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[1.0.X - Experimental] [On Hold] FusTek Station Parts (WIPs on GitHub)


sumghai

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Hey Sumghai, I know Fustek isn't supported in 1.0 right now and everything, but would you know how to change the values that parts overheat at? I'm having a lot of problems with the parts overheating by themselves, but I really like using the mod.

Are you using the experimental version? That version has the changes you are looking for.

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Can you guys help me and tell why those parts seem to make my whole game laggy?

i hzave a station with ~ 150 parts, 20 of this part-pack, and it feels like lagging is worse than a 500part rocket.

deleting JSI / RMB reduces it a bit, but im not sure if it is because of the transpareny window-effect.

Can i disable it somewhere?

Regards

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Can you guys help me and tell why those parts seem to make my whole game laggy?

i hzave a station with ~ 150 parts, 20 of this part-pack, and it feels like lagging is worse than a 500part rocket.

deleting JSI / RMB reduces it a bit, but im not sure if it is because of the transpareny window-effect.

Can i disable it somewhere?

Could you provide a screenshot of your station?

Have you tested the same station on a stripped-down installation of the game? (stock parts only + FusTek + bare minimum dependencies)

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http://i.imgur.com/ZnnUwbz.png

this is without jsi-folder, since it makes thinks almost unplayable

havent tested without other mods yet...

- Having large numbers of lights will always cause lag.

- You have a long, noodly station, which is going to flex along its length, causing more lag.

Please don't take out JSI RPM - it might be only used for transparent windows right now, but the modules will soon also have built-in RPM displays.

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thanks for your fast reply;

Please don't take out JSI RPM - it might be only used for transparent windows right now, but the modules will soon also have built-in RPM displays.

is there a way to disable the window / rpm things somehow for ppl that dont care bout thos details, but care for the overall-looking?

I'd prefer a big station with tons of lights instead of the windows thingies and the IVA.

a green glimming window (i.e. for habitation) would be perfect :D

add-on:

i tried again with JSI: really unplayable.

performance window still says 33.3 frames/s, but it is about 4-6 frames.

i think its not the gpu limiting, which is why i still get much frames.. but the game does not update that fast.

the clock counts 1 second after 5 RL-seconds.. which makes it 1/5 frame per second.

I'd really love the ability tho exclude JSI and make intransparent, colorfull windows.

Turning off the lights, btw, didnt help at all

Do you wish to have a savegame for testing? I wonder that you dont experience thos problems at all.

Btw, i have enough RAM and cpu-power. gpu is almost sleeping

- finally.. the docking ports dont work. neither do they connect to each other nor to the stock ports (tested with 2.5m)

-> ok, nevermind; they dock with the equal counterpart, but not with the stock ports :(

Edited by Speadge
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KSP like most Unity programs is CPU driven, not GPU. The reason your game is chugging, yet you have a good frame rate, is your CPU is maxing out. Either get a better processor, cut back on running processes, or build smaller crafts

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KSP like most Unity programs is CPU driven, not GPU. The reason your game is chugging, yet you have a good frame rate, is your CPU is maxing out. Either get a better processor, cut back on running processes, or build smaller crafts

Its a xeon e3-1245... Max 17% (quadcore, singlethread program, so let it be 70% in one dedicated core - but thats far from beeing maxed, isnt it?

have ships with ~ 400parts without those transparency thingies - with way less lagging than with only 6 of this sections standalone (especially with JSI)

anyway, this shall not become a thread about game performance... just wanted to state, that the JSI-mod makes it almost unplayable, compared to a game without JSI.

so there is the only question to make JSI / transparency optional and perhaps replace it with colorful windows... (one specific color per section)

Edited by Speadge
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I downloaded this mod a few days ago and when I was ready to send up a kirs docking module to my station the screen turned black but the UI was still visible. I soon discovered that this was a problem with just a few modules like the kuest legacy airlock and a few other modules. The only pattern that i can find is that only differently shaped modules or have different colored hatches at either end don't work.

Thanks in advance to anyone with a solution :)

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I downloaded this mod a few days ago and when I was ready to send up a kirs docking module to my station the screen turned black but the UI was still visible. I soon discovered that this was a problem with just a few modules like the kuest legacy airlock and a few other modules. The only pattern that i can find is that only differently shaped modules or have different colored hatches at either end don't work.

Thanks in advance to anyone with a solution :)

That is a most unusual situation.

Could you try setting up a separate copy of your KSP game, with only stock parts plus FusTek and dependencies? Another of your other add-ons might be interfering with FusTek.

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That is a most unusual situation.

Could you try setting up a separate copy of your KSP game, with only stock parts plus FusTek and dependencies? Another of your other add-ons might be interfering with FusTek.

I just tried a clean installation nothing but the mod and its dependencies, and i got the exact same thing.

this is happening with the cupola, kirs docking module, resupply module, kuest legacy, kuest airlock, and both warhouse and payload modules as far as i know...

the only thing i can think of would be a problem with connected living space or rastor prop monitor.

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I just tried a clean installation nothing but the mod and its dependencies, and i got the exact same thing.

this is happening with the cupola, kirs docking module, resupply module, kuest legacy, kuest airlock, and both warhouse and payload modules as far as i know...

the only thing i can think of would be a problem with connected living space or rastor prop monitor.

In that case, try stock and FusTek only, no dependencies.

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In that case, try stock and FusTek only, no dependencies.

Ok tried it with no dependencies and it made the resupply module work but everything else was still broken.

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Ok tried it with no dependencies and it made the resupply module work but everything else was still broken.

Open up the debug log (Alt-F2), attempt to reproduce the problem, and post a screenshot showing the error log the moment the problem occurs.

EDIT - Before we go any further, where did you download this add-on from?

Edited by sumghai
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i downloaded and tried the file from github and the direct download from this thread

Hmm...

Has anyone else experienced anything like what B3Boy's seeing?

EDIT: You need to upload that image first to a image hosting website like Imgur, and then embed it in your forum post.

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Hi! Maybe i found some bug.I can't transfer crew between station modules.I use last version of Ship Manifest and Connected Living Spaces API.

1.Hatch is open in both parts of IACBM modules.

2.Docking two sector*s in the space

3.Technically its one ship

In the picture

- Green sector are modules were constructed in VAB mode and launced firstly.Between each mobule two

IACBM.

- Grey sector are modules were constructed in VAB mode in second phase.Conected with Green sector two 1.25 IACBM

- Red this module where is my ÑÂrew now

- Blue module its destination path - airlock

Same probleme with kirs docking module.Which located in grey sector.

Link if the picture is not upload http://imgur.com/YiBfFLP

YiBfFLP.png

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Hi! Maybe i found some bug.I can't transfer crew between station modules.I use last version of Ship Manifest and Connected Living Spaces API.

1.Hatch is open in both parts of IACBM modules.

2.Docking two sector*s in the space

3.Technically its one ship

In the picture

- Green sector are modules were constructed in VAB mode and launced firstly.Between each mobule two

IACBM.

- Grey sector are modules were constructed in VAB mode in second phase.Conected with Green sector two 1.25 IACBM

- Red this module where is my ÑÂrew now

- Blue module its destination path - airlock

Same probleme with kirs docking module.Which located in grey sector.

Link if the picture is not upload http://imgur.com/YiBfFLP

http://i.imgur.com/YiBfFLP.png

There seems to be pink-highlighted part(s) between both sections of your station. Could I get a close up view of that area?

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Did SM and CLS ever get their issues between them fixed? (the ones that caused parts to highlight and never UN-highlight, as though Rick Astley had got hold of them?)

I believe so. Also CLS has been taken over by the SM guy but is still released separately for the other mods (and stock transfer) that use it.

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There seems to be pink-highlighted part(s) between both sections of your station. Could I get a close up view of that area?

Yes of course

In first picture you can see pink-highlighted part's its 1.25 IACBM.They are pink because hatch was closed.But I can transfer recurses between them.Link if the picture is not upload http://imgur.com/EzlTbgi

EzlTbgi.jpg

In second picture I opened hatch,part's color change to green.Bit I still can not yet transfer my crew to airlock.Link if the picture is not upload http://imgur.com/TRhoOwX

TRhoOwX.png

Thanks!

Edited by zvergk
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I dont know if this would help at all but when i extracted the mod out of a win rar file i had to repair the files. when i tried to extract it it gave me an error message so i repaired the archive for the master folder. and installed the repaired folder. win rar could have deleted corrupt files for the parts that aren't working for me.

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Always redownload damaged archives. At the very best, "repair" archive will fix a damaged folder by scanning the file-headers, but what is far more likely is that it will delete a damaged file from the folder.

So now you need to uninstall, redownload and reinstall.

Good luck!

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