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[1.2.2 & 1.3 & 1.4 & 1.5] Kerbin-Side continued 1.4.5 [05.11.2018]


Ger_space

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I have terrible freezes when I look at Kerbin-Side Kampus. When it is not installed or I don't look at it - no freezes.
I have i5-4460, GTX 1070 6Gb and 16Gb RAM

Do I need to provide some data for debugging?

KSP v1.3.1.1891
List of all mods that I using:

Spoiler

 Flight Manager for Reusable Stages (FMRS) Continued (FMRSContinued 1.2.6)
ALCOR Advanced IVA (ALCORIVAPatch 0.9.6)
Alternate Resource Panel (AlternateResourcePanel v2.9.2.0)
ASET Agency  (ASETAgency 1.0)
ASET Props (ASETProps 1.4)
Asteroid Day (AsteroidDay 1.2)
AT Utils (AT-Utils v1.4.4)
Background Resources (BackgroundResources v0.13.6.0)
BahamutoD Animation Modules (BDAnimationModules 1:v0.6.4.9)
BDArmoryContinued (BDArmoryContinued 1:v0.2.1.2)
BetterCrewAssignment (BetterCrewAssignment 1.3.1)
BonVoyage (BonVoyage 0.13.2.1)
CactEye Optics Community (CactEyeCommunity 1.3.0)
Camera Focus Changer (CameraFocusChanger v1.0.1.0)
CapCom - Mission Control On The Go (CapCom 2.7)
Chatterer (Chatterer 0.9.93)
Chatterer Extended (ChattererExtended 0.6.1)
Collision FX (CollisionFX v4.0)
Community Category Kit (CommunityCategoryKit 2.0.2.0)
Community Resource Pack (CommunityResourcePack 0.8.0.0)
Community Tech Tree (CommunityTechTree 1:3.2.1)
Community Trait Icons (CommunityTraitIcons v0.1.2)
Configurable Containers Core (ConfigurableContainers-Core 2.4.1)
Connected Living Space (ConnectedLivingSpace 1.2.5.3a)
Contract Configurator (ContractConfigurator 1.23.3)
Contract Pack: Defense Combat Advisors (Default Aim) (ContractConfigurator-DefenseCombatAdvisors-DefaultAim v1.2.2.2)
Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.1)
Contract Pack: Kerbal Academy (ContractConfigurator-KerbalAcademy 1.1.7)
Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2)
Contract Parser (ContractParser 7.0)
Contracts Window + (ContractsWindowPlus 8.1)
Crew Light (CrewLight v1.10)
Danger Alerts Continued (DangerAlertsContinued 1.4.3)
DeepFreeze Continued... (DeepFreeze V0.23.7.0)
Destruction Effects (DestructionEffects 2:v1.6.0)
Distant Object Enhancement (DistantObject v1.9.1)
Distant Object Enhancement default config (DistantObject-default v1.9.1)
Diverse Kerbal Heads (DiverseKerbalHeads 1.0)
DMagic Orbital Science (DMagicOrbitalScience 1.3.10)
Docking camera (KURS) (DockingCamKURS 1.3.1.2)
Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.7.0)
Docking Port Sound FX (DockingPortSoundFX v2.1.12)
DSD Mobile Labs (DSDMobileProcessingLabs 1.2.1)
Easy Vessel Switch (EVS) (EasyVesselSwitch 1.5)
Environmental Visual Enhancements (EnvironmentalVisualEnhancements 2:EVE-1.2.2-1)
Environmental Visual Enhancements - Stock Planet Config files (EnvironmentalVisualEnhancements-HR 2:EVE-1.2.2-1)
EVA Parachutes & Ejection Seats (EVAParachutes 0.1.15)
EVA Struts (EVAStruts 4.1)
EVA Transfer (EVATransfer 7.1)
EVAFuel Continued (EvaFuelCont 1.6.0.1)
Extraplanetary Launchpads (ExtraPlanetaryLaunchpads 5.8.0.0)
Feline Utility Rovers (FelineUtilityRovers 1.0.4)
Final Frontier (FinalFrontier 1.3.2-3155)
Firespitter Core (FirespitterCore v7.6.0)
Firespitter Resources config (FirespitterResourcesConfig v7.6.0)
Flexible Docking (FlexibleDocking 5.0)
FlightPlan (FlightPlan 1.0.3)
Fuel Tank Expansion Rebuilt (MunarIndustriesFTX 0.9.5.4)
Fwiffo's Rareden Skybox (FwiffoRaredenSkybox 1.0)
Graphotron (Graphotron 0.4.3.0)
Hot Spot (HotSpot 0.8.0)
HullcamVDS Continued (HullcamVDSContinued 0.1.8)
Impact! (Impact v1.6.2.2)
IndicatorLights (IndicatorLights 1.2.11)
Interstellar Fuel Switch (InterstellarFuelSwitch 2.10.1)
Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 2.10.1)
ION RCS (IONRCS V0.1.8.0)
Kerbal Alarm Clock (KerbalAlarmClock v3.8.5.0)
Kerbal Attachment System (KAS 0.6.3.0)
Kerbal Hacks: Animated Station Screens (AnimatedStationScreens 1.0)
Kerbal Hacks: Asphalt Tiles (AsphaltTiles 1.2)
Kerbal Hacks: Asphalt Tiles - Welded Parts (AsphaltTilesWelded 1.2)
Kerbal Hacks: Droptank "Wrapper" (KerbalHacksDroptankWrapper 1.0)
Kerbal Hacks: Wearable KIS Props (KHWearableKISProps 1.0)
Kerbal Health (KerbalHealth v1.0.0)
Kerbal Inventory System (KIS 1.7)
Kerbal NRAP - Procedural Test Weights (KerbalNRAP 1.5.7)
Kerbal Planetary Base Systems (KerbalPlanetaryBaseSystems v1.5.7)
Kerbal Space Transport System (KSTS 1.9)
Kerbal-Konstructs (KerbalKonstructs 1.2.0.1)
KerBalloons (KerBalloons v0.4.3)
Kerbin Side GAP (KerbinSideGAP 2.2)
KerbinSide Core (KerbinSideCore 3:1.4)
Kerbin-Side GroundControl cont. (KerbinSideGroundControl 3:1.3.0)
KerbNet Controller (KerbnetController 3.1)
Konstruction (Konstruction 0.3.0.0)
Kramax Autopilot Continued (KramaxAutopilotContinued 0.3.4)
Landing Height Display (LandingHeight 2.1)
Lights Out (LightsOut v0.2.2)
LongStrut (LongStrut 0.0.1)
MechJeb 2 (MechJeb2 2.6.1.0)
Module Manager (ModuleManager 2.8.1)
Near Future IVA Props (NearFutureProps 0.7.3)
OctoSat Continued (OctosatContinued 1:0.1.8)
Part Commander Continued (PartCommanderCont 1.1.2)
PersistentRotation (PersistentRotation 1.8.1)
Physics Range Extender  (PhysicsRangeExtender 1.5.0)
PlanetShine (PlanetShine 0.2.5.2)
PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.5.2)
Portrait Stats (PortraitStats 15.1)
Progress Parser (ProgressParser 8.0)
RasterPropMonitor (RasterPropMonitor 1:v0.29.2)
RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.29.2)
Real Plume (RealPlume 2:v11.0.0)
Real Plume - Stock Configs (RealPlume-StockConfigs v1.0.0)
RecoveryController (RecoveryController 0.0.2)
REPOSoftTech-Agencies (REPOSoftTech-Agencies V1.5.1.0)
SCANsat (SCANsat v18.1)
scatterer (Scatterer 2:v0.0320b)
scatterer - default config (Scatterer-config 2:v0.0320b)
scatterer - sunflare (Scatterer-sunflare 2:v0.0320b)
Selectable Data Transmitter Module (SelectableDataTransmitter 0.1.4)
ShipEffects-Sound-Mod: Dynamic Sound Effects (Maintenance) (ShipEffects 1.0.7)
Smart Actuation (SmartActuation 1.1.0.2)
SmartStage (SmartStage 1:2.9.9)
SmokeScreen - Extended FX Plugin (SmokeScreen 2.7.5.0)
Station Science Continued (StationScienceContinued v2.3.0)
Stockalike Station Parts Expansion (StationPartsExpansion 0.5.1)
Streamline - Engines, RCSs and fueltanks (StreamlineEnginesRCSsandfueltanks 1.1)
Surface Mounted Stock-Alike Lights (surfacelights 1.6)
TAC Fuel Balancer (TacFuelBalancer v2.14)
TAC Life Support (TACLS) (TACLS v0.13.6.0)
TextureReplacer (TextureReplacer v2.6.0)
Throttle Controlled Avionics (ThrottleControlledAvionics v3.4.2)
TotalTime (TotalTime 0.6.7)
Trajectories (Trajectories v1.7.0)
USI Tools (USITools 0.10.1.0)
Waypoint Manager (WaypointManager 2.7.0)

 

Edited by Artemonim
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On 9/14/2017 at 6:39 PM, Ger_space said:

Hmm, I never tested this, so I guess no. What is this multiplier? Some stock setting? Sorry I'm currently not on my pc and haven't played ksp for quite some time (except modding) 

In the advanced settings menu, there is a slider for the Deep Space Network. The default range is very far, and I prefer to limit it so it only just reaches the mun. 

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Great I installed the performance mode and it is great. I also like very much the option to actually go once to the base that want to be openes. It gives me a motive to fly around Earth and discover places I'd never went before... And then launch from the north pole or konstruct anything anywhere.. uasfaskuashd I  am loving this mod, it is great

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[EDIT: SOLVED]

HEEEEEY Big problem. My home base runway and launchpads seem to be mistaken by some other base and I can't launch from my original base... Weird?... I have selected the go to there to open setting, and launch from everywhere as well... In 1.3.... Is this known bug or should I provide more information and logs? Maybe it's a known issue?

I have kerbin side kampus and skyways only installed.

EDIT: Dull Spot opens instead of runway and launchpad of ksc. Like it's overwritten.... Even in the SPH when i click on KK and try to select these two, Dull spot is selected instead (in the selected launchsite menu, and I don't even have it opened, so it is weirder that it takes me there...)

EDIT 2: Now I went to the settings of KK, unchecked the launch anywhere option, and it now selects the correct runway, but can't click on select this launchsite, or make it as default.... so I can't launch from my home runway still!

EDIT 3: Ok I think it solved itself now. I went and opened DullSpot and everythings seems okay maybe that fixed it? 

 

Edited by Agustin
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Hello, @ger_space , how automatic gate works? The automatic barrier is always open, but I can see the animation when placed into the world. Is it somehow working, or is it static as any other building? Maybe this should be question to kerbal konstruct, since I'm not sure if the automatic gateway is from this mode or Konstructs.

Thanks
Ave! Toonu

 

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Thanks for maintaining this mod.

I just wanted to ask, if there are any plans on making this compatible with rescaled kerbin systems, for those of us who play with earth-sized Kerbolsystems (rescale 10.625).

I am aware of the positioning-problem. I just would love to see KerbinSide and Rescale to be compatible.

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7 hours ago, Hs.Panda said:

is there any way to select my opened bases in career mode for just general viewing purposes without having to launch something from that site? (i.e. like how i can view the normal KSC)

Not yet. I was banging my head several times to find a way to move the space center camera, but I've not found a working solution for it. 

If someone had a idea, I'm happy to implement it.

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9 hours ago, Ger_space said:

Not yet. I was banging my head several times to find a way to move the space center camera, but I've not found a working solution for it. 

If someone had a idea, I'm happy to implement it.

oh well, thx anyway.... also one thing i noticed not sure if you're aware or not? the boat launch on KSC island spawns things slightly inside the hill, causing them to "bounce" upwards ontop of the ground once fully loaded, it's not that big of a concern, i just turn on "no crash damage" before launch so it doesn't destroy anything but felt it worth mentioning?

is there any more boat launch sites? i didn't see any in the list? mostly just carriers or runways next to water? though i'm still checking out all the different start spots so i might have missed one?

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5 hours ago, Hs.Panda said:

oh well, thx anyway.... also one thing i noticed not sure if you're aware or not? the boat launch on KSC island spawns things slightly inside the hill, causing them to "bounce" upwards ontop of the ground once fully loaded, it's not that big of a concern, i just turn on "no crash damage" before launch so it doesn't destroy anything but felt it worth mentioning?

is there any more boat launch sites? i didn't see any in the list? mostly just carriers or runways next to water? though i'm still checking out all the different start spots so i might have missed one?

there are multiple boat launches within SM Marine statics pack. you will find the download in the SM Marine pack.

I never used the boat launch, Ill check it and try to fix it as soon as I can. Thanks for the report.

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chiming in to verify some lag around KSC. Specifically the kampus. Any time it's on screen I get major FPS dips.

I'm running a FX-6300 CPU and a GTX 1050Ti GPU and have very few other mods running

 

Side note, I've noticed all the other people who reported this issue were on 10 series Nvidia cards as well, connection maybe?

Side side note, I keep load graphs visible on my second monitor at all times and during these FPS dips I checked the graphs and the CPU was at 80% load and the GPU at 70%. Neither was peaked yet FPS was plummeting. Not sure what exactly that means, but it's something.

 

I'm going to run a test build and start cropping some buildings while checking load and FPS, I'll report any findings or lack thereof in an hour or so.

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Nailed it.

"Terraced Housing" and to a lesser extent "Apartment Building".

 

Specifically it's the shadow calculation that's bogging down, which would explain why the 10 series cards feel it so hard. Tested by spawning and deleting multiple instances of various potential culprits on various graphics settings and culling distances. Looks like it's just the sheer number of objects in close proximity to one another and casting shadows on each other that's overloading what the engine can readily handle. I'd suggest swapping the models for some low-poly versions. Until then my stopgap will just be to just cull them from my game; I've never fully filled one apartment complex, much less four so it won't be an issue for me.

 

PS: slight afterthought, the one person who submitted their modlist had EVE in there, which I also have. That mod is quite shader-intensive, so it might just be too much load on one specific module, in this case shadow calculation. I dunno, really just speculating at this point and too busy to test into further detail.

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On ‎11‎/‎29‎/‎2017 at 11:30 AM, Ger_space said:

Not yet. I was banging my head several times to find a way to move the space center camera, but I've not found a working solution for it. 

If someone had a idea, I'm happy to implement it.

Create an object that gets categorized as a ground asset you can access and bolt it to the middle of the bases.  That will at least give you a work-around.

 

Beyond that, KSC is a scene.  If there's some way to dig into the KSC scene and nest it down, you might be able to create a hierarchy that has even-footing with KSC.  Once you can establish multiple location scenes, you should be able to select the camera default location.

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Two questions for @Ger_space,

I'm planning to do some exploration into making Kerbin-Side compatible with KSS, since I'm not sure who else other than me is interested.  (I don't think it's either your responsibility or StarCrusher's to do so, since you each have your own lives to live, and all.  :) ) I'm pretty sure I know what needs to be updated and how to go about it, but wanted to check.

First: The Lat/Long seem to be okay for everything, but the elevations are off with the mod's heightmap.  Within a given structure's config file, which number refers to elevation?  (And as a part two, is that value in Meters, or something else?)

Second: Assuming I'm not the only one interested in using KSS and Kerbin-Side at the same time, and assuming I'm able to complete this project in a reasonable time, would you be okay with me making the updates available to others?

Thank you for taking up maintenance of this mod!  I've enjoyed it for quite a while, and look forward to using it more!

EDIT: On further investigation, I found the Kerbal Konstruct's internal editor, which will make repositioning a piece of cake.  Therefore, I won't need to mess with the config files.

So, the first question is moot.  :)  However, I am still curious if I can make my alterations available to others if they so wish.

Edited by RobFalcon
Update based on Investigation
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Nothing against the mod. I love it so far. but personally I find kerbin a bit crowded in map view. is there any way to disable/remove some of the launch sites? I think personally I would like 6 launch sites or so; 4 around the equator and 1 on each pole.

 

perhaps a 'lite version' with only the more.."important" launch sites compared to a full release?

 

just wondering

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Is there a version suited to 6.4x sigma rescale? Maybe a config file? Is there a way to do it myself if not? Lastly I have noticed that kerbinside campus in the ckan download appears to not have light towers around the ksc like the screenshot.

Edited by TachyonGMZ
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Well, I've been messing around with Kerbin-Side of late, so I might be able to suggest a thing or two.

@Jesusthebird

The way I would go about this is;
      First: Go into KSP and determine which bases you want to keep.
      Second: Go to you GameData/KerbinSide/MainBases folder.  Each base has its own folder, by name.  Delete the bases you don't want.

I do this frequently with the KSC Upgrades.  They're okay, but I prefer keeping the KSC stock (especially with a career mode).

@TachyonGMZ

I can't speak with regards to 6.4x Sigma (I don't use it), it's not impossible to adjust bases yourself.  I've been doing that over the last few days with KSS (which modifies Kerbin a fair amount).

If you go to the base you want to alter (with a Kerbal or a probe) and hit Ctrl+K, you'll open up the Kerbal Konstruct interface.  You can then go structure by structure and move them as you want.

The original thread for Kerbal Konstructs has tutorials on how to do various things.  It's a little outdated, but it's helped me in my endeavors.  I will post it below.

 

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