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epower

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    Bottle Rocketeer
  1. Some great Navball textures here. Thanks to all for making them available. A related Navball question: Is there any way to change the thickness, shape or color of the horizon level indicator ---v--- or is that hardcoded?
  2. Makes sense. I look forward to the next update!
  3. Many Thanks, YANFRET, for all your superb efforts here. A quick question regarding the location of the product cards from previous versions. I've scoured the pack (1.0.5) and can't seem to find them. I hope they didn't get the budgetary axe... Keep up the great work.
  4. Thank you very much! I can't tell you how much agitation you've saved me.
  5. Some good nuggets in this thread. Thanks to all for sharing their knowledge. Can anyone tell me how to search within a thread? IIRC, the old forum had a command for this but I've yet to find a way with the current forums. -epower
  6. Now that's what I call a grand entrance. Welcome, Sobol, and thank you for this outstanding piece of modding. I've been zooming about and having a blast. When I got around to building the SRB I did notice the top node position was a little high. From the CFG file: node_stack_top = 0.0, 122.3, 0.0, 0.0, 1.0, 0.0, 2 Changing it to the value below did the trick node_stack_top = 0.0, 24.85, 0.0, 0.0, 1.0, 0.0, 2 Looking forward to seeing your future work.
  7. No doubt SQUAD will eventually optimize things as they continue to build KSP As for FX textures, I've no doubt that high particle effects degrade FPS, however I don't think FX are the issue in this case. If you look at my original post you'll see that I copied the Laztek FX textures and pasted them into the NP test part cfg. Perhaps I should have stated that more explicitly. Now, it's possible that the single part with 9 emission points treats FX differently than 9 individual engines. I can't say as I'm just learning about how KSP deals with FX textures. Unfortunately, I've yet to get Ubiozur Welding working so a true Merlins to Merlins test will have to wait. Horrifying, yet hilarious to see Bingo Bob from the West Wing and Louis Nixon from Band of Brothers in the Office
  8. Indeed, options are always welcomed. I took a different approach to the issue and just backed the camera way out early in the ascent. I'm flying the NavBall at that point anyway. Seems to keep the FPS manageable.
  9. A fair point. I hadn't considered the selective engine shutdown options. I wasn't suggesting that Laz eliminate the composite engine housing, just add a fused element, however if UbioZur Welding can handle that without distracting Laz from more interesting pursuits, so much the better. Thanks for the link. I will definitely check that out. As for animation of individual nozzles, the NovaPunch Little Mother part also has 9 engines and emission points which was the reason I selected it as a test vehicle. Would it not therefore behave in the same way as an Octoweb of individual engines or do FX behave differently in this scenario?
  10. Thank you for this exceptional work. You've made KSP a much richer experience. I've just completed a config rescale for use in Regex's 6.4:1 variant of RealSolarSystem and your SpaceX pack is one of my go-to lifters. Bonus that the scale you employed was a perfect fit. Alas, my many mods require me to forgo the wholesale use of HD version for now. Looking forward to your take on the BFR. Such a level of detail and the Octoweb engine clusters do increase the part count on the Falcon 9 Heavy (94) and predictably I experience much lag during ascent. Unsure if 27 engines or the 27 FX emissions caused the performance hit, I conducted an experiment by rescaling the NovaPunch 'Little Mother' single part Octoweb to the same size, thrust rating and FX definitions as the 9 Merlin 1Ds. The increase in FPS and playability was profound. Listed below are two FRAPS logs from the first 60 seconds after launch. Frames, Time (ms), Min, Max, Avg --------(94 parts w/ 27 individual engines) 1696, ... 60000, .....0, ....45, ..28.3 Frames, Time (ms), Min, Max, Avg ---------(67 parts w/ 3 NP Octowebs) 3291,.... 60000,..... 36, ..59, ..54.8 Not sure if this issue has come up before but given the huge performance increase, would you consider adding to your pack by fusing the Merlin engine housing and the 9 Merlins into a single part? Regards, For reference my system specs are: e8400 Core2Duo OC'd to 3.8ghz 8gb DDR3 RAM nVidia GTX 760 2GB Windows 7 64-bit
  11. Nothing like calling a professional. Many thanks KasperVid you were spot on. There was indeed a single entry in the hosts file for the KSP forum. Flush successful. Forum access restored. Your money is no good at the Astronaut Complex bar. Drinks are on me
  12. My mac version of Firefox accesses the forums just fine. My windows Firefox, and all other browsers, show threads only to Sept 18, 2013. Tried reinstalling multiple Windows browsers to no avail. When attempting to access a forum thread via Google search I always get a 404 error. Any help greatly appreciated. Windows 7 64-bit Thanks, epower
  13. Great Mod. Thanks for all your work. 2.41 works well. 3.0 RC2 shows only the Subassemblies tab. In the GUI layout setup I can move the toolbar left, right and bottom but no config button position is visible. Clicking on "config button position" buttons has no effect and then the GUI layout screen freezes. Clean install of KSP 0.23.5 Windows 7 64-bit 1920x1080 EDIT: JSGME folder architecture error on my part. Fixed
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