linuxgurugamer Posted August 23, 2016 Share Posted August 23, 2016 4 hours ago, dire said: @String Witch -- haven't run into any major problems yet but I've still barely scratched the surface. I think I'm done for the night, here is my work so far if someone wants to do a sanity check. I think everything's in order but I could easily miss something. I'll do more soon (tm). Hide contents // -- Aviation parts -- // --- Elevons @PART[elevon0a]:NEEDS[CommunityTechTree] { @TechRequired = flightControl } @PART[elevon0b]:NEEDS[CommunityTechTree] { @TechRequired = start } @PART[elevon1]:NEEDS[CommunityTechTree] { @TechRequired = flightControl } @PART[elevon2]:NEEDS[CommunityTechTree] { @TechRequired = flightControl } // --- Wings @PART[SXTWingSmall]:NEEDS[CommunityTechTree] { @TechRequired = stability } @PART[SXTWingSmallFolding]:NEEDS[CommunityTechTree] { @TechRequired = stability } @PART[SXTWingLarge]:NEEDS[CommunityTechTree] { @TechRequired = supersonicFlight } @PART[SXTWingVeryLarge]:NEEDS[CommunityTechTree] { @TechRequired = supersonicFlight } // --- airIntakes @PART[LRadialAirIntake]:NEEDS[CommunityTechTree] { @TechRequired = highAltitudeFlight } @PART[SXTRadialAirIntakeShockCone]:NEEDS[CommunityTechTree] { @TechRequired = hypersonicFlight } @PART[SXTInlineAirIntake]:NEEDS[CommunityTechTree] { @TechRequired = supersonicFlight } @PART[SXTInlineAirIntakeTiny]:NEEDS[CommunityTechTree] { @TechRequired = aviation } @PART[SXTInlineAirIntakeTLarge]:NEEDS[CommunityTechTree] { @TechRequired = highAltitudeFlight } // --- Command - moved most cockpits to the survivability->command modules line, tried to retain a sane tech buildup. @PART[625mBonny]:NEEDS[CommunityTechTree] { @TechRequired = start } @PART[SXTClyde]:NEEDS[CommunityTechTree] { @TechRequired = enhancedSurvivability } @PART[LMiniAircaftTail]:NEEDS[CommunityTechTree] { @TechRequired = engineering101 } @PART[SXTBuzzard]:NEEDS[CommunityTechTree] { @TechRequired = survivability } @PART[SXTke111]:NEEDS[CommunityTechTree] { @TechRequired = enhancedSurvivability } @PART[SXT25to375mKossak]:NEEDS[CommunityTechTree] { @TechRequired = simpleCommandModules } @PART[25mKossak]:NEEDS[CommunityTechTree] { @TechRequired = simpleCommandModules } @PART[SXTmeadowlark]:NEEDS[CommunityTechTree] { @TechRequired = fieldScience } @PART[SXTGoose]:NEEDS[CommunityTechTree] { @TechRequired = simpleCommandModules } @PART[SXTEntenteCordiale]:NEEDS[CommunityTechTree] { @TechRequired = commandModules } @PART[SXT25mMk2Adap]:NEEDS[CommunityTechTree] { @TechRequired = advAerodynamics } @PART[SXT25mMk2AdapSlant]:NEEDS[CommunityTechTree] { @TechRequired = advAerodynamics } // --- Moved these fuel tanks to advFuelSystems from SuperSonic Flight @PART[SXTsize2LFtank]:NEEDS[CommunityTechTree] { @TechRequired = advFuelSystems } @PART[SXTsize2LFtankShort]:NEEDS[CommunityTechTree] { @TechRequired = advFuelSystems } @PART[SXTmk3Cockpit52]:NEEDS[CommunityTechTree] { @TechRequired = heavyAerodynamics } // -- Control // --- Airbrake @PART[SXTAirbrake]:NEEDS[CommunityTechTree] { @TechRequired = advFlightControl } @PART[SXTAirbrakeLarge]:NEEDS[CommunityTechTree] { @TechRequired = advFlightControl } @PART[SXTAirbrakeLarger]:NEEDS[CommunityTechTree] { @TechRequired = advFlightControl } // -- Engine @PART[SXTMk2LinearAerospike]:NEEDS[CommunityTechTree] { @TechRequired = aerospaceTech } @PART[SXTKO211Dprop]:NEEDS[CommunityTechTree] { @TechRequired = stability } @PART[SXTKO211prop]:NEEDS[CommunityTechTree] { @TechRequired = stability } @PART[SXTTinyprop]:NEEDS[CommunityTechTree] { @TechRequired = start } @PART[SXTeFan]:NEEDS[CommunityTechTree] { @TechRequired = efficientFlightSystems } @PART[SXTJ213]:NEEDS[CommunityTechTree] { @TechRequired = aviation } @PART[SXTLANCER]:NEEDS[CommunityTechTree] { @TechRequired = expAircraftEngines } @PART[SXTshockConeIntakeSize2]:NEEDS[CommunityTechTree] { @TechRequired = hypersonicFlight } @PART[SXTMerlin66prop]:NEEDS[CommunityTechTree] { @TechRequired = aviation } @PART[SXTNK12M]:NEEDS[CommunityTechTree] { @TechRequired = subsonicFlight } @PART[SXTPWPT6]:NEEDS[CommunityTechTree] { @TechRequired = aerodynamicSystems } @PART[SXTengineattachment]:NEEDS[CommunityTechTree] { @TechRequired = experimentalAerodynamics } @PART[SXTPWR2800]:NEEDS[CommunityTechTree] { @TechRequired = aviation } @PART[SXTVTOLturboFan]:NEEDS[CommunityTechTree] { @TechRequired = hypersonicFlight } @PART[SXTMiniJet]:NEEDS[CommunityTechTree] { @TechRequired = stability } // -- Hull // --- Fuselage @PART[SXTsmallbicoupleradaptor]:NEEDS[CommunityTechTree] { @TechRequired = aerodynamicSystems } @PART[SXTradialWindow]:NEEDS[CommunityTechTree] { @TechRequired = flightControl } @PART[SXTSmallFuselage]:NEEDS[CommunityTechTree] { @TechRequired = basicRocketry } @PART[LMkIIIAircaftFus]:NEEDS[CommunityTechTree] { @TechRequired = aerospaceComposites } @PART[LMkIIIAircaftFusLong]:NEEDS[CommunityTechTree] { @TechRequired = aerospaceComposites } @PART[LMkIIAircaftTail]:NEEDS[CommunityTechTree] { @TechRequired = advConstructions } @PART[LMkIAircaftFus]:NEEDS[CommunityTechTree] { @TechRequired = aerospaceComposites } Thanks, will add it to the file. All, I hope to do a test release in the next day or so. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 23, 2016 Share Posted August 23, 2016 Hi all, Here is a BETA release of the updated SXTContinued:https://www.dropbox.com/s/t4tqvic00hsa2vw/SXTContinued-Beta.zip?dl=1 This includes the RetractableLiftingSurface, so the folding wing will actually work properly. Link to comment Share on other sites More sharing options...
maybach123 Posted August 24, 2016 Share Posted August 24, 2016 @Lack the nuclear ram jet. Keeps giving me air combustion failed even though i have more than enough air intake. and plenty of jet fuel (i have tried jet and rocket fuel) Link to comment Share on other sites More sharing options...
Northstar1989 Posted August 24, 2016 Share Posted August 24, 2016 I hate to be a nag- but is there documentation somewhere that lists all the parts in the mod? Like I said, I'm particularly curious about electric propellers... and large static solar panels. Link to comment Share on other sites More sharing options...
Northstar1989 Posted August 26, 2016 Share Posted August 26, 2016 Ok, so I thought this mod was supposed to not use that much RAM??? I installed it, and my memory usage shot up like 300 MB. Since my system (only 2 GB of RAM- though a much larger virtual memory) struggles to run KSP in the first place, I started getting random crashes, including access violations after I installed this... A possible complicating factor is that I also have the latest FAR installed. Other than that it's just a few small utilities- MechJeb, Kerbal Alarm Clock, and Kerbal Joint Reinforcement... I have never seen such a large increase in RAM usage with a single mod- and I often installed KSP Interstellar, RealFuels, and Real Solar System before 1.05 caused my RAM usage to skyrocket! What exactly is going on here? Regards, Northstar Link to comment Share on other sites More sharing options...
Andem Posted August 26, 2016 Share Posted August 26, 2016 29 minutes ago, Northstar1989 said: Ok, so I thought this mod was supposed to not use that much RAM??? I installed it, and my memory usage shot up like 300 MB. Since my system (only 2 GB of RAM- though a much larger virtual memory) struggles to run KSP in the first place, I started getting random crashes, including access violations after I installed this... A possible complicating factor is that I also have the latest FAR installed. Other than that it's just a few small utilities- MechJeb, Kerbal Alarm Clock, and Kerbal Joint Reinforcement... I have never seen such a large increase in RAM usage with a single mod- and I often installed KSP Interstellar, RealFuels, and Real Solar System before 1.05 caused my RAM usage to skyrocket! What exactly is going on here? Regards, Northstar It does have a low memory footprint. But it also isn't magic. I'm amazed you can even run the executable with that much RAM, let alone mod it. Link to comment Share on other sites More sharing options...
Northstar1989 Posted August 26, 2016 Share Posted August 26, 2016 (edited) 6 minutes ago, Andem said: It does have a low memory footprint. But it also isn't magic. I'm amazed you can even run the executable with that much RAM, let alone mod it. It's the virtual memory of a system that really matters. But yeah, I've been running KSP without issue for some time on this system. I had to cut back on the mods when 1.05's heat system changes drastically increased my stock memory usage (hopefully 1.2 brings stock RAM usage back down), but I've never seen one single mod use as much RAM as SXT before... I did originally accidentally install wrong by not removing the files from the nested GameData folder before I realized my mistake and fixed it after booting up KSP once by cutting and pasting the files up the heirarchy. But I still don't see why this mod should be using nearly 300 GB of additional RAM! KSP was only using about 800 MB prior to this with just MechJeb installed... Regards, Northstar Edited August 26, 2016 by Northstar1989 Link to comment Share on other sites More sharing options...
Andem Posted August 26, 2016 Share Posted August 26, 2016 1 hour ago, Northstar1989 said: It's the virtual memory of a system that really matters. But yeah, I've been running KSP without issue for some time on this system. I had to cut back on the mods when 1.05's heat system changes drastically increased my stock memory usage (hopefully 1.2 brings stock RAM usage back down), but I've never seen one single mod use as much RAM as SXT before... I did originally accidentally install wrong by not removing the files from the nested GameData folder before I realized my mistake and fixed it after booting up KSP once by cutting and pasting the files up the heirarchy. But I still don't see why this mod should be using nearly 300 GB of additional RAM! KSP was only using about 800 MB prior to this with just MechJeb installed... Regards, Northstar Huh. That is an odd problem. Link to comment Share on other sites More sharing options...
Northstar1989 Posted August 27, 2016 Share Posted August 27, 2016 (edited) Looks like I wrongly blamed some of the 300 MB on SXT. SXT was using just over 120 MB (still far too much for a "lightweight" mod), FAR and its dependencies was using a bit over 40 MB, and 70 MB more was being used by the Firespitter plugin that came with SXT, Kerbal Joint Reinforcement, and Kerbal Alarm Clock. I discovered this by removing mods 1 by 1. Oddly removing all mods but MechJeb did NOT restore my RAM usage to previous levels before installing all these mods- I seem to have lost about 70 MB vs. a clean install with just MechJeb by adding and then removing mods somehow... (maybe ModuleManager has hidden some config files somewhere besides the GameData folder, and I need to find and delete them?) Regards, Northstar Edited August 27, 2016 by Northstar1989 Link to comment Share on other sites More sharing options...
PleasantWizard Posted August 28, 2016 Share Posted August 28, 2016 haha i even cheat to get to 7.5 alt with CHEATING and that's why its so hard to get to orbit with this Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted August 29, 2016 Share Posted August 29, 2016 (edited) In the beta release - there are duplicate tweakscale configs. Just FYI. Also, the 2.5m passenger cabins are placed ridiculously late in the tech tree when CTT is installed. Edit: Also, unsure if any parts actually use the textures in the Rocketry / OldAssets (or whatever the structure is, can't remember off top of head) folder. Edited August 29, 2016 by AccidentalDisassembly Link to comment Share on other sites More sharing options...
Sharpy Posted September 12, 2016 Share Posted September 12, 2016 Would it be very hard to make the tiny trucks usable? I love the looks, but they are just sliding all over the place instead of going like a truck/rover/car should. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted September 13, 2016 Share Posted September 13, 2016 On 26/08/2016 at 3:00 PM, Northstar1989 said: It's the virtual memory of a system that really matters. My understanding of this is completely opposite, virtual memory can also hamper performance. The larger the virtual memory is compared to the real memory, the more swapping has to occur to the hard disk. The hard disk is much, much slower than the system memory. Trying to use too many programs at once in a system with too little memory will result in constant disk swapping, called thrashing. SO get more RAM. I think it's amazing that you are managing to run KSP with LESS ram than the recommended minimum system specs supplied by Squad Link to comment Share on other sites More sharing options...
Citizen247 Posted September 22, 2016 Share Posted September 22, 2016 On 26/08/2016 at 3:00 PM, Northstar1989 said: It's the virtual memory of a system that really matters. Virtual Memory is where inactive data can be stored, it's not of much use to a game like KSP, which would just end up constantly swapping out lots of small objects each frame. What really matters is how much working data you can have, and it's physical RAM that determines that. Link to comment Share on other sites More sharing options...
Eldrad_Ulthran Posted September 24, 2016 Share Posted September 24, 2016 (edited) Quote Would it be very hard to make the tiny trucks usable? I love the looks, but they are just sliding all over the place instead of going like a truck/rover/car should. Same! I really want to setup a scene with heaps of trucks around a stearwing Edited September 24, 2016 by Eldrad_Ulthran Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 25, 2016 Share Posted September 25, 2016 On 9/12/2016 at 0:50 PM, Sharpy said: Would it be very hard to make the tiny trucks usable? I love the looks, but they are just sliding all over the place instead of going like a truck/rover/car should. 3 hours ago, owenmaley said: Same! I really want to setup a scene with heaps of trucks around a stearwing Use VesselMover to plop them down wherever and in whatever orientation you want Link to comment Share on other sites More sharing options...
Eldrad_Ulthran Posted September 25, 2016 Share Posted September 25, 2016 6 minutes ago, Drew Kerman said: Use VesselMover to plop them down wherever and in whatever orientation you want What if I wanted to drive it for cinematics? Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 25, 2016 Share Posted September 25, 2016 (edited) @owenmaley you said "scene" which could have meant movie or still frame. I assumed still frame. Stop motion? Edited September 25, 2016 by Drew Kerman Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 25, 2016 Share Posted September 25, 2016 On 8/29/2016 at 1:40 AM, AccidentalDisassembly said: In the beta release - there are duplicate tweakscale configs. Just FYI. Also, the 2.5m passenger cabins are placed ridiculously late in the tech tree when CTT is installed. Edit: Also, unsure if any parts actually use the textures in the Rocketry / OldAssets (or whatever the structure is, can't remember off top of head) folder. A bit late, but can you point out the duplicates, please? On 9/12/2016 at 0:50 PM, Sharpy said: Would it be very hard to make the tiny trucks usable? I love the looks, but they are just sliding all over the place instead of going like a truck/rover/car should. Maybe in 1.2, but not now Link to comment Share on other sites More sharing options...
Eldrad_Ulthran Posted September 25, 2016 Share Posted September 25, 2016 19 minutes ago, Drew Kerman said: @owenmaley you said "scene" which could have meant movie or still frame. I assumed still frame. Stop motion? Sorry, I am a bit tired. Link to comment Share on other sites More sharing options...
Eldrad_Ulthran Posted September 27, 2016 Share Posted September 27, 2016 (edited) I am testing have the trucks in 1.2. The parts work minus the wheels which when right clicked don't show up and don't work in flight. Edited September 27, 2016 by Eldrad_Ulthran Link to comment Share on other sites More sharing options...
Northstar1989 Posted September 27, 2016 Share Posted September 27, 2016 On Tuesday, September 13, 2016 at 11:07 AM, SpannerMonkey(smce) said: My understanding of this is completely opposite, virtual memory can also hamper performance. The larger the virtual memory is compared to the real memory, the more swapping has to occur to the hard disk. The hard disk is much, much slower than the system memory. Trying to use too many programs at once in a system with too little memory will result in constant disk swapping, called thrashing. SO get more RAM. I think it's amazing that you are managing to run KSP with LESS ram than the recommended minimum system specs supplied by Squad I have an SSD. So the hard disk is actually quite fast. It does have awfully high baseline processor usage though. Thrashing, so that's what's going on... Getting more RAM isn't an option for me. I'm broke. I recently moved to be close to a city where I could actually use my skill set (a graduate degree in Biology, and Boston) but I haven't gotten a job yet, and am living from childhood home. Making some follow-up calls about some job apps tomorrow (including returning a voicemail from a job agent), so fingers crossed... Life would have been so much easier if I had a driver's license so I wouldn't have ended up stuck in rural Illinois for 2 years after grad school without the $ to move back to MA (I applied to a few jobs with relocation packages- but didn't get any bites), and could have started using my skills right away- or if the minimum wage weren't so darn low that I had a hard time saving up for the move- even working 2 jobs- but such is life... Regards, Northstar Link to comment Share on other sites More sharing options...
The-Doctor Posted October 1, 2016 Share Posted October 1, 2016 @Lack for some reason whenever I exit the munar excursion module, I'm tossed far, any reason? Also, is there any pics for how the munar lander is meant to be built? I'm not to sure which parts are needed to make it proper Link to comment Share on other sites More sharing options...
Jonney5 Posted October 1, 2016 Share Posted October 1, 2016 (edited) When you are working on this again the Oscar-C fuel tank needs some love. Compared to the Oscar-B tank the Oscar-C tank doesn't hold very much fuel when considering the size difference between the tanks. Edited October 1, 2016 by Jonney5 Link to comment Share on other sites More sharing options...
Mekan1k Posted October 3, 2016 Share Posted October 3, 2016 The Truck wheels don't work. Still love the pack, but I used to use those quite a bit when building rovers for my base. Link to comment Share on other sites More sharing options...
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