EthanKerbman

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About EthanKerbman

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    Bottle Rocketeer
  1. Keep in mind that Scatterer is somewhat buggy with 1.3 as of now (you have to deactivate the ocean shaders to avoid an annoying glitch that makes terrain tile float around or disappear). There are currently 3 major visual overhauls : - Stock Visual Enhancements + Stock Visual Terrain, which is the most basic and the most RAM friendly (with all options, a stock x64 install consumes about 2GB idle). - Astronomer's Visual Pack, which is the oldest of the bunch, it has some effects that are not as good or subtle as the other two, but it's still quite nice, however it isn't RAM friendly (with all options, a stock x64 install consumes about 4.8GB idle). - Andromeda Visuals Daydream, which is the newest, has some of the nicest and most subtle effects and it comes at a similar RAM cost as Astronomer's Visual Pack (5.0GB idle, which is within the margin of error). My take on things is that if you run a lot of mods (I run about 350 lately, consuming about 15GB idle, 24GB peak so far) and/or are limited in CPU/RAM, SVE+SVT is a good way to have nicer visuals without overtaxing your system and losing too many FPS. If you can afford to go toward something nicer, I'd take Andromeda instead of Astronomer's, it's about as taxing for your system and it has the benefits of being, as of now, the better looking one.
  2. For those wondering, v1.2.0 crashes on load with KSP 1.3.0
  3. You can still put them on, they just won't make sound or rotate until the plugin is updated.
  4. For those waiting for 1.3 compatibility, just remove the plugin (it just adds code for the Jericho Trumpets) from Aviator Arsenal v1.3 for KSP 1.2.x and it will load without crashing, everything will work as intended except the Jericho Trumpet but it's not game or save breaking.
  5. I expect this to go as well as a KSP newbie launching his first rocket. I guess some people are happy with a check and empty reassurances that KSP will remain mod-friendly and that Squad will retain control over an IP they no longer own... Just a week ago Squad were telling us that they were still proudly independent and hard at work, with a hint of disgust at the notion that they might have sold out to Valve, but they were in the process of finalizing the deal with... Take Two ? Well, it's the same people who thought that a game console port would be a good idea after all... I really hope the check had a lot of numbers on it, it's deserved and it will make the inevitable backstab more bearable... Oh well, at least it's not EA...
  6. Wallygator, have you ever heard of sarcasm ?
  7. Come on, it's not as if any mod has ever been able to implement fairings right... Squad has no previous experience to build upon and we as players have no reference point against which to compare their implementation...
  8. Nice, but here is the question... Does it come with : - Most of the memory leaks that have plagued the game for years fixed ? - Actual memory management ? - Actual asset management ? If not I'm afraid we can't really say KSP is out of Beta yet (unless you want to take a lot of flak)... in fact even as a beta I think Squad seemingly have, at least until now, had their priorities backward, building their house (KSP) on swamp land (Unity and a code base with memory leaks and no asset or memory management worth the name on a system limited to 32bit save for Linux) and rushing to build it, adding a veranda and agonizing over the curtains colour without ever taking the time to consolidate - or even have - proper foundations (of course it might be too late now and the cost of cleaning it up might be prohibitive)... This can end up as a train-wreck and it would be a damn shame.
  9. I found an interesting "feature"... Volume calculation doesn't seem to take rescaleFactor = x into account, parts with any value other than 1 are counted as if it were 1 leading to many parts having an incorrect volume and many rescaled parts having the same volume as the original. I have yet to test extensively with other scaling methods.
  10. I know this will sound weird but is there any chance of seeing stock-alike textures instead of/in addition to B9 textures ? The B9 style is great but now that many new mods are out and stock improved, I find myself mix-and-matching B9 and stock-alike parts far more often and let's say the result is not always that aesthetically pleasing. From that perspective I think the B9 style no longer makes sense except for the HX, S2 and S2 Wide parts as they have the least probability of being mixed with stock-alike parts. Of course you could view that from the reverse position and think that all things should be B9-ified and it would suit me fine too, however I think the easiest path would be transitionning B9 to a stock-alike aesthetic. Am I the only one out there thinking so ?
  11. Here's a version that actually works (keep in mind, it only work if you have both KAS and KIS installed, otherwise KAS MM configs will be skipped and there won't be any KIS conversion happening) : // Modify all parts with a KAS container, after everything @PART [*]:NEEDS[KAS&KIS]:HAS[@MODULE[KASModuleContainer]]:FOR[KIS]:FINAL { @MODULE[KASModuleContainer] { // Create KIS maxVolume and set it to the container's KAS capacity maxVolume = #$/MODULE[KASModuleContainer]/maxSize$ // Converts the volume to KIS cubic meters, change that to better balance @maxVolume /= 40 // Removes the KAS capacity !maxSize = dummy // Removes a KAS only parameter !maxOpenDistance = dummy // Sets KIS default behaviours externalAccess = true internalAccess = false slotsX = 6 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 // Replace sounds, there is probably a cleaner way to proceed openSndPath = #$/MODULE[KASModuleContainer]/sndOpenPath$ !sndOpenPath = dummy closeSndPath = #$/MODULE[KASModuleContainer]/sndClosePath$ !sndClosePath = dummy defaultMoveSndPath = #$/MODULE[KASModuleContainer]/sndStorePath$ !sndStorePath = dummy !bipWrongSndPath = dummy // Change the module called @name = ModuleKISInventory } } Or for those who have launched ships and want to transfer their stored parts first (provided I didn't let rookie mistakes slip by again) : // Modify all parts with a KAS container, after everything @PART [*]:NEEDS[KAS&KIS]:HAS[@MODULE[KASModuleContainer]]:FOR[KIS]:FINAL { MODULE[ModuleKISInventory] { // Create KIS maxVolume and set it to the container's KAS capacity maxVolume = #$/MODULE[KASModuleContainer]/maxSize$ // Converts the volume to KIS cubic meters, change that to better balance @maxVolume /= 40 // Sets KIS default behaviours externalAccess = true internalAccess = false slotsX = 6 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 // Add sounds openSndPath = #$/MODULE[KASModuleContainer]/sndOpenPath$ closeSndPath = #$/MODULE[KASModuleContainer]/sndClosePath$ defaultMoveSndPath = #$/MODULE[KASModuleContainer]/sndStorePath$ } }
  12. By active I mean out there in the world, unfortunately, but since my MM config doesn't seem to work anyway... A temporary solution might be using a MM config that adds a KIS inventory in addition to the KAS container, transfer the parts manually for all ships and then remove the KAS container.
  13. Should work the same, as long as it uses a KASModuleContainer, it should be converted, I'll be trying it myself shortly, and maybe post MM configs for dedicated bays (CactEye, UniversalStorage, BoxSat and USI's mods) if it works. Keep in mind, only convert if you have no active ship with parts inside a KAS container, the results might range from losing your stored parts (guaranteed) to kraken attacks (probably not, but not entirely impossible I guess).
  14. @Raptor831, For containers only, try something like this (with a 40 KAS units = 1 cubic meter of KIS volume), I haven't tested it yet (I'm working on mount points) and it probably needs balancing. Do it only if you don't have any KAS containers on active ships. Latest MM config here
  15. Seems to work fine with 0.25 so far (including x64) as long as you do not replace the asset files for the sunflare (in my experience that's a crash on load every damn time), I'm sure there's a quick work-around but I haven't been bothered to find it yet, and you can do worse than making sure you are up to date with Custom Asteroids and the RSS plugin, it's not compulsory but probably best to do so.