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[1.1.2] Realism Overhaul v11.0.0 May 8


Felger

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I made some config files to make the Landers & Probes pack from Lionhead Aerospace compatible with RO.

I am relatively new to the whole gitHub thing, but I figured I should share these files - they may not be perfectly polished, but I have configured the parts to be usable in RO. More specific I have made the masses true to the real life counterparts, using RealFuels I've configured the engines and tanks for the true fuels, added DRE to the heatshields and added RT support.

Since I am quite new to using gitHub, I guess I could upload the files to be downloaded from dropbox or the like, but in case someone explained how to contribute using gitHub I wouldn't mind uploading the files there.

So should I just post a link here for the files, or should I somehow make them accessible on gitHub?

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Is there a list of folders and/ or parts that are ok to remove? I have tried things like this in the past and have always wondered what ones are good to remove and which ones not, with this many mods it can get complex.

I am using KSP-win32. ( I wanted to use KSP win 64 but I did not want to take the time to remove all the win64 blocks and I would have had to install manually which with this is rather difficult, and does not always go right.)

I am most definitely hitting the max memory even with aggressive active texture management installed and forced OpenGL. I also turned off all non essential process in windows. The only optimizations I have not done are the part removal (which I am ok with doing if I can do so without removing, essential/ works best with, parts. The other optimization I did not do is turn off full screen which I am not willing to give up. Not running in full screen mode gives up too much quality for me.

Any help on this would be greatly appreciated.

Should be safe to remove whatever you like. (i just deleted the engines and tanks folder) But i think some part mods use textures or so from stock parts, so if you remove them the mod will get issues too. What you can try too that helped me alot is converting all the game textures to DDS: https://github.com/Telanor/DDS4KSP - reduced RAM usage for me after loading from 2,4 to 1,5 gigs and i had no RAM crashes since then

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I made some config files to make the Landers & Probes pack from Lionhead Aerospace compatible with RO.

I am relatively new to the whole gitHub thing, but I figured I should share these files - they may not be perfectly polished, but I have configured the parts to be usable in RO. More specific I have made the masses true to the real life counterparts, using RealFuels I've configured the engines and tanks for the true fuels, added DRE to the heatshields and added RT support.

Since I am quite new to using gitHub, I guess I could upload the files to be downloaded from dropbox or the like, but in case someone explained how to contribute using gitHub I wouldn't mind uploading the files there.

So should I just post a link here for the files, or should I somehow make them accessible on gitHub?

Excellent! I love new support packs. Hop onto the IRC channel and I'll walk you through how to submit them nice & easy-like, that way you can make changes in the future easier.

I posted the FASA pod reentry issue on github, hopefully it will be fixed before the next update.

Duly noted, and it's being fixed, I have the Apollo CM fix in place, still need to do Gemini.

Just got three more crashes. It happens all the time.

I tried to reinstall the game like three or four times since the first time this problem appeared.

I am experiencing the editor crash issues again.

It usually happens suddenly after some time is spent in the editor most likely with a mouse click on anything around no matter whether editor was actively used or just left open during that waiting time. The time to wait for that to happen is somewhat random but it seems that it will not crash until anything is actively done by the user in the window.

When the crash happens it is absolutely instant without any prior warning and looks like the game window just disappears with no sign that it was running a second ago.

This time I was able to get the logs.

Here are the logs for the first kind of crash.

http://www.filedropper.com/logs_4

Once it crashed in a different way. I entered the editor screen and the whole interface was screwed up with some elements misplaced and some missing. After clicking where the exit button would normally be the game froze for some time and then crashed.

Here is the log for the second kind of crash.

http://www.filedropper.com/log_1

Help please!

How to fix it as it spoils most of my rockets in the middle of the design process and the restart time is quite long in addition to that.

It is very annoying and practically prevents me from playing seriously.

I very much hope it is solvable.

Thank you!

So, the crashing unexpectedly while loading things sounds eerily similar to a ram-overuse bug. Try doing some of the things suggested in the OP to reduce your RAM usage. If that doesn't work, you can always pare down your parts packs by deleting fuel tanks, fairings, wings, anything you can replace with procedural parts.

After that, I'm not really sure what else to suggest, aside from removing one mod at a time until you narrow down to the culprit.

Is there a list of folders and/ or parts that are ok to remove? I have tried things like this in the past and have always wondered what ones are good to remove and which ones not, with this many mods it can get complex.

I am using KSP-win32. ( I wanted to use KSP win 64 but I did not want to take the time to remove all the win64 blocks and I would have had to install manually which with this is rather difficult, and does not always go right.)

I am most definitely hitting the max memory even with aggressive active texture management installed and forced OpenGL. I also turned off all non essential process in windows. The only optimizations I have not done are the part removal (which I am ok with doing if I can do so without removing, essential/ works best with, parts. The other optimization I did not do is turn off full screen which I am not willing to give up. Not running in full screen mode gives up too much quality for me.

Any help on this would be greatly appreciated.

There's a WIP GUI tool that will eventually make it a little easier to do the pruning, there's also this AutoPruning Tool that I made as an interim tool for pruning your parts down to size a bit (If you don't mind running commands from the command line).

But in general, if you're not planning on using a part, go ahead and delete it! It's fairly simple, but it varies significantly from mod to mod, most mods group all files for a particular part in the same folder, so you should be safe just deleting folders of parts you don't want.

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There's a WIP GUI tool that will eventually make it a little easier to do the pruning, there's also this AutoPruning Tool that I made as an interim tool for pruning your parts down to size a bit (If you don't mind running commands from the command line).

But in general, if you're not planning on using a part, go ahead and delete it! It's fairly simple, but it varies significantly from mod to mod, most mods group all files for a particular part in the same folder, so you should be safe just deleting folders of parts you don't want.

Ah, THanks this should help some. But to be honest figuring out what parts have basically duplicate functions can be a challenge and then there is the link to the stock parts that has me worried as well. ALso I don't know what parts I will use or not use since I do not have a lot of experience with the overhaul. But I will give it a go and see what I come up with.

Should be safe to remove whatever you like. But i think some part mods use textures or so from stock parts so if you remove them the mod will get issues too.

Aren't these two statements contradictory?

What you can try too that helped me alot is converting all the game textures to DDS: https://github.com/Telanor/DDS4KSP - reduced RAM usage for me after loading from 2,4 to 1,5 gigs and i had no RAM crashes since then

Thanks for the tip I will try it out.

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Ah, THanks this should help some. But to be honest figuring out what parts have basically duplicate functions can be a challenge and then there is the link to the stock parts that has me worried as well. ALso I don't know what parts I will use or not use since I do not have a lot of experience with the overhaul. But I will give it a go and see what I come up with.

I can easily tell you what you want to keep - the engines. These are almost always useful. What is almost never useful is fuel tanks and fairings (KW Rocketry includes a lot of those), since Procedural Parts and Procedural Fairings provide much more useful ones at a much lower memory cost.

As for "the link to the stock parts" - you misunderstand, the link is the other way around. It seems to me that Thyriel thought you were asking about deleting stock parts (yes, you can do that, though I wouldn't recommend it at the moment). Some mods make use of stock textures to lower their memory requirements (the SXT mod does that, most notably), and these would be in trouble if you deleted the stock parts. Don't worry about deleting mod parts in any case, it won't do anything to your stock parts.

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I can easily tell you what you want to keep - the engines. These are almost always useful. What is almost never useful is fuel tanks and fairings (KW Rocketry includes a lot of those), since Procedural Parts and Procedural Fairings provide much more useful ones at a much lower memory cost.

As for "the link to the stock parts" - you misunderstand, the link is the other way around. It seems to me that Thyriel thought you were asking about deleting stock parts (yes, you can do that, though I wouldn't recommend it at the moment). Some mods make use of stock textures to lower their memory requirements (the SXT mod does that, most notably), and these would be in trouble if you deleted the stock parts. Don't worry about deleting mod parts in any case, it won't do anything to your stock parts.

Thanks, That cleared up some confusion. But, I am asking about deleting stock parts that is why I found the statement contradictory.

Now the question is can any of the stock parts be deleted without causing problems with the mods in RS? Since, if I am going to run this I will need to strip it down exactly right. RS come with procedural tanks, fairings, and wings if I am not mistaken. SO the question is out of the wings, fairings and tanks, what other ones can be covered by the procedural ones both mod supplied and stock.

I know I am being a bit dense but I am just trying to figure out what is safe and what is not. I am approaching this as a total newb sorry about that. I am using the full list of mods provided VIA CKAN and I have no intention installing any others (at least in the way of parts) on this install. My focus is to pare down what is useful vs what is redundant vs what is redundant but necessary. I am sure the mod makers are working on this already. But until that happens I will probably ask a lot of questions :)

I also still can not run the game as of yet since even with the DDS textures I still hit that memory limit if I try and load up the VBA or SPH, This is better than before when I could not even finish loading the game. BUt this means trying to figure out what each part does without actually looking at the list in game but rather through file system.

This of course also means I will ask more ignorant questions.

Edited by mcirish3
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Two weird warp bugs:

Immediately after entering the highest warp settings with a craft on the pad (usually waiting to launch into the plane of something), any launch stability enhancers just disappear, leaving the rocket to tip over and explode.

Separately, after a short time at the highest warp settings, the rocket and almost every part explodes, and the aftermath report lists almost every part as having exploded due to overheating.

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Two weird warp bugs:

Immediately after entering the highest warp settings with a craft on the pad (usually waiting to launch into the plane of something), any launch stability enhancers just disappear, leaving the rocket to tip over and explode.

Separately, after a short time at the highest warp settings, the rocket and almost every part explodes, and the aftermath report lists almost every part as having exploded due to overheating.

Hypothesis: Something is throwing exceptions in a bad spot and it's preventing parts from dissipating heat. So they keep taking in heat but not shedding it. Impossible to confirm or dispel this hypothesis due to a noticeable lack of output_log.txt file (or player.log file if Linux or Mac)

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Assembling a space station and noted a few bugs: First, undocking causes one of the craft to suddenly accelerate away for no reason (accelerating away without engine or other impulse). Second, using time warp when in proximity to another craft causes the other craft's position to jump a few hundred meters. It does not reset to the original position when you end time warp.

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Thanks, That cleared up some confusion. But, I am asking about deleting stock parts that is why I found the statement contradictory.

Ah, so you actually want to do that. Have you tried this: http://forum.kerbalspaceprogram.com/threads/98672-WIN-KSP-to-DDS-texture-converter ? You can safely use it to convert the entire GameData/Squad folder to DDS, which should save you about half of the memory load from it, without deleting anything.

As for actually deleting Squad assets - there is one mod that depends on them (SXT), and one that is configured by RO to take a minor advantage of them (FASA). The former will likely not work at all if you delete stock parts, the latter should work fine, except for centaur upper stages being broken. If you are OK with that, you can certainly delete the Aero and FuelTank folders. But again, I would not recommend that before pruning mod parts and trying to DDS-ify as much as possible. Applying these two (and opengl) lets me run the game with practically every supported mod (except for Laztek, which I simply find not worth its hefty memory load), 8k textures for Earth and Moon, plus EVE, Chatterer and some Texture Replacer stuff, and it pretty much never crashes. This is all on a decent, but not gaming-dedicated laptop, windows 32.

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My problem does not look like a memory crash.

I had some of those things and so I have an impression of how do they look like.

If the game runs out of memory it usually crashes while something is loading or at least in the flight scene.

After that it also leaves a message in the log saying it is out of memory.

None of these things seem to happen in my case.

The crashes happen in the editor scene or when going to or from editor scene and they can happen when nothing is loading.

As an example of such a crash I can quite easily load the game go to the assembly building leave the editor open as is for about twenty minutes and then click a mouse anywhere on the screen or even move the mouse. Crash.

It seems to happen a bit faster if I am doing something but still it is quite random and the probability that it will happen at some point is still extremely high in both cases.

I have no idea what mods can be causing it as currently there are far less heavy mods than usual mainly because of the reinstalls and all of them are supported. Also that low quantity of mods is another argument that it is not a memory problem.

I will probably do a reinstall with hard dependancies only and see what happens then start installing mods one by one but it is hard to tell whether it happens or not because as you can see it actually takes some time and no known particular action combination to recreate.

I would be very glad to get around it.

Thank you.

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I've taken a look at your logs, and I'm sorry, but these are all various kinds of out of memory crashes. Just open one of these files and search for "out of memory", you will see for yourself. The weird thing is that your computer seems very good, so this should not happen if you set your installation up properly.

However, your logs also tell me that your game runs in DirectX 9.0 mode. Have you tried using the OpenGL mode? This could save you about a gigabyte of memory and probably solve all of your problems. Do try this, if it causes you serious problems with graphics quality, you can always revert. Another option is to try the DDS converter I've linked in the message above, this could also save you a lot of memory.

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I have a question regarding some engines having a wrong fuel mixture ratio in RO.

For example, the RL10 http://en.wikipedia.org/wiki/RL10 has as much as 6 oxidizer to fuel ratio, but in RO they consume a lot more hydrogen.

The AIES Delta4 Heavy RS-68A is also wrong.

No wonder I could not get my replica launch vehicles not even as close to real ones, is that a bug or what?

Edited by Beduino
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Ok, so as I initially wrote, this results from the difference in density. The fuel ratios you quote are expressed in terms of mass, while the amount of fuel in ksp is expressed in terms of volume (liters). Since different propellantsv have different densities, the ratio expressed in terms of volume is not the same as one expressed in terms of mass.

Bottom line: everything's correct.

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Ok, so as I initially wrote, this results from the difference in density. The fuel ratios you quote are expressed in terms of mass, while the amount of fuel in ksp is expressed in terms of volume (liters). Since different propellantsv have different densities, the ratio expressed in terms of volume is not the same as one expressed in terms of mass.

Bottom line: everything's correct.

Thanks, after wrapping my mind around that; Made some quick calculations based on the Delta Cryogenic Upper Stage and everything seems to check ok with RO. http://www.spaceflight101.com/delta-iv-heavy.html

Not sure yet why my upper stage seems to be under-performing though, but will try to figure out.

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Is anyone else having trouble with docking ports?

What kind of problems? Seems to work just fine for me.

If you are having a hard time to dock in RO/RSS compared to stock, it's probably a combination of needs more precision instead of having so many rcs thrusters (with the correct type of fuel).

In RSS use only one row of 4 RCS thrusters a bit offset of the COM (like the Apollo CSM) and try to turn off SAS when not needed, after aligning the vessels for instance, then it's just a matter of using the RCS to move forward and dock.

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Docking maneuvers are old hat for me. The problem comes in not being able to undock (missing menu selections), ships being flung out of orbit for no discernable reason, etc.

ETA: Problem seems to have cleared up. Disregard.

2ETA: Whoops, spoke too soon. Just docked a new module to my station and the moment it completed the hud vanished and the station started sliding away towards the planet.

Edited by Yaivenov
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If my problems are just usual running out of memory things then at least it is now known how to deal with it.

But I just can not get it in that case. In the previous version of the game it used to run perfectly with more mods than it ever had in the current version. I could spend as much time as needed in the editor switch to other windows as many times as needed and go to the flight and back as many times as needed. What is so different in this version that it can not run a lighter configuration currently?

And as you can probably see via the posted logs my computer is powerful enough. Is not that just very very weird?

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Try DX11 or Open_GL mode. That cuts down on memory usage by DDS textures RSS uses. By default, KSP is in a terribly inefficient DX9 mode. Also, try LoadOnDemand, it vastly cuts down on texture memory usage.

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I have a bit of an issue with tweakscale. I cannot scale stock parts engines, wings, structural elements. I would have posted this one the page of the mod, but it seems to work fine on its own, so I assume it is conflicting with some other mod. I am sorry if this was already answered, but this is quite a popular mod and there are about 40 pages, sooo.. yeah.

Thank you in advance for any guidance.

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