John FX Posted March 9, 2016 Share Posted March 9, 2016 (edited) It`s got 5 RD108 as stage 1 with very large tanks of fuel so quite like a saturn. I`m afraid I have overwritten things in my game folder with the update although I remember the same craft getting to orbit fine around 12 times with different payloads. I made sure all the burn times were just under 10s over the rated burn times which is how I know things changed. EDIT : Luckily I have 300 days to complete the contract and it only takes 170 days or so to build a new craft Edited March 9, 2016 by John FX Link to comment Share on other sites More sharing options...
panourgue Posted March 9, 2016 Share Posted March 9, 2016 2 hours ago, NathanKell said: I would suggest stripping down to just RSS itself and RemoteTech and see if the problem persists; then add back RO and its required mods, and check again; then add RP-0 and its required mods; and then finally add the recommendeds from RO and RP-0. Just did that. Reporting in I used clean install with default settings. Mod installation was done via CKAN. Every time I deleted MM generated files. Created new sandbox save. Created new vehicle. Tried different parts with concept like this 1. RRS + RemoteTech = OK * Real Solar System v10.5 * Real Solar System Textures - 4096 x 2048 v10.2 * Module Manager 2.6.20 * Kopernicus Planetary System Modifier 1:beta-06-3 * RemoteTech v1.6.9 2. RSS + RemoteTech + MechJeb = OK * MechJeb 2 2.5.6.0 3. RSS + RemoteTech + RO = Can throttle engine with "No connection" (if ignited before communication blackout) (Z and X keys) * Realism Overhaul v10.9.3 * Advanced Jet Engine v2.6.1 * Ferram Aerospace Research 3:0.15.5.7 * ModularFlightIntegrator 1.1.2.0 * Solver Engines plugin v1.15 * Kerbal Joint Reinforcement v3.1.4 * RealChute Parachute Systems 1.3.2.7 * Real Fuels rf-v10.8.4 * Community Resource Pack 0.4.9.0 * RealHeat v3 * Real Plume 2:v10.4.10 * SmokeScreen - Extended FX Plugin 2.6.13.0 4. RSS + RemoteTech + RO + MechJeb = Full Control of the spacecraft with "No connection" RCS (if enabled before communication blackout), throttle (if ignited before communication blackout) (Z,X-W,A,S,D-H,N,I,J,K,L keys) Am I really the only one with this behaviour on this versions of mods? Link to comment Share on other sites More sharing options...
NathanKell Posted March 9, 2016 Share Posted March 9, 2016 That may be an issue in MechJeb recently. I will check on my current install, but I know that MJ will still execute maneuvers when not connected. Pinging @sarbian and @Peppie23 if they have insight. Link to comment Share on other sites More sharing options...
Hermocrates Posted March 10, 2016 Share Posted March 10, 2016 (edited) I have a quick question about pruning: is it safe to prune all the SRBs except for the Tiny Tim, Baby Sergeant and various small booster separators (i.e., all SRBs at or after proc-SRBs), or will I be missing out on unique SRB configurations not reproducible with proc-SRBs? I'm just running the standard RP-0 install, for context. Also, two things about CKAN. First, the front page mentions SCANSat as a recommended mod, but it's not included on RP-0's list on CKAN; which one is correct? And also, despite TestFlight being listed on CKAN as a recommended mod, when I actually re-installed RP-0 last night it didn't get pulled into the Recommended install list. Just thought I'd let you know. PS: I'd just like to thank everyone who's worked on the Realism set of mods! They give KSP a feeling of gravity (no pun intended) I've been wanting in the game for a while, and have rekindled my love of KSP's more simulationist aspects. EDIT: Nevermind, I think I'll just leave all the SRBs unpruned. Their configs seem unique enough to have use despite procedural SRBs. And it seems like my second point fixed itself. Edited March 11, 2016 by Hermocrates Link to comment Share on other sites More sharing options...
Guest Posted March 10, 2016 Share Posted March 10, 2016 (edited) On 3/8/2016 at 6:48 PM, winged said: @NathanKell I would like to notice that you're still missing at least a couple of fully supported mods compared to my list: - Habitat Pack (Bigelow habitats) -StarShine Merlin (Merlin 1C, D, FT, Vacuum, Vacuum FT) links to some of these mods please, esp bobcat soviet engines that ckan cant seem to download thanks also i have noticed that when selecting rp-0 in ckan rss and some other mods arnt suggested, is this normal...what is the suggested install order per authors opinion? Edited March 10, 2016 by Guest Link to comment Share on other sites More sharing options...
winged Posted March 10, 2016 Share Posted March 10, 2016 2 hours ago, Aazard said: links to some of these mods please, esp bobcat soviet engines that ckan cant seem to download thanks Just type in google name of the mod and you will find it: Soviet Engines: https://cloud.mail.ru/public/N9kD/PQecPBRB2 Link to comment Share on other sites More sharing options...
sarbian Posted March 10, 2016 Share Posted March 10, 2016 9 hours ago, NathanKell said: That may be an issue in MechJeb recently. I will check on my current install, but I know that MJ will still execute maneuvers when not connected. Pinging @sarbian and @Peppie23 if they have insight. Did MJ ever integrated properly with RT ? We talked about doing it at one point but nothing solid came out of it on my end. I will think about it when redoing the UI after 1.1 (more likely in a MJ3). Link to comment Share on other sites More sharing options...
NathanKell Posted March 10, 2016 Share Posted March 10, 2016 I thought MJ did integrate properly at one point, but that was RT1 maybe not RT2. We did talk about this sort of thing, but in the context of locking MJ when RP-0 reports insufficient avionics (you were going to steal @erendrake's kOS code once kOS did that). However, the issue here isn't merely that MJ continues to do its own FBW controlstate modifying when RT reports no connection, it's that @panourgue is reporting that MJ actually lifts input locks. (I think.) Er,, @sarbian. Tags >.> Link to comment Share on other sites More sharing options...
panourgue Posted March 10, 2016 Share Posted March 10, 2016 2 hours ago, NathanKell said: @panourgue is reporting that MJ actually lifts input locks Not exactly. I'm saying that: 1. Without RO MechJeb works perfectly. 2. RO lifts throttle input lock. 3. RO and MJ together lift attitute control input locks. At least on my pc. Link to comment Share on other sites More sharing options...
NathanKell Posted March 10, 2016 Share Posted March 10, 2016 Wow, that's even weirder! Link to comment Share on other sites More sharing options...
PTNLemay Posted March 10, 2016 Share Posted March 10, 2016 I don't think this is a bug, so much as it's my own inability to understand how the mod works. I just started a career mode with the whole nine yards. RSS, Construction Time, RP-0, etc. The first thing I did was to upgrade my SPH so that the construction time wouldn't take so long. In the hangar itself it shows that the vehicle I want to build should now take a bit over 56 days to build, but for some reason when I go out to the Space Center and look at the ETA, it acts like I'm still using just 0.1 Points/Day, and the ETA is over 400 days. It's almost like the SPH hasn't yet realized that it's been upgraded, and it's still using it's old capabilities to build things. Am I doing something wrong, or forgetting something? Link to comment Share on other sites More sharing options...
a_schack Posted March 10, 2016 Share Posted March 10, 2016 1 minute ago, PTNLemay said: I don't think this is a bug, so much as it's my own inability to understand how the mod works. I just started a career mode with the whole nine yards. RSS, Construction Time, RP-0, etc. The first thing I did was to upgrade my SPH so that the construction time wouldn't take so long. In the hangar itself it shows that the vehicle I want to build should now take a bit over 56 days to build, but for some reason when I go out to the Space Center and look at the ETA, it acts like I'm still using just 0.1 Points/Day, and the ETA is over 400 days. It's almost like the SPH hasn't yet realized that it's been upgraded, and it's still using it's old capabilities to build things. Am I doing something wrong, or forgetting something? Your "Upgrades"-window shows you've upgraded the VAB to .9bp/s, but you're building in the SPH. Perhaps that explains it? Link to comment Share on other sites More sharing options...
PTNLemay Posted March 10, 2016 Share Posted March 10, 2016 ... well don't I feel silly. No harm done really, I'll just have to switch my operations over to the VAB. Thanks! Link to comment Share on other sites More sharing options...
Luciano Posted March 11, 2016 Share Posted March 11, 2016 I have a problem with KCT i hope it's the same kind of thing that happened above. http://imgur.com/Zl4nmFl It only shows me the construction rate 1, but i already had purchase the second rate. And if i add a ship it takes more than 300 days.. but before it take only 50 days.. I don't know if anyone could understand my problem.. (bad english writing) Link to comment Share on other sites More sharing options...
NathanKell Posted March 11, 2016 Share Posted March 11, 2016 @Luciano as mentioned in the changelog, the new RP-0 does have modified rates and does restrict the number of rates to 1/2/3 not 2/4/6. I do suggest you give the changelog a look, a lot changed going from .43 to .44. Link to comment Share on other sites More sharing options...
panourgue Posted March 11, 2016 Share Posted March 11, 2016 (edited) 20 hours ago, NathanKell said: Wow, that's even weirder! If I have to guess the only probable culprits here are EngineSolver with Realfuels. I actually saw this behavior in one of Scott Manley's videos (6:55 to 7:00 - RCS with no connection) so it's not only me after all. I actually wrote here previously that I really don't mind this little bug, but after playing today and knowing that it's there, that I can basically forget about connection or delay it really itches me. Can you figure out something? I'd ask @Peppie23 but I don't know if he still maintains RT. Edited March 11, 2016 by panourgue Link to comment Share on other sites More sharing options...
Temeter Posted March 11, 2016 Share Posted March 11, 2016 Btw, is there a way to stop the constant leaking of memory? Just after loading my game tends to be around 3gb, going into VAB and loading a vessel takes it to 3.45, then going back to spaceport is 3.3gb. Similarly, every scene change and everything I do increases memory load. Just common unity/KSP/garbage garbage collector stuff or something unusual? Did save a lot of ram by removing the FASA/KSX LFT's, but the memory growths seems to be almost the same. Link to comment Share on other sites More sharing options...
panourgue Posted March 11, 2016 Share Posted March 11, 2016 39 minutes ago, Temeter said: Btw, is there a way to stop the constant leaking of memory? Try dynamic texture loader. The only downside to using it is that it stretches textures on procedural fairing. But it's still worth it Link to comment Share on other sites More sharing options...
Temeter Posted March 11, 2016 Share Posted March 11, 2016 (edited) 15 minutes ago, panourgue said: Try dynamic texture loader. The only downside to using it is that it stretches textures on procedural fairing. But it's still worth it From the description it sound like it doesn't do anything for DX11, which was my experience testing it (seems to make memory usage even worse?). DX9+DTL can't even load my save. Edited March 11, 2016 by Temeter Link to comment Share on other sites More sharing options...
panourgue Posted March 11, 2016 Share Posted March 11, 2016 56 minutes ago, Temeter said: From the description it sound like it doesn't do anything for DX11, which was my experience testing it (seems to make memory usage even worse?). DX9+DTL can't even load my save. It's not really the right thread to talk about, but you should definitely try that mod. Unfortunately there is only so much you can do about DRAM - that's really why all the hype about 1.1 Link to comment Share on other sites More sharing options...
Temeter Posted March 11, 2016 Share Posted March 11, 2016 24 minutes ago, panourgue said: It's not really the right thread to talk about, but you should definitely try that mod. Unfortunately there is only so much you can do about DRAM - that's really why all the hype about 1.1 I'm telling you, my memory usage is worse with that mod. DX11 is 3GB in spaceport, 3.3GB with dynamic loader. Link to comment Share on other sites More sharing options...
panourgue Posted March 11, 2016 Share Posted March 11, 2016 55 minutes ago, Temeter said: I'm telling you, my memory usage is worse with that mod. DX11 is 3GB in spaceport, 3.3GB with dynamic loader. Sorry, didn't read your previous post correctly. Try asking on the mod's thread. From what I saw author @rbray89 offers extensive support. Link to comment Share on other sites More sharing options...
Temeter Posted March 11, 2016 Share Posted March 11, 2016 23 minutes ago, panourgue said: Sorry, didn't read your previous post correctly. Try asking on the mod's thread. From what I saw author @rbray89 offers extensive support. Thanks, but the mod description already says the mod doesn't do anything for DX11 users. Or do you use DX11 and had improvements with it? Link to comment Share on other sites More sharing options...
Guest Posted March 11, 2016 Share Posted March 11, 2016 8 minutes ago, Temeter said: Thanks, but the mod description already says the mod doesn't do anything for DX11 users. Or do you use DX11 and had improvements with it? im using it with OpenGL, makes a fairly big difference for me, Link to comment Share on other sites More sharing options...
Temeter Posted March 11, 2016 Share Posted March 11, 2016 1 minute ago, Aazard said: im using it with OpenGL, makes a fairly big difference for me, Intersting, might take a look at that one. OGL comes with a heavy performance impact tho. :/ Link to comment Share on other sites More sharing options...
Recommended Posts