Donziboy2 Posted October 10, 2013 Share Posted October 10, 2013 Great mod, it really adds depth to the game!However since 0.6.1 my game crashes randomly, does anybody else have that problem? I have the following mods installed:Interstellar 0.6.1B9 AerospaceH.O.M.ECrewManifestDeepSpaceMissionPack (DSM)EditorExtension (Not in cause)Firespitter PluginHexcan (???)(forgot what this one does)HooliganLabs AirshipsIon Hybrid Electric PackProceduralFairingHyperEditMechjeb for AllKineTechAnimation PluginModuleManager PluginNovaPunch 2Part CatalogResGen PluginThe game crashes and it usually doesn't show any error report or message.Erm, your running out of memory most likely. I've had to trim parts from my other mods as Interstellar keeps growing. I hope 0.22 optimizes ram a little better.Also the nuclear reactor can be turned off guys, you disable the UF6 and the reactor wont run, but you have to re-enable it to let the reactor work again. So if you disable it and its the only source of power you may come back to a dead ship. Link to comment Share on other sites More sharing options...
Conti Posted October 10, 2013 Share Posted October 10, 2013 (edited) I have a php script to dynamically trim parts prior to KSP launch, I'll be releasing it soon just wanted to sand away a couple of the rough edges and make sure it works consistently (ran into one last problem with a couple of more obscure mods).To give you an idea of what it does:Usage:-b --tune-building : Tune for VAB/SPH, Disable all IVA, Enable all Parts, Disable UR-m --tune-mission : Tune for mission, Disable unused IVA/Parts, Tune UR-e --enable-all : Enable all parts and iva.-p --disable-parts : Disable unused parts.-i --disable-iva : Disable unused iva.-a --disable-all-iva : Disable all iva.-ut --tune-universe : Tune active universe replacer textures.-ud --disable-universe : Disable all universe replacer textures.-v --verbose : Verbose Output.-h --help : Display this message.This is what I end up with after -m (with a few UR textures enabled):----------------------------------------Total Parts : 470Active Parts: 136Total IVA : 14Active IVA : 5Total Plugins : 26Total Craft Files : 38Total Texture Size : 1186.61 MBActive Texture Size : 601.06 MBTotal Mesh Size : 42.30 MBActive Mesh Size : 22.57 MBTotal Audio Size : 11.17 MB----------------------------------------This is what I end up with after -b:----------------------------------------Total Parts : 470Active Parts: 470Total IVA : 14Active IVA : 0Total Plugins : 26Total Craft Files : 38Total Texture Size : 1186.61 MBActive Texture Size : 713.07 MBTotal Mesh Size : 42.30 MBActive Mesh Size : 36.54 MBTotal Audio Size : 11.17 MB----------------------------------------I will link to it from this thread when I release it, should only be a few days. Edited October 10, 2013 by Conti Link to comment Share on other sites More sharing options...
EpsilonIndustries Posted October 10, 2013 Share Posted October 10, 2013 (edited) I have a php script to dynamically trim parts prior to KSP launch, I'll be releasing it soon just wanted to sand away a couple of the rough edges and make sure it works consistently (ran into one last problem with a couple of more obscure mods).So with the mission tuning for example it goes through your save file and only loads parts that are being used by the vessels currently in flight? Cool!Also how are you disabling parts? I've been considering writing up a mod manager (since they all seem to be windows only) but I haven't thought of how to disable mods without physicaly moving the folders.Also the nuclear reactor can be turned off guys, you disable the UF6 and the reactor wont run, but you have to re-enable it to let the reactor work again.Never thought of that...good point! Edited October 10, 2013 by EpsilonIndustries Link to comment Share on other sites More sharing options...
Xentoe Posted October 10, 2013 Share Posted October 10, 2013 Till this Modthingi works.Use the:[0.21] Squad Texture Reduction Pack - B9 and KW Packs alsohttp://forum.kerbalspaceprogram.com/threads/51361-0-21-Squad-Texture-Reduction-Pack-B9-and-KW-Packs-alsoThis additions o shrink the textures of the Squad and B9 and KW Pack Folder, and make more than 1 gb memory free, without gameproblems. Link to comment Share on other sites More sharing options...
Fractal_UK Posted October 10, 2013 Author Share Posted October 10, 2013 There we go: another day, another conservation of energy bug fixed! Link to comment Share on other sites More sharing options...
sam445 Posted October 10, 2013 Share Posted October 10, 2013 Thank-you everyone for your help. Conti, keep on the good work, people are looking forward to your script.Thank-you Xentoe for your solution, i'll aply it untill the script comes out. Link to comment Share on other sites More sharing options...
pip12345 Posted October 10, 2013 Share Posted October 10, 2013 -snip- nevermind Link to comment Share on other sites More sharing options...
Fractal_UK Posted October 10, 2013 Author Share Posted October 10, 2013 I've changed the VacuumPlasma engines as per K3|Chris' suggestion.In future, they will only operate outside of atmosphere but will flameout immediately while within the atmosphere. I have restored the other toggle propellant options to the engine, so if you do want to use the upgraded plasma engine within the atmosphere you can just switch over to internal supply of argon or something to fulfill your requirements until you're ready to return to space. Link to comment Share on other sites More sharing options...
NeoAcario Posted October 10, 2013 Share Posted October 10, 2013 Also the nuclear reactor can be turned off guys, you disable the UF6 and the reactor wont run, but you have to re-enable it to let the reactor work again. So if you disable it and its the only source of power you may come back to a dead ship.Cheater.... There we go: another day, another conservation of energy bug fixed!Let's see if I can find you a couple more bugs today... what was that, 3 yesterday? Unfortunately though I'm running out of configurations to test. I think...~Steve Link to comment Share on other sites More sharing options...
Donziboy2 Posted October 10, 2013 Share Posted October 10, 2013 Cheater.... Dang straight But really if there was no true way to stop the reaction in it there is always the chance of a meltdown.I would much rather be able to shut down the reactor and have to wait a few minutes for it to warm back up in order to come online but that probably wont happen. But I dont think it should be something that has to be done EVA since, if its a probe then its screwed. Link to comment Share on other sites More sharing options...
Panaka Posted October 10, 2013 Share Posted October 10, 2013 Two questions that I can't find in the wiki:1: How does the transmit science thing work. I press transmit, switch to another craft and press recieve, but the science does not show.2: I had enough research to upgrade a reactor. New reactors on new ships aren't upgraded. Is this a feature or a bug. Link to comment Share on other sites More sharing options...
NeoAcario Posted October 10, 2013 Share Posted October 10, 2013 (edited) Fractal_UKIdea here... to go along with Danziboy2's issue. A toggle on the nuke reactors to inject lead rods? Kill the heat/power output but keep the consumption going. No? Just something that popped into mind.Two questions that I can't find in the wiki:1: How does the transmit science thing work. I press transmit, switch to another craft and press recieve, but the science does not show.Click transmit on one ship that has science (100 per click).Switch to another ship capable of receiving (CPU core / science lab) scienceClick on receive science (100 per click).You only have 30 minutes (in game) until the science vanishes. So don't time warp.~Steve Edited October 10, 2013 by NeoAcario Link to comment Share on other sites More sharing options...
Fractal_UK Posted October 10, 2013 Author Share Posted October 10, 2013 1: How does the transmit science thing work. I press transmit, switch to another craft and press recieve, but the science does not show.Strange. Are you waiting a long time before clicking to receive the science? Once you transmit it, you have 30 minutes of ingame time to receive it somewhere else.2: I had enough research to upgrade a reactor. New reactors on new ships aren't upgraded. Is this a feature or a bug.Upgrades are done by component, so each time you do an upgrade, you'll need that amount of science. It's a good idea to get some large research complexes going on some far away planets/moon, that way you'll be able to do a lot of upgrades. Moho, Eeloo, Laythe, Tylo and Vall are all good places for science complexes. Link to comment Share on other sites More sharing options...
NeoAcario Posted October 10, 2013 Share Posted October 10, 2013 (edited) Moho, Eeloo, Laythe, Tylo and Vall are all good places for science complexes.Wait.. are all of those 12.0 per day from landed cpu cores.. or just Moho and Eeloo?~StevePS. Fractal_UK - Have you considered allowing the UF6 and DUF6 to be transferred? Kinda sucks to have to dock for long periods of time to a science bay when I want to enrich my reactors on a smaller vehicle. Or do you think this is a key feature? I guess 10yrs (3.3 upgraded) for a ship can be long enough... hell, almost 33.3yrs if you're only running at the bare minimum 30% capacity. Edited October 10, 2013 by NeoAcario Link to comment Share on other sites More sharing options...
Panaka Posted October 10, 2013 Share Posted October 10, 2013 I press transmit and immidiately switch to the other ship and press recieve. I'll keep trying. Link to comment Share on other sites More sharing options...
Ashtoruin Posted October 10, 2013 Share Posted October 10, 2013 So... Apparently somewhere around 1235 parts the game just stops calculating staging groups... FML... Link to comment Share on other sites More sharing options...
Fractal_UK Posted October 10, 2013 Author Share Posted October 10, 2013 I press transmit and immidiately switch to the other ship and press recieve. I'll keep trying.Something I just thought of, are you by any chance running windows 8? If so, is KSP installed in your "Program Files" directory? If the answer to these is yes, KSP will have some permission issues and you should move the game to a different place - otherwise not only will it pose a problem for mods but when 0.22 comes out, the game won't have downloaded the patcher and you won't be able to update the game. Link to comment Share on other sites More sharing options...
Ashtoruin Posted October 10, 2013 Share Posted October 10, 2013 Something I just thought of, are you by any chance running windows 8?MAKE THE BAD MAN GO AWAY!Also could try running KSP as an administrator if you are running windows 8, might help, dunno. Link to comment Share on other sites More sharing options...
NeoAcario Posted October 10, 2013 Share Posted October 10, 2013 Fractal_UKI'm noticing an issue with the Nuke reactors. I'm creating excess depleted uranium hexa-fluoride. I'm getting something like 110% efficiency somewhere between creating extra waste and reprocess. I haven't nailed down where. I bring this up because according to the Wiki it should be less than 100% between DUF6 generation and reprocess.~Steve Link to comment Share on other sites More sharing options...
Donziboy2 Posted October 10, 2013 Share Posted October 10, 2013 Hmm we could use a UF6/DUF6 container It would be nice if we could make extra also.And I have not had a chance to really play with the reprocessing since I dont use very many Nuclear reactors. Link to comment Share on other sites More sharing options...
automcdonough Posted October 10, 2013 Share Posted October 10, 2013 I have a request, can we get a 2.5m version of the mainframe computer? it can be thicker or just not hold as much science. Or it can be the same part with tapered end adapters slapped on... I just want it to look better going in-line with the science lab and other 2.5m stuff. thanks also z not sure if you caught me earlier. I think the antimatter tanks need updated since you've raised the bar so much recently! Link to comment Share on other sites More sharing options...
NeoAcario Posted October 10, 2013 Share Posted October 10, 2013 I have a request, can we get a 2.5m version of the mainframe computer? it can be thicker or just not hold as much science. Or it can be the same part with tapered end adapters slapped on... I just want it to look better going in-line with the science lab and other 2.5m stuff. thanks also z not sure if you caught me earlier. I think the antimatter tanks need updated since you've raised the bar so much recently! /signed on bothI just use a 2.5m CPU core since that's what the model originally was anyways, but I could definitely use/enjoy a double thickness 2.5m core to represent the same volume as the 3.75m version. This would require a new skin, however. *ahem* ZzzAnd yeah, I was wondering why the AM tanks looked so low-rent when all of the AM reactors and a few other parts look so amazing.~Steve Link to comment Share on other sites More sharing options...
NeoAcario Posted October 10, 2013 Share Posted October 10, 2013 Fractal_UKConfirmed. After reprocess I'm at 1.20 UF6 and 0.03 DUF6. Am I mistaking what I read about the reprocess in the wiki? I thought there was supposed to be net loss, not net gain.Day 164 in my text craft.~Steve Link to comment Share on other sites More sharing options...
Panaka Posted October 10, 2013 Share Posted October 10, 2013 Something I just thought of, are you by any chance running windows 8? If so, is KSP installed in your "Program Files" directory? If the answer to these is yes, KSP will have some permission issues and you should move the game to a different place - otherwise not only will it pose a problem for mods but when 0.22 comes out, the game won't have downloaded the patcher and you won't be able to update the game.Nope. I'm running Windows 7. The game is in the steam directory.I have no plans of ever switching over to Windows 8, unless I'm forced to at some point. Link to comment Share on other sites More sharing options...
Woodiey Posted October 10, 2013 Share Posted October 10, 2013 I'm on win7 but I don't have version 0.6.1 I'll update now Link to comment Share on other sites More sharing options...
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