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[1.12.x] Tundra Exploration - v7.0 (Nov 5th, 2023) - (Re)Stockalike SpaceX Falcon 9, (Crew) Dragon (XL) & Haven-1!


Damon

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On 8/2/2024 at 9:31 PM, The-Doctor said:

Would you be open to making a space station mod? Your textures are amazing and lovely, what if you made one, example, adding internals to Dragon XL, and using it as a basis for station parts, maybe internals inspired by cxaerospace?

Are you aware of the amazing work ipkf Benjee10? 
if not, look up HabTech 2 and Planetside Exploration Technologies 

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I seem to be having an issue with a specific part, that being the Falcon 9/Heavy Full Thrust Second Stage Tank. Every time I use this part it absolutely murders my frame-rate down to 3fps on the launchpad. I soon as I remove and replace it with other tanks my FPS settles back to normal (around 97fps on a launch of a rocket). Any idea why this is happening?

 

JOwMuTL.jpeg

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10 hours ago, Tormy45 said:

I seem to be having an issue with a specific part, that being the Falcon 9/Heavy Full Thrust Second Stage Tank. Every time I use this part it absolutely murders my frame-rate down to 3fps on the launchpad. I soon as I remove and replace it with other tanks my FPS settles back to normal (around 97fps on a launch of a rocket). Any idea why this is happening?

 

JOwMuTL.jpeg

Log?

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33 minutes ago, Steigleder said:

Hi, does anyone know where I can get updated patches for RO?

I downloaded one from github but it seems to be outdated as I can't reach orbit with a Falcon 9 with a Crew Dragon.

Any help would be appreciated.

https://github.com/SkyPhoenix999/TundraExploration_RO heres the updated one

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20 hours ago, kspbutitscursed said:

Thank you so much! 

Finally, I was able to reproduce a flight with telemetry like that of a live launch.

There should be a mod that indicates the stages of the launch with the semicircle indicating MECO, SECO, etc... that we all see in NASA broadcasts.

Only in KSP, by the way...

N8rE1Ao.png

Edited by Steigleder
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On 8/12/2024 at 1:06 AM, Tormy45 said:

I seem to be having an issue with a specific part, that being the Falcon 9/Heavy Full Thrust Second Stage Tank. Every time I use this part it absolutely murders my frame-rate down to 3fps on the launchpad. I soon as I remove and replace it with other tanks my FPS settles back to normal (around 97fps on a launch of a rocket). Any idea why this is happening?

Your log file contains a lot of exceptions from DynamicBatteryStorage.ModuleCryoTankPowerHandler. If those are happening after a scene change to Flight then those are probably what's killing your performance by causing the log file to be spammed continuously.

Exception handling event onEditorShipModified in class EditorVesselDataManager:System.NullReferenceException: Object reference not set to an instance of an object
  at DynamicBatteryStorage.ModuleCryoTankPowerHandler.GetFuelTypes () [0x00008] in <ce8c094d51db45938ad65ca113e0ce60>:0 
  at DynamicBatteryStorage.ModuleCryoTankPowerHandler.Initialize (PartModule pm) [0x00009] in <ce8c094d51db45938ad65ca113e0ce60>:0 
  at DynamicBatteryStorage.VesselElectricalData.SetupDataHandler (PartModule pm) [0x0008f] in <ce8c094d51db45938ad65ca113e0ce60>:0 
  at DynamicBatteryStorage.VesselData.RefreshData (System.Boolean fromScratch, System.Collections.Generic.List`1[T] vesselParts) [0x001db] in <ce8c094d51db45938ad65ca113e0ce60>:0 
  at DynamicBatteryStorage.EditorVesselDataManager.InitializeEditorConstruct (ShipConstruct ship, System.Boolean forceReset) [0x00043] in <ce8c094d51db45938ad65ca113e0ce60>:0 
  at DynamicBatteryStorage.EditorVesselDataManager.onEditorVesselModified (ShipConstruct ship) [0x00024] in <ce8c094d51db45938ad65ca113e0ce60>:0 
  at EventData`1[T].Fire (T data) [0x000b0] in <4b449f2841f84227adfaad3149c8fdba>:0  
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

That and similar errors appear thousands of times in the log.

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  • 2 weeks later...
On 8/31/2024 at 10:29 PM, TruthfulGnome said:

Will there be any fixes for the Falcon 9 first stage and interstage not working with Deferred?

I’ve attempted to recompile the shader with an updated lighting model from Andrew to mixed success, whilst this did make things render properly through the deferred pipeline it still wasn’t quite right and looks visibly different from the second stage. 
there’s been a few updates to the lighting model so i could give it a try once more but i will likely need someone with shader experience to look at it instead.

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  • 2 weeks later...
14 hours ago, maddoxman4 said:

this mod is actually so beautiful and i cannot wait until there are IVA's for the rodan pod

About that...

In all seriousness, there are IVA's for Crew Rodan, there's a specific mod you need if I recall, I forget which one.

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49 minutes ago, Blufor878 said:

About that...

In all seriousness, there are IVA's for Crew Rodan, there's a specific mod you need if I recall, I forget which one.

I thought it was MODav but im not sure. Ive never been able to get them to work.

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On 9/16/2024 at 9:22 AM, SheepDog2142 said:

I thought it was MODav but im not sure. Ive never been able to get them to work.

on the roadmap it shows a dev version that apparently  have ivas but i dont think that they are because theres apparently no work done on it yet. also im almost positive its not MAS because i have almost every iva mod under the sun and i still dont have interactive screens for it :(

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1 hour ago, maddoxman4 said:

on the roadmap it shows a dev version that apparently  have ivas but i dont think that they are because theres apparently no work done on it yet. also im almost positive its not MAS because i have almost every iva mod under the sun and i still dont have interactive screens for it :(

The mod does have IVAs. It even has Freeiva support.

RLnoEA0.png
brR9HAr.png
DpfZpTk.png

Last I checked this is the mod you need and the dependencies. This is via CKAN. The starred items on the right are the dependencies.
t57EJ4c.png

 

Edited by Blufor878
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On 9/19/2024 at 8:15 PM, Blufor878 said:

The mod does have IVAs. It even has Freeiva support.

RLnoEA0.png
brR9HAr.png
DpfZpTk.png

Last I checked this is the mod you need and the dependencies. This is via CKAN. The starred items on the right are the dependencies.
t57EJ4c.png

 

my bad. i think perhaps i should've specified that i meant interactive screens such as those found in RPM. 

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  • 2 weeks later...
On 10/3/2024 at 3:58 PM, Xoquer Aerospace said:

@Damon, I have downloaded the mod, the kre mod the b9 and the module manager in ckan but it does not work for me, I have version 1.12.4

Hmm, did you make sure you installed the mods correctly into the GameData folder? So there is no GameData inside Gamedata? Just KRE/BE/ModuleManager?

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3 minutes ago, Wilhelm von Hermann said:

Is there RSS (not RP-1/RO) config for this mod? Because I want to have falcon 9 in my career, but not even rss adapter supports this mod. :(

There’s some configs by skyphoenix that are pretty much official as far as i know

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  • 3 weeks later...
  • 3 weeks later...
On 9/1/2024 at 11:09 PM, SofieBrink said:

I’ve attempted to recompile the shader with an updated lighting model from Andrew to mixed success, whilst this did make things render properly through the deferred pipeline it still wasn’t quite right and looks visibly different from the second stage. 
there’s been a few updates to the lighting model so i could give it a try once more but i will likely need someone with shader experience to look at it instead.

Are there any news on that by any chance?

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