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WololoW

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Everything posted by WololoW

  1. Just to clarify, Using only the 7.2 RSS.dll and the config in BA, I will only get a changed look for the atmosphere from ground for Kerbin(aka no more white horizons) and nothing else? Would the same go for the KSPRC RSS config? Thanks in advance, and for all your great mods~
  2. I would take what you see in the "Processes" tab in Windows with a grain of salt in regards to RAM savings with OpenGL. I noticed something wasn't adding up when I swapped over to OpenGL. The Processes tab showed a savings of nearly 1.5GB RAM! Then, I looked over at my G13's display, and saw that my RAM usage was at 50% still (I have 8gb RAM), and on D3D it was at about 55%, what gives? I wanted to test to figure it out, and my data is below. OpenGL: Resting RAM: 1.40GB in use. (As determined by the Performance tab of Task Manager) RAM after loading a blank sandbox(in Performance tab of Task Manager): 3.68GB in use. Delta RAM = 2.28GB KSP Process shows: 1,576,900KB D3D: Resting RAM: 1.41GB in use. (As determined by the Performance tab of Task Manager) RAM after loading a blank sandbox(in Performance tab of Task Manager): 4.33GB in use. Delta RAM = 2.92GB KSP Process shows: 2,991,624KB So as you can see, the game is still taking up a large amount of RAM from your system, it is just not showing up in the game's process. EDIT* I did one more test, removing ATM completely and running the game with OpenGL. The results were even more off than with ATM. OpenGL Without ATM: Resting RAM: 1.37GB in use. (As determined by the Performance tab of Task Manager) RAM after loading a blank sandbox(in Performance tab of Task Manager): 4.43GB in use. Delta RAM = 3.06GB KSP Process shows: 1,517,932KB If you will notice, the KSP Process shows even lower RAM usage after taking out ATM, but the system RAM usage went up by .78GB.
  3. Regex gave you everything you should need. I am honestly curious about this situation though; Why did you take so long writing up a thread instead of using your preferred search engine and typing in those mod names pre/proceeded by KSP? I am not trying to be rude or snarky, and would literally like to know the thought process that lead to this post. Thanks in advance!
  4. Lol thanks! I keep it updated as I update and add mods. Also I test them before putting them on that list, meaning you can add any of them on that list knowing they should* work fine all together. *YMMV
  5. I follow what MasterTao said, except I delete the old mod folder for every mod and just re-do my setting each time or save the file that saves my settings (except when I do the latter, I edit the new settings file created by the mod and put my settings in, I do not just put the old file into the new install.)
  6. To create personal edits of existing suits, I loaded up Photoshop, and used the wand/paintcan(can't remember the name, default key is G)/blend tools to select the areas I wanted to change, change them, and then blend them together so they look right. If this is even slightly helpful for you and you want a more in-depth explanation, I can post it here or pm it to you. (I could actually even stream it for you upon request.)
  7. Very interesting read even though I have been out of touch with math(nearly no use of it after calc3) for nearly 5 years. I appreciate the explanation and the time you took to write it out for me, it does help to explain the situation for me.
  8. Good of to see that the list is already being compiled! If you look at the picture that squad posted(that is in the OP) about the new cinematic EVA suits, it says "Check it out in the upcoming game cinematics." You can take that however you want, but objectively there is nothing that states they(the cinematics and the cinematic EVA suits) won't be in game. Please try being more helpful to the rest of the community, or at the least don't sound so rude. p.s. You even say in your post that they "may never" which allows for them to possibly be... So why sound so dismissive? p.p.s. dont we all, don't we all. =)
  9. Not sure what is happening for you, but when I use OBS to record video of KSP, that doesnt happen. Perhaps try using OBS(If youre on windows) and see if the problem persists? Also, OBS is a streaming software, but has the capability to just record to your harddrive instead of transmitting it to a server to stream. Its recordings are quite small for their good quality. Hope that helps~
  10. Did some more extensive testing, no matter what I attempted, I still get that same nullref. I attempted it in my 50+ mods install. I attempted it in my stock(testing environment) install. I attempted it with a fresh install and download.
  11. http://pastebin.com/W92wKb8v Check that excerp of my output_log.txt, it is happening on every time I load the game up. Not sure how to decipher it, but I figured it may help you!
  12. This thread isn't really for speculation, nor discussion about the proposed new features in .25 (I do not want this to get locked as I would actually like to have my OQ answered. It was more of a call to harvester himself to let us know what is up~ Dont take this as being rude please, I am simply trying to keep it on topic so that no moderation is needed.
  13. I am not really interested in getting into the whole discussion that got that thread locked, but as it is locked, I am unable to ask this question there. What happened to Harv this week? I missed him in the devnotes this week and would love to know what he is working on for this amazing brainchild of his!
  14. I have not seen an answer that utilizes the method that I do that I really feel is the way the flight computer was designed to be used. Step 1: Create a maneuver node to circularize/establish your orbit that is out of range of KSC antenna. Step 2: Hit EXEC so that the flight computer will execute the maneuver node at the right time. Step 3: Add enough delay so that your command will occur 30+ seconds before the computer executes the maneuver node, and tell it to point to the NODE. Step 4: Time warp and enjoy while watching your probe - 1.lose connection 2.kill your time warp 3.point to its maneuver node 4.execute said node 30+ seconds later. Step 5: Revel at the glory of your new RT2 Satellite!
  15. I have a very similar outlook on mods as you. I'd suggest you click the mod list link in my signature to see my mods and the links to the places to get them. The ones in my list that I would suggest you consider with a grain of salt(due to them not fitting your description exactly) are Remote Tech 2 and TAC Life Support as they change the core gameplay quite a bit. *Edit* Another point I forgot to add to this post and my mod list is that the game boots up at 2.1gb RAM usage with my personal edits to ATM Aggressive and using half texture size via the stock squad settings.
  16. This is the now defunct version. Follow the link in the OP to the current version and try using that to see if your problems are gone. If you are still having problems with the download from the current version, post your issues in that thread.
  17. As it currently stands, this mod is just a little useless(sorry but I feel that is true) to people that use crew manifest. I guess this could be very useful to people that don't want all of the functionality of Crew Manifest, or those that don't like that mod. When I clicked the link I was hoping that it was some sort of face customizing plugin (similar to TR but with the added functionality of actually creating the head within the game.) But that being said, I am interested in seeing where the development of this goes and what it ends up encompassing.
  18. cybutek, thanks for the update, and I assume you're on top of it, but I felt I should mention that the OP is still showing 1.0.3 =)
  19. Had to reply to this even though it's been a little while since it was posted. Unless you have downloaded a mod that edits something OUTSIDE the GameData folder, or one that edited the Squad/NASA folders inside the GameData folder, all you must do to get a "fresh install" is to delete every folder inside GameData except for Squad and NASA.
  20. Ah, good to know, and thanks for the information enneract. I unfortunately do not know how to solve your problem =\. I will test the mod in my game and see if I want to keep it in as is, rather than just by going off the posts in this thread. =) Good luck with OMS btw~
  21. What are you saying is happening? Is the mod adding him to the roster even though he is on a mission? Or is it adding him back even though he has been dead for 5 years? Not very clear. I do like the concept of this mod very much, and am awaiting another update to address the issues enneract has said he is working on before I add it to my large list of mods =)
  22. How does TR currently assign heads to generic Kerbals? I find that with a large amount of heads (18 males, 4 females) for generic Kerbals, I get very little variation in heads. Using TR and Crew Manifest, I have spawned 16 generic Kerbals, 15 males, 1 female. Of the 15 males, 5 of them had head X(Generic name for the explanation), there were pairs of Y, Z, A, and then the last 5 were random. I will continue the test to see if the sample size was too small. If you need more specifics I am glad to give you!
  23. Congratulations and thank you Arsonide for making a great mod!
  24. After attempting a bit of my own stuff, I realize that I am not that great with tweakscale editing. I will continue my efforts and update any progress.
  25. This mod is at the top of my 'prospective' list. It seems so cool and I cant wait till the next update when the little kinks are worked out and the new stuff gets added in! (that spotlight looks like pure awesome.)
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