have flipped over and destroyed themselves

Did this happen after you restarted KSP and loaded your game? If so, mine did the same thing...traced it down to KJR (mod)

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14 minutes ago, adsii1970 said:

Did this happen after you restarted KSP and loaded your game? If so, mine did the same thing...traced it down to KJR (mod)

Yes it was when I loaded up, went to the tracking station and selected one of my mun base buildings. 

Kerbal Joint reinforcement mod? 

Doesn't 1.2 have something that nullify's this mod anyway? It would be great if that was a simple fix for my jumping buildings. 

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I deleted Kerbal Joint Reenforcement (KJR) and it actually quit causing that to happen.

The new auto-strut and rigid settings in KSP, in my opinion, negated the need for KJR. :kiss:

Pull the mod out of your GameData folder (drop it on your desk top) and try playing without it... If things get better, you don't need it. If you think it affects your quality of play, just move it back.

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Good deal, I found what you're talking about on the KJR thread and some people seem to think it's foul play between KJR and RealPlume. 

 

I'm going to try w/o RP first and see  if it helps, second will be KJR.  Thanks for the help it's much appreciated. Heard KJR also lowers frames a bit so that might also increase my gameplay experience. 

 

I was expecting to hear that I'm building like a dummy on the moon with all the tall structures but in low gravity it makes sense to build tall. My last question would be a repeat of one of my first- Is there any way to fasten a structure or craft to the surface of a planet?

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15 minutes ago, Jengaleng said:

I was expecting to hear that I'm building like a dummy on the moon with all the tall structures but in low gravity it makes sense to build tall. My last question would be a repeat of one of my first- Is there any way to fasten a structure or craft to the surface of a planet

I'm assuming stability is the primary reason you ask. It couldn't hurt trying a wider base for the structure or a lower center of mass at least, but anyway:

Yes you can. I've tethered a tiny research base to Gilly in the past with Kerbal Inventory Sysytem and Kerbal Attachment System. They should supply you with surface pylons meant to be attached to the surface, as well as a means to attach the parts of your choice to those pylons -from EVA, if I remember correctly... with an engineer... who also holds a drill or wrench. Alternatively, KAS winches can be loaded with pre-aimed harpoons to secure your bases to whatever they strike once ejected, provided their respective winch cables reach the surface once ejected and KIS is made obsolete for this particular intention. As far as I know, anyway. Bear in mind, my Gilly-tethered base was updated into oblivion several versions ago, but I can't imagine those particular mods have updated to a lesser quality.

There's also been some new parts packs expanding on Infernal Robots recent update which might make the stock "advanced grabber" seem both oversized and underwhelming. Read the IR parts' descriptions carefully and you'll note there are a few options for grabbers depending on the shape and what they grab, as at least one is meant for your intention of grabbing the surface, adding practically limitless options for post-landing stabilization, both fixed and collapsible.

There are stock-game options too, however. The advanced grabbing unit is just strong enough that, when coupled with landing gear and clever placement, could also be used for the same purpose. However, that clever placement can often be the downfall of design, as landscapes make suitably flat terrain hard to find and leave your base permanently leaning one direction or another due to the most subtle of hills... but still upright. It's an aesthetics thing, really.

My best advice: :targetretro:Don't just follow the attachment nodes!:targetretro: Take advantage of surface/radially-attached parts for more than just adding fuel and/or staging. Try building stable asymmetrical craft as well. Even if you aren't great at it, you're bound to stumble into new configurations of parts you hadn't thought of before that might just mean the difference in your old failed attempts -or just some toys you might've "shelved" while you vie for Mun-base stability. Have fun! :wink:

I LOVE building bases. Here's my latest Minmus operation: CeqfNu3.png

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9 hours ago, Jengaleng said:

I'm getting horrible frames per second, do mods really drop performance that much or are there particular mods that do so more then others?

It varies mod to mod, but given the list you've got I'm not surprised you've got low FPS. Mods that just add parts (without any special functionality) don't hurt FPS so much (they just increase RAM usage), but mods that add functionality/game play elements and visual mods can really affect FPS. 
The visual enhancement mods are killer, but....you just can't do without them once you've become used to them! You might try the lower res version of SVE.  

The only thing I can suggest (and sorry, it's a bit of a pain) is to start a fresh stock install and put a test craft (of ~100-200 parts) on the launch pad and then gradually add mods a few at a time (or 1 by 1) and see when you start getting performance drops. Start with the ones that add functionality rather than part packs and pick the ones you absolutely must have.  You'll probably have to sacrifice some to have better performance.

 

Re your Q about securing something to the ground. What I've found (using the ground pylon rather than base plate, but I think it's the same) is that before you can connect the portable struts you have to first "dock" to the pylon so it's part of the same craft. Easiest way is to put a connector port on the pylon and then either attach a winch to it (in docked mode) or put another connector port on the craft and link then (right click on one, click link, then move to the other port and click link on that).
Then you can place a portable strut end on the pylon and craft and link the two. 

I just did a little test. First pic shows the pylon connected with a winch and then in the second pic the strut has been connected. (note if you then disconnect the winch the strut will also be disconnected.)

9IoCP6e.jpg3ksidBa.jpg

Hope that helps!

 

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You two are life & headache savers! wow!

 

It's funny that I've had the pylons available to use but opted to try the flat bases that didn't end up working because it wasn't docked. I was busy using the winches to dock to each other rather then docking them to a pylon on the ground! The grappling hook idea is splendid as well! I have some up there but can't figure out how to attach them during eva to the winches...No Matter.

You both have reinvigorated me to keep pushing forward with your new ideas, I really think what I need to do is spend more time in design rather then flying whatever I think I need up on the next sub-assembled lifter rocket I've made. Clever design should overcome and I'm excited to give it another shot and rescue my toppled base(Jeb is counting on me!). 

About the mods: I have a computer capable of anything games can throw at it today but it seems like KSP requires a lot. It adds to frustration when I'm getting 5fps while evaing around. I will push back on the mods the first thing I do and find that perfect balance of mods vs performance hopefully without compromising too much, I'm a mod junkie and really appreciate what they add to the game. 

 

What this discussion has told me is that I think I would really appreciate a KSP community to converse with about such issues, being that it's a single player game it feels as if we are left to our own devices but that doesn't mean one can't reach out to seek the answers he or she is looking for. Thank you both for taking the time with providing such thorough answers.

 

Jeng

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11 hours ago, katateochi said:

It varies mod to mod, but given the list you've got I'm not surprised you've got low FPS. Mods that just add parts (without any special functionality) don't hurt FPS so much (they just increase RAM usage), but mods that add functionality/game play elements and visual mods can really affect FPS. 
The visual enhancement mods are killer, but....you just can't do without them once you've become used to them! You might try the lower res version of SVE.  

The only thing I can suggest (and sorry, it's a bit of a pain) is to start a fresh stock install and put a test craft (of ~100-200 parts) on the launch pad and then gradually add mods a few at a time (or 1 by 1) and see when you start getting performance drops. Start with the ones that add functionality rather than part packs and pick the ones you absolutely must have.  You'll probably have to sacrifice some to have better performance.

 

Re your Q about securing something to the ground. What I've found (using the ground pylon rather than base plate, but I think it's the same) is that before you can connect the portable struts you have to first "dock" to the pylon so it's part of the same craft. Easiest way is to put a connector port on the pylon and then either attach a winch to it (in docked mode) or put another connector port on the craft and link then (right click on one, click link, then move to the other port and click link on that).
Then you can place a portable strut end on the pylon and craft and link the two. 

I just did a little test. First pic shows the pylon connected with a winch and then in the second pic the strut has been connected. (note if you then disconnect the winch the strut will also be disconnected.)

9IoCP6e.jpg3ksidBa.jpg

Hope that helps!

 

I've gone back and flipped all of my buildings right side up, send an emergency flight of solar panels(because all of mine broke and my kerbals had only days of power left). 

 

My question is about the strut, I have  a pylon on the ground and attached the winch as docked just like you did, however I can't seem to get the Strut to attach because of length issue. It looks like in your picture that you were able to lengthen the strut to the desired length but I'm unable to do the same. Nevertheless connecting the winch to the pylon offered most of the support I was looking for and seems to be working very well thus far. 

 

Also, is the range of grabbing and placing items via KAS/KIS adjustable? It seems to be way too short for my liking. I have to place some solar panels high up in a tower and there isn't a way to do that from what I can see because the distance from where I'm grabbing it from and moving it to is too far.  Found my answer in the KIS settings.cfg- Increased range and weight the kerbal on EVA can handle

Edited by Jengaleng
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12 hours ago, Jengaleng said:

My question is about the strut, I have  a pylon on the ground and attached the winch as docked just like you did, however I can't seem to get the Strut to attach because of length issue. It looks like in your picture that you were able to lengthen the strut to the desired length but I'm unable to do the same. Nevertheless connecting the winch to the pylon offered most of the support I was looking for and seems to be working very well thus far. 

 

Also, is the range of grabbing and placing items via KAS/KIS adjustable? It seems to be way too short for my liking. I have to place some solar panels high up in a tower and there isn't a way to do that from what I can see because the distance from where I'm grabbing it from and moving it to is too far.  Found my answer in the KIS settings.cfg- Increased range and weight the kerbal on EVA can handle

I didn't do anything specific to lengthen the strut, just attached two portable strut ends, clicked link on one then moved over to the other and clicked link on it. There is a limit to the length, but it's quite long. There's also a limit to angle IIRC and it won't let you place it if it's clipping through other objects.
I am a little weary of things connected with winches as a long term solution. It's been a while since I did anything serious with KAS/KIS so it's probably better now, but in the past winch connections could be a bit prone to glitches when reloading.

I see you've extended the grabbing range.  Another way to make things easier is always have your engineers carry the small fixed ladder part as well as their drill.  Then you can jet pack up, slap the ladder anywhere and grab onto it and then do the other work more easily (it's helpful in space too to stop you floating off).

 

 

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